If this project were to evolve into adding new features, what features would I4 mod authors want? No promises, but if anyone has any ideas please let me know.
All of those are safe to ignore. i4 comes with some predefined rules for a variety of mods. Rules for mods you don't have installed are simply ignored.
It'll be so nice to try to fix the low frame rate caused by this plugin, and the custom I4 icons around nexus... The UI becomes incredibly sluggish when a character has a large number of items or spells in their inventory.
I didn't put the logging in the final build, no. The slowdown is from the inefficiencies of how SkyUI and the original I4 plugin scale to large amounts of entries (items/spells) and rules (icons/data). I would like to improve performance, but I am currently limited by knowledge/skill/experience.
Would that cause constant fps drops though? I'm aware that the game's code for building the item list when a container is opened is terribly inefficient, but that only causes one lag spike when the menu is opened, not a constant performance penalty the entire time the menu is open.
I'm not sure whether OP is talking about slowdowns caused by i4 in general or by the alchemy fix in particular.
This idea has been tossed around a couple of times and it would be possible by utilizing code from QuickLoot IE 4.0.0, which is currently in development. We're looking into it.
I was literally researching this issue just several days ago, trying to figure out why icons wouldn't work right in the alchemy crafting interface, and discovered that I4 didn't support it. Super happy to see your fix...I've already downloaded and tried it, and it works great. Many thanks :)
It was a thought, along with several other desired features, but for now this is just "bugfixes". I'll have to think about the logistics of how releases with new features would look. I'm also fairly busy irl rn, so that plays a factor as well.
Thanks for the reply No worries just let me know if you did it at some point. This spell keyword would complete the Immersive Weapon Switch to display what spell will be equipped after switch, that's why I'm asking
27 comments
SKSEPlugin.cpp(79): [info] InventoryInjector v1-1-0-0
Interfaces.cpp(268): [error] Failed to dispatch message to MergeMapper
CustomDataManager.cpp(89): [info] Read 34 rules from Skyrim.json
CustomDataManager.cpp(89): [info] Read 2 rules from Dawnguard.json
CustomDataManager.cpp(89): [info] Read 4 rules from Dragonborn.json
CustomDataManager.cpp(89): [info] Read 1 rules from ccasvsse001-almsivi.json
CustomDataManager.cpp(89): [info] Read 1 rules from ccbgssse019-staffofsheogorath.json
CustomDataManager.cpp(89): [info] Read 1 rules from ccbgssse036-petbwolf.json
CustomDataManager.cpp(89): [info] Read 1 rules from ccBGSSSE025-AdvDSGS.json
CustomDataManager.cpp(89): [info] Read 1 rules from cckrtsse001_altar.json
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: Wyrmstooth.esp
ParseUtil.cpp(22): [warning] Plugin file not found: Wyrmstooth.esp
ParseUtil.cpp(22): [warning] Plugin file not found: BeyondSkyrimMerchant.esp
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSAssets.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BeyondSkyrimMerchant.esp
ParseUtil.cpp(22): [warning] Plugin file not found: BeyondSkyrimMerchant.esp
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: BSHeartland.esm
ParseUtil.cpp(22): [warning] Plugin file not found: Wyrmstooth.esp
CustomDataManager.cpp(89): [info] Read 85 rules from I4IconAddon.json
CustomDataManager.cpp(89): [info] Read 6 rules from I4_DearDiaryDarkWarm.json
CustomDataManager.cpp(89): [info] Read 1 rules from BowRapidCombo.json
CustomDataManager.cpp(89): [info] Read 4 rules from EldenSkyrim.json
CustomDataManager.cpp(89): [info] Read 8 rules from EldenSkyrim_RimSkills.json
why is it looking for missing mods that arent part of the requirements?
I'm not sure whether OP is talking about slowdowns caused by i4 in general or by the alchemy fix in particular.
No worries just let me know if you did it at some point.
This spell keyword would complete the Immersive Weapon Switch to display what spell will be equipped after switch, that's why I'm asking