Enhanced Inventory Menu - 1.1.3 Major Update!

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numidium3rd
Posts: 187
Joined: Sun Mar 25, 2018 12:34 am
Location: United States

Enhanced Inventory Menu - 1.1.3 Major Update!

Post by numidium3rd »

This mod replaces the old inventory menu with a streamlined version that uses context-sensitive actions. Please enjoy! Your criticisms and suggestions are welcomed.

Current features:
  • More filtering options for items
  • Categorical->alphabetical item sorting
  • Simplified, context-sensitive item interactions
  • Weapon statistics display
Instructions (please read before using!):
Left Click - Remove
Right Click - Equip or use (also changes clothing variant when equipped on paper doll)
Left Ctrl + Click - Item Info

Note: It is highly recommended that you leave DFU's item info panel enabled. This mod is far less convenient without it.

Screenshot:
Image

DOWNLOAD:
enhanced inventory menu 1.1.3 (Windows).zip
(85.68 KiB) Downloaded 179 times
enhanced inventory menu 1.1.3 (OSX).zip
(85.7 KiB) Downloaded 107 times
enhanced inventory menu 1.1.3 (Linux).zip
(85.67 KiB) Downloaded 117 times
The source code is on my github:
https://github.com/numidium/dfu-modernmenu
Last edited by numidium3rd on Mon Mar 23, 2020 3:44 am, edited 5 times in total.

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haloterm
Posts: 391
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Re: Enhanced Inventory Menu (WIP)

Post by haloterm »

Hmm... thanks for the mod. I'm afraid it does not work with my personal usage preferences, though. I find it hard to remember modifier keys.

An inventory working for me would have a context-dependent "use" function:

- I click on equipment: I equip it.
- I click on a book or scroll: I read it.
- I click on a potion: I drink it.

I would use "shift" only as modifier for removing the clicked item, to prevent accidental removal.

For info, I'd use a tool tip.

But that's just my preferences, I'm sure others find the approach suiting their needs.

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numidium3rd
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Location: United States

Re: Enhanced Inventory Menu (WIP)

Post by numidium3rd »

haloterm wrote: Wed Feb 12, 2020 6:15 pm An inventory working for me would have a context-dependent "use" function:

- I click on equipment: I equip it.
- I click on a book or scroll: I read it.
- I click on a potion: I drink it.

I would use "shift" only as modifier for removing the clicked item, to prevent accidental removal.
I like this idea. However, it could be a problem if the user clicks on an item in a container and equips/consumes it by default so I suppose I could make that configurable. Having only one modifier key would be much better either way.
For info, I'd use a tool tip.
I also thought about this but some items (e.g. artifacts) have lengthy descriptions so the tool tip might take up a lot of the screen. Definitely something to consider for future versions though.

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numidium3rd
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Location: United States

Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!

Post by numidium3rd »

Thanks to some changes made to the inventory window class in DFU, I've been able to update this mod so that it uses left and right clicks on items. I also added a weapon statistics panel where the mode buttons used to be so you can objectively measure your character's effectiveness with one weapon versus another.
Last edited by numidium3rd on Sat Mar 21, 2020 5:23 pm, edited 1 time in total.

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King of Worms
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Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!

Post by King of Worms »

Thanks, I will test it and give feedback

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Magicono43
Posts: 1139
Joined: Tue Nov 06, 2018 7:06 am

Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!

Post by Magicono43 »

I'll have to give this a try next time I get a chance, thanks.

BansheeXYZ
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Joined: Fri Oct 23, 2015 8:19 pm

Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!

Post by BansheeXYZ »

For me it would make more sense if left click moved things left and right click moved things right.

I'd have middle click use items. And I would put "Middle-click to use" at the bottom of the item's tooltip so people know an item is usable and how to use it.

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