Enhanced Inventory Menu - 1.1.3 Major Update!

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numidium3rd
Posts: 55
Joined: Sun Mar 25, 2018 12:34 am

Enhanced Inventory Menu - 1.1.3 Major Update!

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

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 11 times
enhanced inventory menu 1.1.3 (OSX).zip
(85.7 KiB) Downloaded 1 time
enhanced inventory menu 1.1.3 (Linux).zip
(85.67 KiB) Downloaded 1 time
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.

haloterm
Posts: 101
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
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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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numidium3rd
Posts: 55
Joined: Sun Mar 25, 2018 12:34 am

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

Post by numidium3rd » Sat Mar 21, 2020 5:27 am

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 » Sat Mar 21, 2020 9:24 am

Thanks, I will test it and give feedback

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Magicono43
Posts: 155
Joined: Tue Nov 06, 2018 7:06 am

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

Post by Magicono43 » Sat Mar 21, 2020 7:32 pm

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

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

Post by BansheeXYZ » Sun Mar 22, 2020 1:32 am

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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