Enhanced Inventory Menu (WIP)

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numidium3rd
Posts: 46
Joined: Sun Mar 25, 2018 12:34 am

Enhanced Inventory Menu (WIP)

Post by numidium3rd » Tue Feb 11, 2020 11:08 pm

This mod replaces the old inventory menu with one that should cater to more modern sensibilities. Please enjoy! Your criticisms and suggestions are welcomed.

Current features:
  • More filtering options for items
  • Modifier keys in place of action buttons
Instructions (please read before using!):
The default item action is "Remove" in the standard inventory menu and "Select" in the trade menu. Use the following modifier keys before clicking to perform actions.

Standard Inventory Menu:
(None) - Remove
Left Ctrl - Equip
Left Shift - Use
Left Alt - Info

Trade Menu:
(None) - Select
Left Alt - Info

Note: I wanted to use right-click for Equip but the codebase in its current state doesn't really allow for that. Maybe I can implement that at a future date.

Screenshot:
https://imgur.com/a/V9ltmg8

DOWNLOAD:
enhanced inventory menu (Windows).zip
(89.03 KiB) Downloaded 1 time
enhanced inventory menu (OSX).zip
(89.04 KiB) Downloaded 1 time
enhanced inventory menu (Linux).zip
(89.03 KiB) Downloaded 2 times
The source code is on my github:
https://github.com/numidium/dfu-modernmenu

haloterm
Posts: 96
Joined: Sat Feb 16, 2019 5:21 am

Re: Enhanced Inventory Menu (WIP)

Post by haloterm » Wed Feb 12, 2020 6:15 pm

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
Posts: 46
Joined: Sun Mar 25, 2018 12:34 am

Re: Enhanced Inventory Menu (WIP)

Post by numidium3rd » Fri Feb 14, 2020 12:22 am

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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