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Enhanced Inventory Menu - 1.1.3 Major Update!
Posted: Tue Feb 11, 2020 11:08 pm
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:
DOWNLOAD:
The source code is on my github:
https://github.com/numidium/dfu-modernmenu
Re: Enhanced Inventory Menu (WIP)
Posted: Wed Feb 12, 2020 6:15 pm
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.
Re: Enhanced Inventory Menu (WIP)
Posted: Fri Feb 14, 2020 12:22 am
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.
Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!
Posted: Sat Mar 21, 2020 5:27 am
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.
Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!
Posted: Sat Mar 21, 2020 9:24 am
by King of Worms
Thanks, I will test it and give feedback
Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!
Posted: Sat Mar 21, 2020 7:32 pm
by Magicono43
I'll have to give this a try next time I get a chance, thanks.
Re: Enhanced Inventory Menu (WIP) - 1.1.3 Major Update!
Posted: Sun Mar 22, 2020 1:32 am
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.