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Parapets

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GroundAura

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  1. GroundAura
    GroundAura
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    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.
  2. Alexiel0105
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    is it normal to get these warnings in the log file?

    Spoiler:  
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    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?
    1. AtomCrafty
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      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.
  3. VaporShiro
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    Where should I place it in my load order?
    1. AtomCrafty
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      The only thing that matters is that it is after the original i4 and overwrites the .dll from it.
  4. Bordoxs
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    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.
    1. AtomCrafty
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      @GroundAura is the logging code enabled in the build you uploaded? That could be slowing things down and isn't terribly useful to most players.
    2. GroundAura
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      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.
    3. AtomCrafty
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      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.
  5. MJkun17
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    I was looking for this exact fix, thank you!
  6. Vortov243
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    Make a Special Edition version. Anniversary Edition is unworthy
    1. AtomCrafty
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      Maybe try reading the description next time: Inventory Interface Information Injector for Skyrim 1.5
  7. ChildofDragons
    ChildofDragons
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    Would you happen to know how to add I4 support to the Recent Item Widget from TrueHUD?
    1. AtomCrafty
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      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.
  8. BreezeAndDrizzle
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    Thank you for your great work! :)
  9. DeathByPewPew
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    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 :)
  10. zZParabellumZz
    zZParabellumZz
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    Will it work with the SE version if i have the address library for skse plugins?
    1. Fuzzlesz
      Fuzzlesz
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      Please read the mod description.
    2. zZParabellumZz
      zZParabellumZz
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      Sorry, me dumb sometimes.
  11. RavenKZP
    RavenKZP
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    Looks super cool, any plans to make spells work with keywords (for now they work only with magic effect keywords, but not with direct keywords) ?
    1. GroundAura
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      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.
    2. RavenKZP
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      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