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Created by

YesMan

Uploaded by

Y3sMan

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About this mod

Ever asked yourself why you can carry hundreds of swords, potions, and armor? Have you used RABs Inventory Limits and wished it was faster / had UI integration / was easier to customize? Here's Inventory Slots: introduces a volume system for categories of items. Extremely fast, leaves no records in saves, light esp plugin for MCM, uninstall anytime

Requirements
Permissions and credits
So, you wanted a different way to think about how you manage your inventory? Have you played other games, such as Minecraft, STALKER, and more, that had grid-based inventories and hard limits to the items you could carry? Or do you just want some fast and lite implementation to limit how many potions and swords you can carry? Inventory Slots is the mod for you.


FEATURES
  • Look at an item and it's category is automatically determined by its keywords
  • See the item's volume UI widget
  • Extremely fast
  • UI integration through text widgets, showcasing how full each slot is, and what the volume of the currently highlighted item is (see the images for a better idea)

    


  • Touches no vanilla records at all, making it very compatible
  • Does not leave any trace in your savegames, much like SKSE plugins, and can be safely uninstalled and removed at any time*
  • Stores all your settings in a json file, keeping your settings across saves and playthroughs
  • Everything is customizable. Don't like the preset slots? Only want a Bottle slot to limit your potions? Delete the other slots, and remove all other keywords from Inventory Slot's consideration. It'd be like as if it was a potion-limiter all along!
1: The MCM does get left in your safe, but that should be fine. The rest of the mod is entirely an SP plugin. The mod technically works fine without the esp and MCM but you won't get any customization.
CORE CONCEPT OF THE MOD
  • Evaluates every item into a category. All two-handed swords are grouped together as 2HWeapons, all books, tomes, and scrolls are BookScrolls, etc.
  • Every item category is assigned a volume number. For example, by default, the 2HWeapons category has a volume number of 10; everytime you pick up a two-handed weapon, the Weapon slot fills up by 10 units. It does not matter what the individual item weighs; that is not part of the mod.
  • When a slot fills up, you can't pick up or take any more items into that slot; they will be denied and dropped to the floor. If they came from a chest or some other container, they will be put back in said container. If you are buying from a merchant, any denied item will also be dropped to the floor. You can always pick them up later, when you free up some slots.

REQUIREMENTS
  • Skyrim Platform. Hard requirement. v2.6
  • MCM Helper. The MCM menu needs it. Technically, the mod works without the MCM, but we aren't cavemen. v1.3.0 (since I'm still on pre-AE update)
  • PapyrusUtil. Required to save to and read the settings json files this mod generates. v3.9
  • po3's Papyrus Extender. Needed to quickly get the player's inventory, and load keywords by their EditorID. v5.1.1

INSTALLATION
Install the requirements. Then install the mod in your favorite Mod Organizer (2). Enable the plugin. And you're good to go!




CUSTOMIZATION
Everything is customizable in the MCM. Go nuts!
If you want to get more nitty-gritty with the keywords.json file, read the spoiler.
Spoiler:  
Show
Basically, there is a Keywords.json file in "data/SKSE/plugins/InventorySlots/" that looks like this by default:
Spoiler:  
Show
 
{
"keywords": [{
"WeapTypeBattleaxe": "ItemType_Weapon2H"
}, {
"WeapTypeBow": "ItemType_WeaponBow"
}, {
"WeapTypeDagger": "ItemType_WeaponDagger"
}, {
"WeapTypeGreatsword": "ItemType_Weapon2H"
}, {
"WeapTypeMace": "ItemType_Weapon1H"
}, {
"WeapTypeStaff": "ItemType_Weapon1H"
}, {
"WeapTypeSword": "ItemType_Weapon1H"
}, {
"WeapTypeWarAxe": "ItemType_Weapon1H"
}, {
"WeapTypeWarhammer": "ItemType_Weapon2H"
}, {
"VendorItemArrow": "ItemType_WeaponArrow"
}, {
"ArmorBoots": "ItemType_ArmorBoots"
}, {
"ArmorClothing": "ItemType_Clothes"
}, {
"ArmorCuirass": "ItemType_ArmorCuirass"
}, {
"ArmorGauntlets": "ItemType_ArmorGauntlets"
}, {
"ArmorHelmet": "ItemType_ArmorHelmet"
}, {
"ArmorJewelry": "ItemType_Jewelry"
}, {
"ArmorShield": "ItemType_ArmorShield"
}, {
"VendorItemAnimalHide": "ItemType_HidePelt"
}, {
"VendorItemAnimalPart": "ItemType_Food"
}, {
"VendorItemClutter": "ItemType_MiscSmall"
}, {
"VendorItemFireword": "ItemType_MiscMedium"
}, {
"VendorItemFood": "ItemType_Food"
}, {
"VendorItemFoodRaw": "ItemType_Food"
}, {
"VendorItemGem": "ItemType_Gem"
}, {
"VendorItemIngredient": "ItemType_Ingredient"
}, {
"VendorItemJewelry": "ItemType_Jewelry"
}, {
"VendorItemOreIngot": "ItemType_OreIngot"
}, {
"VendorItemPoison": "ItemType_Potion"
}, {
"VendorItemPotion": "ItemType_Potion"
}, {
"VendorItemRecipe": "ItemType_BookScroll"
}, {
"VendorItemScroll": "ItemType_BookScroll"
}, {
"VendorItemSoulGem": "ItemType_Soulgem"
}, {
"VendorItemSpellTome": "ItemType_BookScroll"
}, {
"VendorItemBook": "ItemType_BookScroll"
}, {
"VendorItemStaff": "ItemType_Weapon1H"
}, {
"VendorItemTool": "ItemType_MiscSmall"
}]
}
 
The first word, before the ":" is the key. It is the EditorID of the keyword you want to import into Inventory Slots. The value assigned to that key is the Category Name. Through this file, you can add keywords into Inventory Slot's system. Adding a key-value pair is all you need to do; the mod just works from there!


FAQs
  • Where are my settings files?
"data/SKSE/Plugins/InventorySlots/" and the files are "Slots.json" and "Keywords.json". Keep those files around if you like your settings.
  • Something is broken!
Yes, well be as thorough as you can in your explanation. If you give a one sentence bug report in the comments, chances are I won't ever see it, let alone help you fix it. Remember, I am not responsible for your modded game; you are.
  • Why is this a Skyrim Platform mod??? I heard SP gives you the clap!
Yes there some issues with v2.4. Those are fixed now. And the upsides, of having skse-like mods easily made by the average programmer, are numerous.
  • I reloaded a save and now the mod is broken!
Yeah, I've noticed that. It's a real issue, and not something I can fix myself. It's also not consistent enough of a bug for me to point it out soooo...
  • I "Take All" from a chest and I was able to take more than I'm allowed.
I know. The interface and all it's functions are a mystery. My mod is designed to try and catch as much as possible, but it misses some stuff. Keep yourself honest when using this mod, and get rid of the extra items you aren't supposed to have :).
  • I think I could do better. Let me have the source.
Ok


CREDITS

Skyrim Platform Team, Pospelove, for your wonderful work
RABs Inventory Limits, RossAdamBaker, for the original mod