All — Thanks for everyone's feedback and patience. After a very long hiatus from modding KCD, I have just updated the mod to v1.6.0 and have now now added "Inventoried - Trim" as an optional Alternate variant. Both files now work properly with the most up to date version of the game (1.9.6). Thanks for your continued support and for everyone who has stuck around waiting for me to update the mod. Enjoy Kingdom Come Deliverance anew :)
January 19th, 2020:
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All — After a long delay in getting a new CPU, I have finally bought and installed a new one. Expect a NEW UPDATE today (v1.5.0!) - Thanks for your support and for your endless patience! :D
January 5th, 2020:
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All — Last month I accidentally mutilated my CPU (recklessly moving it from 1 case to the new case). I have been out of a computer since then, but recently purchased a new one. It should come in this week, so please be patient while I wait for it to arrive and install it. Thanks for your support and for your endless patience! :D
September 12th, 2019:
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All — I With patch 1.4.8, I am 99% confident that ALL BUGS HAVE BEEN SQUASHED and progress towards creating new variations of INVENTORIED can begin. I have created Inventoried - DEV FILES so that any single person can create their own variation of INVENTORIED and future modders can have access to all the same files that I used during development of this time-consuming mod. Additionally, I have created a discussions tab (That likely no one will use) just in case anyone has any suggestions for any custom variations of naming schemes, or just for any other purposes that a separate discussions tab might have. Thanks for your support and for your endless patience! :D
July 29th, 2019:
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All — I accidentally bricked my motherboard yesterday, so I can’t work on the mod at the moment until the new one comes in. Thanks for your patience!
July 17th, 2019:
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All — Please be aware that this 1.0.0 release is not perfect and I have confirmed in-game that some inconsistencies exist. I’ll be patching the living daylights out of this mod until there are like 3 perfect versions of naming conventions in-game that suit’s everyone’s needs. Bear with me as I keep “Inventoried” updated and start patching away. :)
I kinda feel s*** after modding SSE then suddenly they will release AE in oct 10 then I found this game, it was everything I wanted to do in SSE but - (minus) the fantasy magic and creatures
kudos to you sir and thank you!! VOTED & ENDORSED I dunno if mine is also OCD but it pretty much made me keep doing things just bcz I feel like something is wrong
if you ever consider updating your mod for any reason, i hope you'll look into some names that are too long, they end up overlaping the amount # of items, like "(Potion) Marigold decoction - "Some heals" " and some other names. Not game breaking but it would be an improvement to this awesome mod.
I edited the files myself, even though I have no modding experience, It is really easy, just a couple minutes in notepad. I removed the descriptions of potion properties for example, as these are really not needed, in my opinion and they make the name really long
@TundraK — I will see about doing a new update and adding an optional file for those who want a shorter naming convention.
@PapercutOwl, @RiskySunny — Is the mod no longer working with the newest patch (1.9.6)? No one has reported it as NOT working and I don't have the game installed anymore so I need to know if I'm going to do a new update.
@TundraK, @PapercutOwl, and @RiskySunny — I have updated the main file for KCD version 1.9.6. Additionally I have added an alternate file "Inventoried - Trim" for those like you who wish to have the names shorter to fit the UI better.
Just came to nexus after a long break, and I honestly can't believe you took the effort to shorten the tags for just a couple of people who mentioned they prefer them that way. Thank you for giving a damn :)
Look at the screenshots and the description of the mod (where it gives the names of all the items) and compare them to the screenshots of "A Sorted Inventory" and you will see what is different.
I have only the following mods installed(along with expanded graphics menu options mod, optimized something or other):
UnlimitedSavingNS Unlimited Weight Inventoried
Recently, I've come across a problem of unlocked chests, empty or almost empty with low value items, particularly with the bandit camp quests(bandits, cumans, etc that the captains give), which had previously been locked at a high level with good loot. I had the first two mods installed for a while and recently installed Inventoried.
I don't know if it's your mod or something else, but I'm new to KCD(I have Royal Edition bundle) and modding KCD. 1.9.4. If you could give me any advice on troubleshooting this that would be great. So far I've taken out the .xml from the .pak and looked at it but it's archaic to me.
Love the mod, very convenient.
EDIT: So I've been poking around a bit more, and the second possible culprit(besides KCD itself or some error on my part) is obviously the Unlimited Weight mod. In its xml it has a lot of other settings which, from looking at the original xml, are the original settings except for the baseinventoryweight. I've only done Skyrim modding, and it's considered bad practice to have non-relevant vanilla settings with your mod(unless according to your goals). Is it necessary here? I see in a few other mods, yours included, that only include the needed changes. Maybe something of the vanilla changes is interfering with the chests being empty/unlocked?
Would it be safe to delete all irrelevant rows like "<row rpg_param_key="AlcoholMaxCHAEffect" rpg_param_value="2" /> " (varying types) then repackage the xml in a pak(can 7zip do this)? What about the accompanying tbls, anything to do with those?
Well the way it works with KCD is that if you only change the relevant entries, the game will add the others automatically. I actually did just that; changed ONLY the relevant entries pertaining to the renamed items ONLY. The game automatically added in the missing (READ: Everything else) entries back in the .XML. I last compiled the mod in version 1.9.2 or 1.9.3 and I don't believe they made any changes to the inventory, but I will reconcile it all again this coming week just to pull clean 1.9.4 entries (if anything even changed). Unfortunately I have no idea what could have caused your particular issue as I would be just as confused as you are at this point. "INVENTORIED" just renames items, it doesn't have the ability to mess up the locked chests,etc. :/
So like Skyrim. Idk, hasn't happened for anything but those bandit ear quest chests. I just moved on. I don't think it's your mod really, just an off chance option, it's probably to do with KCD itself or the weight mod.
I saw a possible bug/mislabel btw. Possibly Body 1 Pourpoint (Dark or Black) is actually a red-ish orange-ish color, it could also be a Body 2 since that jogs my memory but I don't see a dark/black Body 2 and I'm 99% sure it was one of those but it's not in your intro page. I typed it into notepad but forgot and closed so I'm going off memory. I'm 90% sure about all this though. (I don't have any texture/mesh mods in my game)
I haven't ruled out this mod entirely, but only because I don't know if that particular quest was sensitive to a rename of those items. Just my thoughts, I dont know. On the topic regarding the mismatch colors/names — It's a KCD vanilla thing; one "item" seems to spawn several variants (Read: colors.) and so makes whatever name it is originally given, inaccurate the moment a variant appears, subsequently causing a red/orange item to stop have the original item's respective name. It's in vanilla as well, so anything a mod touches would just carry that same bug/feature forward into the end result as well. I noticed several items like that, while renaming KCD's items — expect to find more! (Bug? Feature?)
Confirming tht this works with 1.9.2! great work man. ENDORSED!The way the devs had the inventory sorted was the 1st and foremost pet peeve I have wit this game. You and those like you are greatly appreciated...
48 comments
November 13th, 2020:
\\ MOD version: 1.6.3\\GAME version: 1.9.6 \\ITEMS: Inventoried !
September 13th, 2020:
January 19th, 2020:
January 5th, 2020:
September 12th, 2019:
July 29th, 2019:
July 17th, 2019:
then I found this game, it was everything I wanted to do in SSE but - (minus) the fantasy magic and creatures
kudos to you sir and thank you!! VOTED & ENDORSED
I dunno if mine is also OCD but it pretty much made me keep doing things just bcz I feel like something is wrong
@PapercutOwl, @RiskySunny — Is the mod no longer working with the newest patch (1.9.6)? No one has reported it as NOT working and I don't have the game installed anymore so I need to know if I'm going to do a new update.
Just YES.
Cheers!
UnlimitedSavingNS
Unlimited Weight
Inventoried
Recently, I've come across a problem of unlocked chests, empty or almost empty with low value items, particularly with the bandit camp quests(bandits, cumans, etc that the captains give), which had previously been locked at a high level with good loot. I had the first two mods installed for a while and recently installed Inventoried.
I don't know if it's your mod or something else, but I'm new to KCD(I have Royal Edition bundle) and modding KCD. 1.9.4. If you could give me any advice on troubleshooting this that would be great. So far I've taken out the .xml from the .pak and looked at it but it's archaic to me.
Love the mod, very convenient.
EDIT: So I've been poking around a bit more, and the second possible culprit(besides KCD itself or some error on my part) is obviously the Unlimited Weight mod. In its xml it has a lot of other settings which, from looking at the original xml, are the original settings except for the baseinventoryweight. I've only done Skyrim modding, and it's considered bad practice to have non-relevant vanilla settings with your mod(unless according to your goals). Is it necessary here? I see in a few other mods, yours included, that only include the needed changes. Maybe something of the vanilla changes is interfering with the chests being empty/unlocked?
Would it be safe to delete all irrelevant rows like "<row rpg_param_key="AlcoholMaxCHAEffect" rpg_param_value="2" /> " (varying types) then repackage the xml in a pak(can 7zip do this)? What about the accompanying tbls, anything to do with those?
I saw a possible bug/mislabel btw. Possibly Body 1 Pourpoint (Dark or Black) is actually a red-ish orange-ish color, it could also be a Body 2 since that jogs my memory but I don't see a dark/black Body 2 and I'm 99% sure it was one of those but it's not in your intro page. I typed it into notepad but forgot and closed so I'm going off memory. I'm 90% sure about all this though. (I don't have any texture/mesh mods in my game)