Please make one and share with everyone :) You can also ask the other mod to adopt this mod's changes if you think it is better.
How do I patch/merge it myself?
You need to merge the changes of both mods' version of Data\interface\skyui\config.txt
Details:
Spoiler:
Show
You can merge either way. Generally I would advise you to merge the other mod's changes into this mod, so you can easily enable/disable this mod. But if the other mod makes a lot of complicated changes, then it might be easier to merge this mod's changes into the other mod.
Tip: Use a diff tool like Meld or WinMerge to compare and merge text files. Don't open 2 notepads like a milk drinker.
Main things to look at are these lines: columns.iconColumn.state1.sortAttributes columns.iconColumn.state1.sortOptions columns.iconColumn.state2.sortAttributes columns.iconColumn.state2.sortOptions where I added timeRemaining and isEquipped
and all the views.*.primaryColumn = iconColumn which is changing the default sort of every view to the iconColumn (sort by type)
How do I merge if I have more than 2 conflicting mods?
Diff tools like Meld and WinMerge can compare 3 files.
Customisation / options
I don't like sorting by type for certain views. How do I change it back to sort by name?
Spoiler:
Show
Set the primaryColumn of the view to itemNameColumn, magicNameColumn, or craftNameColumn.
For example, to change Armor Crafting view to sort by name, find this line in the config.txt:
I won't be adding it to this mod, because it involves modifying SkyUI's Flash files (.swf), which is 1) out of scope for this mod, and 2) redundant as it's already done by a few other mods.
With one of those other mods, you just need to merge the config.txt file with this mod. I can't give any particular recommendation because I've never used any of them or Survival Mode, but there's an example merged file for Dear Diary Dark Mode in the optional files here. Also, Aura's Inventory Tweaks includes/supersedes this mod.
Appreciate your response. No worries, I was just wondering if it was possible, since all other mods are screwed lol. Not a single one is working with SkyUI, unless you install Dear Diary, which as a personal preference I don't like.
I actually attempted to merge yours and the most popular one, but adding new columns (warmth, hunger) means the game need to handle some how the new variables, which I think are hard coded in the dll or the script.
Anyway, thanks for this mod, I am using it right now.
EDIT: I just realized SkyUI Survival Integration just works along with your mod. I'm so dumb.
I dunno if this is a bug or what but when I go into the config and force slots on in skyrim vr, all of the slots of everything is just a blank space. do I need to do some extra steps?
it looks like the problem is just this mod. Maybe my mod pack has some files missing or something? When I add the body slots standalone mod it butchers the controls but it also adds the right slots to stuff. but when try using the better skyui provided by the body slots mod it still has the same issue as this mod where all the slots are blank. The only difference I see between the two is that the body slots mod comes with a bunch of swf files for inventory and stuff and this mod doesn't seem to have that, at least in my installation of it
UPDATE: It's not just slots. Anything I enable manually through the config is blank UPDATE 2: It looks like the problem is missing files... I don't know what files are missing, but when I added a button that lets me add a mouse, there was entire buttons missing from the gear menu at the top as if there's nothing to reference to pull up the features. perhaps skyui vr is missing files? or dear diary vr which overwrites it outright removes them?
I feel like it would be overstepping for me to ask you to produce an override that simply makes sure all of the relevant files are available for reference because I'd imagine you'd only be able to test it in vr and as you don't have vr it would be rude of me to ask, so who do I ask about this issue?
Sounds more like an asset overwrite order issue than a vr issue.
If columns appear, but are empty, that indicates their relevant properties are not being set (usually properties need to be set in .swf files). You need to have the proper load order with your swf mods for certain columns to be able to display data. Better SkyUI Config does not add any new columns so the problem should not be with this mod.
If you like, I have a link to a discord server in my profile where I might be able to help you figure out what your problem is.
You got it from somewhere else (I only distribute this mod on this page)
There is more than 1 file, or you are expecting more than 1 file (this mod contains a single file named config.txt)
There is an "override" (whatever that means)
There are "relevant files" to "reference" (this mod's only requirement is SkyUI 5.2SE)
I can't remember if slots are exposed by normal SkyUI, but I never added anything specifically for slots in this mod (except maybe whatever was merged in the Dear Diary / DDDM examples).
If you use multiple modified SkyUI (I don't know the details of SkyUI VR, Dear Diary VR, what "body slots mod", or your unspecified mod pack), they will overwrite each other as GroundAura mentioned, unless all of them are explicitly compatible or there is a patch to combine them.
I'm just saying that I've discovered the issue is with dear diary vr. it removes a bunch of key components. I was wondering if there was a way for you to add a patch on your end since they seem to have been inactive for 2 years
If the problem is between Dear Diary VR and another mod that modifies SkyUI's swf files (like maybe whichever body slots mod), then it needs to be fixed by patching the swf files (either one of them adding compatibility for the other, or a third-party patch). I'm not interested in doing that, and it's not the purpose of this mod, which is a single config file with no swf files.
I understand why you'd ask me, because of the Dear Diary compatible files. In this case, only Dear Diary itself conflicts with, or rather modifies SkyUI. I am only merging my changes to the SkyUI config, with Dear Diary's changes to the SkyUI config. There is no conflict between Dear Diary and some other mod that modifies SkyUI (if there was, it would need to be solved between them).
That was actually my question, it does not ? Cause I want to sort all my spells by school first then alphabetically in the favorites menu, so I hoped this mod would do !
I ended up using Custom Favorites Menu instead. Takes a bit to finetune it to your taste, but is much more convenient with so many items and spells immediately present.
Yeah, there's not really anything available to sort the favorites menu like other menus can be. Currently your only option for a "sorted" favorites menu is mods like Categorized Favorites Menu.
Wish that was a thing. You either won't have it for a modest quick menu, or fill your entire screen with a "quick menu" larger than the default menu. All or none.
Is there a way to choose the order in which icons are sorted in the misc tab? I have a modded item that was named with spaces so it would always appear at the top of the list, which was handy since I used it often, but now it's quite a ways down. A minor inconvenience to be sure, but I figured I'd ask if there's a way to get that modded item's icon group to be the first one.
There are ways to manipulate SkyUI's config to sort things however you want, but they're a little complicated. Basically you can create new properties and sort using those properties.
For example in Aura's Inventory Tweaks I gave all misc items the property 'itemClass': 2, then gave certain items 'itemClass': 1. Then I added 'itemClass' to the sortAttributes of the icon column, and those certain items are pushed to the top.
Follow-up question. I can't for the life of me figure out how to get my food and ingredients to sort by name.
I've got this:
;jn: Set the default sorting column for every view to iconColumn ; ITEM VIEWS ------------------------------------------------------- ;jn: defaultItemView applies to the following views in the Item menu: Favorites, All, Food, Ingredients, Books, and Misc. views.defaultItemView.primaryColumn = iconColumn views.defaultItemView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
and then under crafting menus I have this: views.alchemyView.primaryColumn = iconColumn views.alchemyView.columns = <equipColumn, craftNameColumn, iconColumn, alchWeightColumn, alchValueColumn, alchValueWeightColumn>
From that, I would assume that food would first sort by type (drink/food) and then by name, and that ingredients would sort by name. But they don't. Food sorts by type (drink/food), but after that they are in no order at all, and ingredients aren't in any sort of order either. I can't find anything else specific to ingredients.
I haven't touched Skyrim or this mod in a long time, so I'll try to explain what I can, but you're on your own for making changes.
Normally in SkyUI, Ingredients doesn't have its own view, it uses defaultItemView.
Right now, your views.defaultItemView... seem to be what's in this mod, you haven't edited it (?)
views.defaultItemView.columns = ... -- this is the list of columns that are visible in-game. It is not the columns used to sort or the order of sorting, that's elsewhere in the code, you can probably find it by searching my comments ;jn
views.defaultItemView.primaryColumn = iconColumn -- this means the defaultItemView sorts by iconColumn by default
To sort by name by default, change the value on the right to itemNameColumn, but it'll affect all the other tabs that use defaultItemView
If you want Ingredients to sort by name while preserving the rest of this mod sorting by icon, you need to define a new view and use that for Ingredients. I've actually done this in the "test version" under misc files, but there were some limitations/bugs which I never had the time to iron out. There is a thread about this somewhere in this posts section (can't search or link to it easily because this website sucks), it shouldn't be too far back though. I think I was talking with Wolfpack.
To understand how it works, I suggest you do this: download both the test version and the normal version of this mod, extract their config.txt (rename them so you know which is which), and open them side by side in a visual diff tool (see the FAQ above on merging). The diff tool highlights differences in text files.
Also use the diff tool to compare this mod with SkyUI's default config.txt, it'll help you understand what's going on
Then you can figure out how to do the same for a Food view.
You can search for variable names in the SkyUI source code (last I checked still on GitHub), there are some things available in SkyUI but not used in the default config.txt. Like whatever I used to create the ingredients view.
Thank you so much for taking the time to explain! I will play with it some more. (I actually did change it a few times, must have changed it back to the original somehow)
This doesn't appear to work? It's supposed to remember the sorting options selected, if I'm understanding correctly, and also allow for smarter sorting in general, but it does neither of those things?
My game already had this function, emphasis on "had". But something I did in the last 24 hours, I'm not even sure exactly what, caused that function to be removed, erased, gone.
EDIT: Nevermind, I was incorrect, my game just had the Type category and stuff added from SkyUI, not the automatically pre-sorted lists that this mod does.
If you share the contents of your SkyUI config (the last instance of "/data/interface/skyui/config.txt" in your load order), I might be able to help figure out your problem.
; ===================================================================================================================== [ItemList] ; ===================================================================================================================== quantityMenu.minCount = 6 ; Number of items required to trigger quantity dialog. 0 is disabled
;jn: Set the default sorting column for every view to iconColumn ; ITEM VIEWS ------------------------------------------------------- ;jn: defaultItemView applies to the following views in the Item menu: Favorites, All, Food, Ingredients, Books, and Misc. views.defaultItemView.primaryColumn = iconColumn views.defaultItemView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
Oh goodness, I don't even know where to start. Chunks of your config are just gone. I would recommend reinstalling your config.
These are the types of lines that have missing code. columns.*Column.state*.sortAttributes = (there should be stuff here) views.*View.columns = (there should be stuff here) views.*View.category = (there should be stuff here) itemIcons = (there should be stuff here) If you were trying to make specific tweaks, I could probably help you tweak safely. A good tool to help you debug in the future is WinMerge. You could also check out the mods AIT or SAS if you're just looking for more SkyUI features than Better SkyUI Config.
I deleted all my saves, deleted a bunch of custom mod files that I made in MO2 to dump my Overwrite files into (I wasn't knowledgable enough to put them into FNIS Outputs at the time), restarted computer, (deleted old FNIS Outputs, they were really old like back from last spring when I first started playing with mods on PC) started new game, now I can sort categories by "type" again, the proper SKYUI way. Plus the addition of sorting that your mod adds too.
228 comments
Compatibility / patching / merging
Patch for ____?
Please make one and share with everyone :) You can also ask the other mod to adopt this mod's changes if you think it is better.
How do I patch/merge it myself?
You need to merge the changes of both mods' version of Data\interface\skyui\config.txt
Details:
Tip: Use a diff tool like Meld or WinMerge to compare and merge text files. Don't open 2 notepads like a milk drinker.
Main things to look at are these lines:
columns.iconColumn.state1.sortAttributes
where I added timeRemaining and isEquippedcolumns.iconColumn.state1.sortOptions
columns.iconColumn.state2.sortAttributes
columns.iconColumn.state2.sortOptions
and all the
views.*.primaryColumn = iconColumn
which is changing the default sort of every view to the iconColumn (sort by type)How do I merge if I have more than 2 conflicting mods?
Diff tools like Meld and WinMerge can compare 3 files.
Customisation / options
I don't like sorting by type for certain views. How do I change it back to sort by name?
For example, to change Armor Crafting view to sort by name, find this line in the config.txt:
views.craftArmorView.primaryColumn = iconColumn
and change it to:
views.craftArmorView.primaryColumn = craftNameColumn
How do I disable the Value/Weight (V/W) column?
columns.valueWeightColumn.hidden = false
and change false to true.
For Immersive Jewelry users:
This mod is now compatible by default, no need to do anything.
For Dear Diary OR Dear Diary + Immersive Jewelry users:
I uploaded compatible version for Dear Diary 3.0.3. It is not tested.
2022-01-08
Uploaded compatible version for the new Dear Diary Dark Mode 1.0.0. It is not tested.
Does anyone know if this:
https://www.nexusmods.com/skyrimspecialedition/mods/112166
is already included by now ?
With one of those other mods, you just need to merge the config.txt file with this mod. I can't give any particular recommendation because I've never used any of them or Survival Mode, but there's an example merged file for Dear Diary Dark Mode in the optional files here. Also, Aura's Inventory Tweaks includes/supersedes this mod.
I actually attempted to merge yours and the most popular one, but adding new columns (warmth, hunger) means the game need to handle some how the new variables, which I think are hard coded in the dll or the script.
Anyway, thanks for this mod, I am using it right now.
EDIT: I just realized SkyUI Survival Integration just works along with your mod. I'm so dumb.
UPDATE: It's not just slots. Anything I enable manually through the config is blank
UPDATE 2: It looks like the problem is missing files... I don't know what files are missing, but when I added a button that lets me add a mouse, there was entire buttons missing from the gear menu at the top as if there's nothing to reference to pull up the features. perhaps skyui vr is missing files? or dear diary vr which overwrites it outright removes them?
I feel like it would be overstepping for me to ask you to produce an override that simply makes sure all of the relevant files are available for reference because I'd imagine you'd only be able to test it in vr and as you don't have vr it would be rude of me to ask, so who do I ask about this issue?
If columns appear, but are empty, that indicates their relevant properties are not being set (usually properties need to be set in .swf files). You need to have the proper load order with your swf mods for certain columns to be able to display data. Better SkyUI Config does not add any new columns so the problem should not be with this mod.
If you like, I have a link to a discord server in my profile where I might be able to help you figure out what your problem is.
These are signs you are not using this mod:
I can't remember if slots are exposed by normal SkyUI, but I never added anything specifically for slots in this mod (except maybe whatever was merged in the Dear Diary / DDDM examples).
If you use multiple modified SkyUI (I don't know the details of SkyUI VR, Dear Diary VR, what "body slots mod", or your unspecified mod pack), they will overwrite each other as GroundAura mentioned, unless all of them are explicitly compatible or there is a patch to combine them.
No.
If the problem is between Dear Diary VR and another mod that modifies SkyUI's swf files (like maybe whichever body slots mod), then it needs to be fixed by patching the swf files (either one of them adding compatibility for the other, or a third-party patch). I'm not interested in doing that, and it's not the purpose of this mod, which is a single config file with no swf files.
I understand why you'd ask me, because of the Dear Diary compatible files. In this case, only Dear Diary itself conflicts with, or rather modifies SkyUI. I am only merging my changes to the SkyUI config, with Dear Diary's changes to the SkyUI config. There is no conflict between Dear Diary and some other mod that modifies SkyUI (if there was, it would need to be solved between them).
Is there a way to choose the order in which icons are sorted in the misc tab? I have a modded item that was named with spaces so it would always appear at the top of the list, which was handy since I used it often, but now it's quite a ways down. A minor inconvenience to be sure, but I figured I'd ask if there's a way to get that modded item's icon group to be the first one.
For example in Aura's Inventory Tweaks I gave all misc items the property 'itemClass': 2, then gave certain items 'itemClass': 1. Then I added 'itemClass' to the sortAttributes of the icon column, and those certain items are pushed to the top.
I've got this:
;jn: Set the default sorting column for every view to iconColumn
; ITEM VIEWS -------------------------------------------------------
;jn: defaultItemView applies to the following views in the Item menu: Favorites, All, Food, Ingredients, Books, and Misc.
views.defaultItemView.primaryColumn = iconColumn
views.defaultItemView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
and then under crafting menus I have this:
views.alchemyView.primaryColumn = iconColumn
views.alchemyView.columns = <equipColumn, craftNameColumn, iconColumn, alchWeightColumn, alchValueColumn, alchValueWeightColumn>
From that, I would assume that food would first sort by type (drink/food) and then by name, and that ingredients would sort by name. But they don't. Food sorts by type (drink/food), but after that they are in no order at all, and ingredients aren't in any sort of order either. I can't find anything else specific to ingredients.
What code should I change?
My game already had this function, emphasis on "had". But something I did in the last 24 hours, I'm not even sure exactly what, caused that function to be removed, erased, gone.
EDIT: Nevermind, I was incorrect, my game just had the Type category and stuff added from SkyUI, not the automatically pre-sorted lists that this mod does.
[Input]
; =====================================================================================================================
controls.pc.search = 57 ; SPACE
controls.pc.switchTab = 56 ; ALT
controls.pc.equipMode = 42 ; LSHIFT
controls.gamepad.switchTab = 271 ; BACK
controls.gamepad.prevColumn = 274 ; LEFT_SHOULDER
controls.gamepad.nextColumn = 275 ; RIGHT_SHOULDER
controls.gamepad.sortOrder = 272 ; LEFT_THUMB
; =====================================================================================================================
[SearchBox]
; =====================================================================================================================
autoupdate.enable = true
autoupdate.delay = 0
; =====================================================================================================================
[ItemInfo]
; =====================================================================================================================
itemcard.align = center
itemcard.xOffset = 0
itemcard.yOffset = 0
; =====================================================================================================================
[ItemList]
; =====================================================================================================================
quantityMenu.minCount = 6 ; Number of items required to trigger quantity dialog. 0 is disabled
; =====================================================================================================================
[Appearance]
; =====================================================================================================================
icons.category.source = 'skyui/icons_category_psychosteve.swf'
icons.item.source = 'skyui/icons_item_psychosteve.swf'
icons.item.noColor = false
icons.item.showStolen = true
colors.text.enabled = 0xffffff
colors.stolen.enabled = 0xffffff
colors.negative.enabled = 0xff0000
colors.text.disabled = 0x4c4c4c
colors.stolen.disabled = 0x4c4c4c
colors.negative.disabled = 0x800000
; =====================================================================================================================
[ListLayout]
; =====================================================================================================================
vars.a_textBorder.value = <0, 0, 1.1, 0> ; left right top bottom
vars.n_iconSize.value = 18
defaults.entryWidth = 530
; Default text format defaults -------------------------------------------------------
defaults.entry.textFormat.font = '$EverywhereMediumFont'
defaults.entry.textFormat.align = right
defaults.entry.textFormat.bold = false
defaults.entry.textFormat.italic = false
defaults.entry.textFormat.underline = false
defaults.entry.textFormat.size = 14
defaults.entry.textFormat.letterSpacing = 0.8
defaults.entry.textFormat.kerning = false
defaults.entry.textFormat.leftMargin = 0
defaults.entry.textFormat.rightMargin = 0
defaults.entry.textFormat.indent = 0
defaults.entry.textFormat.leading = 0
defaults.label.textFormat.font = '$EverywhereMediumFont'
defaults.label.textFormat.align = right
defaults.label.textFormat.bold = false
defaults.label.textFormat.italic = false
defaults.label.textFormat.underline = false
defaults.label.textFormat.size = 12
defaults.label.textFormat.letterSpacing = 0.8
defaults.label.textFormat.kerning = false
defaults.label.textFormat.leftMargin = 0
defaults.label.textFormat.rightMargin = 0
defaults.label.textFormat.indent = 0
defaults.label.textFormat.leading = 0
; ICONS -------------------------------------------------------
columns.equipColumn.type = EQUIP_ICON
columns.equipColumn.passive = true
columns.equipColumn.states = 1
columns.equipColumn.indent = -28
columns.equipColumn.icon.size = n_iconSize
columns.equipColumn.border = <0, 10, 3, 3> ; left right top bottom
columns.equipColumn.state1.label.text = ' '
columns.iconColumn.type = ITEM_ICON
columns.iconColumn.states = 2
columns.iconColumn.icon.size = n_iconSize
columns.iconColumn.border = <0, 3, 3, 3> ; left right top bottom
columns.iconColumn.state1.label.text = ' '
;jn: Add timeRemaining (only affects Active Effects view) and isEquipped
columns.iconColumn.state1.sortAttributes = <timeRemaining, isEquipped, type, formType, subType, weightClass, material, infoDamage, infoArmor, infoSchoolName, actorValue, resistance, skillLevel, magnitude, duration, isRead, text>
;jn: Don't forget to add a corresponding sortOption for each added sortAttribute
columns.iconColumn.state1.sortOptions = <{ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.iconColumn.state2.label.text = ' '
columns.iconColumn.state2.label.arrowDown = true
;jn: Add timeRemaining
columns.iconColumn.state2.sortAttributes = <timeRemaining, type, formType, subType, weightClass, material, infoDamage, infoArmor, infoSchoolName, actorValue, resistance, skillLevel, magnitude, duration, isRead, text>
columns.iconColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | CASEINSENSITIVE}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | CASEINSENSITIVE}>
; ITEM NAME COLUMN -------------------------------------------------------
columns.itemNameColumn.type = NAME
columns.itemNameColumn.name = '$NAME'
columns.itemNameColumn.states = 4
columns.itemNameColumn.weight = 1.0
columns.itemNameColumn.border = a_textBorder
columns.itemNameColumn.label.textFormat.align = left
columns.itemNameColumn.state1.label.text = '$NAME'
columns.itemNameColumn.state1.entry.text = @text
columns.itemNameColumn.state1.sortOptions = {ASCENDING | CASEINSENSITIVE}
columns.itemNameColumn.state2.label.text = '$EQUIPPED'
columns.itemNameColumn.state2.entry.text = @text
columns.itemNameColumn.state2.sortAttributes = <isEquipped, equipState, text>
columns.itemNameColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.itemNameColumn.state2.playerOnly = true
columns.itemNameColumn.state3.label.text = '$STOLEN'
columns.itemNameColumn.state3.entry.text = @text
columns.itemNameColumn.state3.sortAttributes = <isStolen, text>
columns.itemNameColumn.state3.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.itemNameColumn.state3.playerOnly = true
columns.itemNameColumn.state4.label.text = '$ENCHANTED'
columns.itemNameColumn.state4.entry.text = @text
columns.itemNameColumn.state4.sortAttributes = <isEnchanted, text>
columns.itemNameColumn.state4.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; ARMOR RATING COLUMN -------------------------------------------------------
columns.arColumn.type = TEXT
columns.arColumn.name = '$ARMOR'
columns.arColumn.states = 2
columns.arColumn.width = 0.06
columns.arColumn.border = a_textBorder
columns.arColumn.state1.label.text = '$ARM'
columns.arColumn.state1.label.arrowDown = true
columns.arColumn.state1.entry.text = @infoArmor
columns.arColumn.state1.sortAttributes = <infoArmor, text>
columns.arColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.arColumn.state2.label.text = '$ARM'
columns.arColumn.state2.entry.text = @infoArmor
columns.arColumn.state2.sortAttributes = <infoArmor, text>
columns.arColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; SUBTYPE COLUMN -------------------------------------------------------
columns.subTypeColumn.type = TEXT
columns.subTypeColumn.name = '$TYPE'
columns.subTypeColumn.states = 2
columns.subTypeColumn.width = 0.15
columns.subTypeColumn.border = a_textBorder
columns.subTypeColumn.state1.label.text = '$TYPE'
columns.subTypeColumn.state1.entry.text = @subTypeDisplay
columns.subTypeColumn.state1.sortAttributes = <subTypeDisplay, text>
columns.subTypeColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
columns.subTypeColumn.state2.label.text = '$TYPE'
columns.subTypeColumn.state2.entry.text = @subTypeDisplay
columns.subTypeColumn.state2.label.arrowDown = true
columns.subTypeColumn.state2.sortAttributes = <subTypeDisplay, text>
columns.subTypeColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
; MATERIAL COLUMN -------------------------------------------------------
columns.materialColumn.type = TEXT
columns.materialColumn.name = '$MATERIAL'
columns.materialColumn.states = 2
columns.materialColumn.width = 0.10
columns.materialColumn.border = a_textBorder
columns.materialColumn.hidden = true
columns.materialColumn.state1.label.text = '$MAT'
columns.materialColumn.state1.entry.text = @materialDisplay
columns.materialColumn.state1.sortAttributes = <materialDisplay, text>
columns.materialColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
columns.materialColumn.state2.label.text = '$MAT'
columns.materialColumn.state2.entry.text = @materialDisplay
columns.materialColumn.state2.label.arrowDown = true
columns.materialColumn.state2.sortAttributes = <materialDisplay, text>
columns.materialColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
; CLASS COLUMN -------------------------------------------------------
columns.classColumn.type = TEXT
columns.classColumn.name = '$CLASS'
columns.classColumn.states = 2
columns.classColumn.width = 0.10
columns.classColumn.border = a_textBorder
columns.classColumn.state1.label.text = '$CLASS'
columns.classColumn.state1.entry.text = @weightClassDisplay
columns.classColumn.state1.sortAttributes = <weightClassDisplay, text>
columns.classColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
columns.classColumn.state2.label.text = '$CLASS'
columns.classColumn.state2.entry.text = @weightClassDisplay
columns.classColumn.state2.label.arrowDown = true
columns.classColumn.state2.sortAttributes = <weightClassDisplay, text>
columns.classColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
; MAGNITUDE COLUMN -------------------------------------------------------
columns.magnitudeColumn.type = TEXT
columns.magnitudeColumn.name = '$MAGNITUDE'
columns.magnitudeColumn.states = 2
columns.magnitudeColumn.width = 0.06
columns.magnitudeColumn.border = a_textBorder
columns.magnitudeColumn.state1.label.text = '$MAG'
columns.magnitudeColumn.state1.label.arrowDown = true
columns.magnitudeColumn.state1.entry.text = @magnitude
columns.magnitudeColumn.state1.sortAttributes = <magnitude, text>
columns.magnitudeColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.magnitudeColumn.state2.label.text = '$MAG'
columns.magnitudeColumn.state2.entry.text = @magnitude
columns.magnitudeColumn.state2.sortAttributes = <magnitude, text>
columns.magnitudeColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; DURATION COLUMN -------------------------------------------------------
columns.durationColumn.type = TEXT
columns.durationColumn.name = '$TIME'
columns.durationColumn.states = 2
columns.durationColumn.width = 0.06
columns.durationColumn.border = a_textBorder
columns.durationColumn.state1.label.text = '$TIME'
columns.durationColumn.state1.label.arrowDown = true
columns.durationColumn.state1.entry.text = @duration
columns.durationColumn.state1.sortAttributes = <duration, text>
columns.durationColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.durationColumn.state2.label.text = '$TIME'
columns.durationColumn.state2.entry.text = @duration
columns.durationColumn.state2.sortAttributes = <duration, text>
columns.durationColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; MAGIC MAGNITUDE COLUMN -------------------------------------------------------
columns.magicMagnitudeColumn.type = TEXT
columns.magicMagnitudeColumn.name = '$MAGNITUDE'
columns.magicMagnitudeColumn.states = 2
columns.magicMagnitudeColumn.width = 0.12
columns.magicMagnitudeColumn.border = a_textBorder
columns.magicMagnitudeColumn.state1.label.text = '$MAG'
columns.magicMagnitudeColumn.state1.label.arrowDown = true
columns.magicMagnitudeColumn.state1.entry.text = @magnitude
columns.magicMagnitudeColumn.state1.sortAttributes = <magnitude, text>
columns.magicMagnitudeColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.magicMagnitudeColumn.state2.label.text = '$MAG'
columns.magicMagnitudeColumn.state2.entry.text = @magnitude
columns.magicMagnitudeColumn.state2.sortAttributes = <magnitude, text>
columns.magicMagnitudeColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; MAGIC DURATION COLUMN -------------------------------------------------------
columns.magicDurationColumn.type = TEXT
columns.magicDurationColumn.name = '$TIME'
columns.magicDurationColumn.states = 2
columns.magicDurationColumn.width = 0.12
columns.magicDurationColumn.border = a_textBorder
columns.magicDurationColumn.state1.label.text = '$TIME'
columns.magicDurationColumn.state1.label.arrowDown = true
columns.magicDurationColumn.state1.entry.text = @duration
columns.magicDurationColumn.state1.sortAttributes = <duration, text>
columns.magicDurationColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.magicDurationColumn.state2.label.text = '$TIME'
columns.magicDurationColumn.state2.entry.text = @duration
columns.magicDurationColumn.state2.sortAttributes = <duration, text>
columns.magicDurationColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; DAMAGE COLUMN -------------------------------------------------------
columns.damageColumn.type = TEXT
columns.damageColumn.name = '$DAMAGE'
columns.damageColumn.states = 2
columns.damageColumn.width = 0.06
columns.damageColumn.border = a_textBorder
columns.damageColumn.state1.label.text = '$DAM'
columns.damageColumn.state1.label.arrowDown = true
columns.damageColumn.state1.entry.text = @infoDamage
columns.damageColumn.state1.sortAttributes = <infoDamage, text>
columns.damageColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.damageColumn.state2.label.text = '$DAM'
columns.damageColumn.state2.entry.text = @infoDamage
columns.damageColumn.state2.sortAttributes = <infoDamage, text>
columns.damageColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; WEIGHT COLUMN -------------------------------------------------------
columns.weightColumn.type = TEXT
columns.weightColumn.name = '$WEIGHT'
columns.weightColumn.states = 2
columns.weightColumn.width = 0.06
columns.weightColumn.border = a_textBorder
columns.weightColumn.state1.label.text = '$WGT'
columns.weightColumn.state1.label.arrowDown = true
columns.weightColumn.state1.entry.text = @infoWeight
columns.weightColumn.state1.sortAttributes = <infoWeight, text>
columns.weightColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.weightColumn.state2.label.text = '$WGT'
columns.weightColumn.state2.entry.text = @infoWeight
columns.weightColumn.state2.sortAttributes = <infoWeight, text>
columns.weightColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; VALUE COLUMN -------------------------------------------------------
columns.valueColumn.type = TEXT
columns.valueColumn.name = '$VALUE'
columns.valueColumn.states = 2
columns.valueColumn.width = 0.07
columns.valueColumn.border = a_textBorder
columns.valueColumn.state1.label.text = '$VAL'
columns.valueColumn.state1.label.arrowDown = true
columns.valueColumn.state1.entry.text = @infoValue
columns.valueColumn.state1.sortAttributes = <infoValue, text>
columns.valueColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.valueColumn.state2.label.text = '$VAL'
columns.valueColumn.state2.entry.text = @infoValue
columns.valueColumn.state2.sortAttributes = <infoValue, text>
columns.valueColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; VALUE/WEIGHT COLUMN -------------------------------------------------------
columns.valueWeightColumn.type = TEXT
columns.valueWeightColumn.name = '$VALUE/WEIGHT'
columns.valueWeightColumn.states = 2
columns.valueWeightColumn.width = 0.07
columns.valueWeightColumn.border = a_textBorder
;jn: Show Value/Weight column by default
columns.valueWeightColumn.hidden = false
columns.valueWeightColumn.state1.label.text = '$V/W'
columns.valueWeightColumn.state1.label.arrowDown = true
columns.valueWeightColumn.state1.entry.text = @infoValueWeight
columns.valueWeightColumn.state1.sortAttributes = <infoValueWeight, text>
columns.valueWeightColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.valueWeightColumn.state2.label.text = '$V/W'
columns.valueWeightColumn.state2.entry.text = @infoValueWeight
columns.valueWeightColumn.state2.sortAttributes = <infoValueWeight, text>
columns.valueWeightColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; MAGIC NAME COLUMN -------------------------------------------------------
columns.magicNameColumn.type = NAME
columns.magicNameColumn.name = '$NAME'
columns.magicNameColumn.states = 2
columns.magicNameColumn.weight = 1.0
columns.magicNameColumn.border = a_textBorder
columns.magicNameColumn.label.textFormat.align = left
columns.magicNameColumn.state1.label.text = '$NAME'
columns.magicNameColumn.state1.entry.text = @text
columns.magicNameColumn.state1.sortOptions = {ASCENDING | CASEINSENSITIVE}
columns.magicNameColumn.state2.label.text = '$FAVORITE'
columns.magicNameColumn.state2.entry.text = @text
columns.magicNameColumn.state2.sortAttributes = <favorite, text>
columns.magicNameColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.magicNameColumn.state2.playerOnly = true
; SPELL COST COLUMN -------------------------------------------
columns.spellCostColumn.type = TEXT
columns.spellCostColumn.name = '$SPELL COST'
columns.spellCostColumn.states = 2
columns.spellCostColumn.width = 0.12
columns.spellCostColumn.border = a_textBorder
columns.spellCostColumn.state1.label.text = '$COST'
columns.spellCostColumn.state1.label.arrowDown = true
columns.spellCostColumn.state1.entry.text = @spellCostDisplay
columns.spellCostColumn.state1.sortAttributes = <infoSpellCost, text>
columns.spellCostColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.spellCostColumn.state2.label.text = '$COST'
columns.spellCostColumn.state2.label.arrowDown = false
columns.spellCostColumn.state2.entry.text = @spellCostDisplay
columns.spellCostColumn.state2.sortAttributes = <infoSpellCost, text>
columns.spellCostColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; WORD 1 COLUMN -------------------------------------------
columns.word0Column.type = TEXT
columns.word0Column.name = '$FIRST WORD'
columns.word0Column.states = 2
columns.word0Column.width = 0.2
columns.word0Column.border = a_textBorder
columns.word0Column.state1.label.text = '$FIRST WORD'
columns.word0Column.state1.label.arrowDown = true
columns.word0Column.state1.entry.text = @word0
columns.word0Column.state1.sortAttributes = <word0Recharge, text>
columns.word0Column.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word0Column.state1.colorAttribute = word0Color
columns.word0Column.state2.label.text = '$FIRST WORD'
columns.word0Column.state2.label.arrowDown = false
columns.word0Column.state2.entry.text = @word0
columns.word0Column.state2.sortAttributes = <word0Recharge, text>
columns.word0Column.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word0Column.state2.colorAttribute = word0Color
; WORD 2 COLUMN -------------------------------------------
columns.word1Column.type = TEXT
columns.word1Column.name = '$SECOND WORD'
columns.word1Column.states = 2
columns.word1Column.width = 0.2
columns.word1Column.border = a_textBorder
columns.word1Column.state1.label.text = '$SECOND WORD'
columns.word1Column.state1.label.arrowDown = true
columns.word1Column.state1.entry.text = @word1
columns.word1Column.state1.sortAttributes = <word1Recharge, text>
columns.word1Column.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word1Column.state1.colorAttribute = word1Color
columns.word1Column.state2.label.text = '$SECOND WORD'
columns.word1Column.state2.label.arrowDown = false
columns.word1Column.state2.entry.text = @word1
columns.word1Column.state2.sortAttributes = <word1Recharge, text>
columns.word1Column.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word1Column.state2.colorAttribute = word1Color
; WORD 3 COLUMN -------------------------------------------
columns.word2Column.type = TEXT
columns.word2Column.name = '$THIRD WORD'
columns.word2Column.states = 2
columns.word2Column.width = 0.2
columns.word2Column.border = a_textBorder
columns.word2Column.state1.label.text = '$THIRD WORD'
columns.word2Column.state1.label.arrowDown = true
columns.word2Column.state1.entry.text = @word2
columns.word2Column.state1.sortAttributes = <word2Recharge, text>
columns.word2Column.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word2Column.state1.colorAttribute = word2Color
columns.word2Column.state2.label.text = '$THIRD WORD'
columns.word2Column.state2.label.arrowDown = false
columns.word2Column.state2.entry.text = @word2
columns.word2Column.state2.sortAttributes = <word2Recharge, text>
columns.word2Column.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.word2Column.state2.colorAttribute = word2Color
; SCHOOL COLUMN -------------------------------------------
columns.schoolColumn.type = TEXT
columns.schoolColumn.name = '$SCHOOL'
columns.schoolColumn.states = 2
columns.schoolColumn.width = 0.15
columns.schoolColumn.border = a_textBorder
columns.schoolColumn.state1.label.text = '$SCHOOL'
columns.schoolColumn.state1.label.arrowDown = false
columns.schoolColumn.state1.entry.text = @infoSchoolName
columns.schoolColumn.state1.sortAttributes = <infoSchoolName, text>
columns.schoolColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
columns.schoolColumn.state2.label.text = '$SCHOOL'
columns.schoolColumn.state2.label.arrowDown = true
columns.schoolColumn.state2.entry.text = @infoSchoolName
columns.schoolColumn.state2.sortAttributes = <infoSchoolName, text>
columns.schoolColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
; LEVEL COLUMN -------------------------------------------
columns.levelColumn.type = TEXT
columns.levelColumn.name = '$SKILL LEVEL'
columns.levelColumn.states = 2
columns.levelColumn.width = 0.15
columns.levelColumn.border = a_textBorder
columns.levelColumn.state1.label.text = '$LEVEL'
columns.levelColumn.state1.label.arrowDown = false
columns.levelColumn.state1.entry.text = @infoCastLevel
columns.levelColumn.state1.sortAttributes = <skillLevel, text>
columns.levelColumn.state1.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.levelColumn.state2.label.text = '$LEVEL'
columns.levelColumn.state2.label.arrowDown = true
columns.levelColumn.state2.entry.text = @infoCastLevel
columns.levelColumn.state2.sortAttributes = <skillLevel, text>
columns.levelColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; TIME REMAINING COLUMN -------------------------------------------
columns.timeRemainingColumn.type = TEXT
columns.timeRemainingColumn.name = '$TIME LEFT'
columns.timeRemainingColumn.states = 2
columns.timeRemainingColumn.width = 0.333
columns.timeRemainingColumn.label.textFormat.align = center
columns.timeRemainingColumn.entry.textFormat.align = center
columns.timeRemainingColumn.state1.label.text = '$TIME LEFT'
columns.timeRemainingColumn.state1.label.arrowDown = false
columns.timeRemainingColumn.state1.entry.text = @timeRemainingDisplay
columns.timeRemainingColumn.state1.sortAttributes = <timeRemaining, text>
columns.timeRemainingColumn.state1.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.timeRemainingColumn.state2.label.text = '$TIME LEFT'
columns.timeRemainingColumn.state2.label.arrowDown = true
columns.timeRemainingColumn.state2.entry.text = @timeRemainingDisplay
columns.timeRemainingColumn.state2.sortAttributes = <timeRemaining, text>
columns.timeRemainingColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; EFFECT ITEM COLUMN -------------------------------------------
columns.effectItemColumn.type = TEXT
columns.effectItemColumn.name = '$SOURCE'
columns.effectItemColumn.states = 2
columns.effectItemColumn.width = 0.333
columns.effectItemColumn.label.textFormat.align = right
columns.effectItemColumn.entry.textFormat.align = right
columns.effectItemColumn.state1.label.text = '$SOURCE'
columns.effectItemColumn.state1.label.arrowDown = false
columns.effectItemColumn.state1.entry.text = @cardName
columns.effectItemColumn.state1.sortAttributes = <cardName, text>
columns.effectItemColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
columns.effectItemColumn.state2.label.text = '$SOURCE'
columns.effectItemColumn.state2.label.arrowDown = true
columns.effectItemColumn.state2.entry.text = @cardName
columns.effectItemColumn.state2.sortAttributes = <cardName, text>
columns.effectItemColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {ASCENDING | CASEINSENSITIVE}>
; CRAFT NAME COLUMN -------------------------------------------------------
columns.craftNameColumn.type = NAME
columns.craftNameColumn.name = '$NAME'
columns.craftNameColumn.states = 1
columns.craftNameColumn.weight = 1.0
columns.craftNameColumn.border = a_textBorder
columns.craftNameColumn.label.textFormat.align = left
columns.craftNameColumn.state1.label.text = '$NAME'
columns.craftNameColumn.state1.entry.text = @text
columns.craftNameColumn.state1.sortAttributes = <text>
columns.craftNameColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}>
; DISENCHANT EFFECT COLUMN -------------------------------------------------------
columns.disenchantEffectColumn.type = TEXT
columns.disenchantEffectColumn.name = '$EFFECT'
columns.disenchantEffectColumn.states = 2
columns.disenchantEffectColumn.width = 0.4
columns.disenchantEffectColumn.label.textFormat.align = right
columns.disenchantEffectColumn.entry.textFormat.align = right
columns.disenchantEffectColumn.state1.label.text = '$EFFECT'
columns.disenchantEffectColumn.state1.label.arrowDown = false
columns.disenchantEffectColumn.state1.entry.text = @effectName
columns.disenchantEffectColumn.state1.sortAttributes = <effectName, value, text>
columns.disenchantEffectColumn.state1.sortOptions = <{ASCENDING | CASEINSENSITIVE}, {DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.disenchantEffectColumn.state2.label.text = '$EFFECT'
columns.disenchantEffectColumn.state2.label.arrowDown = true
columns.disenchantEffectColumn.state2.entry.text = @effectName
columns.disenchantEffectColumn.state2.sortAttributes = <effectName, value, text>
columns.disenchantEffectColumn.state2.sortOptions = <{DESCENDING | CASEINSENSITIVE}, {DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; SOUL SIZE COLUMN -------------------------------------------------------
columns.soulSizeColumn.type = TEXT
columns.soulSizeColumn.name = '$HK19'
columns.soulSizeColumn.states = 2
columns.soulSizeColumn.width = 0.15
columns.soulSizeColumn.label.textFormat.align = right
columns.soulSizeColumn.entry.textFormat.align = right
columns.soulSizeColumn.state1.label.text = '$HK19'
columns.soulSizeColumn.state1.label.arrowDown = false
columns.soulSizeColumn.state1.entry.text = @soulSizeDisplay
columns.soulSizeColumn.state1.sortAttributes = <soulSize, text>
columns.soulSizeColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.soulSizeColumn.state2.label.text = '$HK19'
columns.soulSizeColumn.state2.label.arrowDown = true
columns.soulSizeColumn.state2.entry.text = @soulSizeDisplay
columns.soulSizeColumn.state2.sortAttributes = <soulSize, text>
columns.soulSizeColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; ALCHEMY WEIGHT COLUMN -------------------------------------------------------
columns.alchWeightColumn.type = TEXT
columns.alchWeightColumn.name = '$WEIGHT'
columns.alchWeightColumn.states = 2
columns.alchWeightColumn.width = 0.14
columns.alchWeightColumn.border = a_textBorder
columns.alchWeightColumn.state1.label.text = '$WGT'
columns.alchWeightColumn.state1.label.arrowDown = true
columns.alchWeightColumn.state1.entry.text = @infoWeight
columns.alchWeightColumn.state1.sortAttributes = <infoWeight, text>
columns.alchWeightColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.alchWeightColumn.state2.label.text = '$WGT'
columns.alchWeightColumn.state2.entry.text = @infoWeight
columns.alchWeightColumn.state2.sortAttributes = <infoWeight, text>
columns.alchWeightColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; ALCHEMY VALUE COLUMN -------------------------------------------------------
columns.alchValueColumn.type = TEXT
columns.alchValueColumn.name = '$VALUE'
columns.alchValueColumn.states = 2
columns.alchValueColumn.width = 0.14
columns.alchValueColumn.border = a_textBorder
columns.alchValueColumn.state1.label.text = '$VAL'
columns.alchValueColumn.state1.label.arrowDown = true
columns.alchValueColumn.state1.entry.text = @infoValue
columns.alchValueColumn.state1.sortAttributes = <infoValue, text>
columns.alchValueColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.alchValueColumn.state2.label.text = '$VAL'
columns.alchValueColumn.state2.entry.text = @infoValue
columns.alchValueColumn.state2.sortAttributes = <infoValue, text>
columns.alchValueColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
; ALCHEMY VALUE/WEIGHT COLUMN -------------------------------------------------------
columns.alchValueWeightColumn.type = TEXT
columns.alchValueWeightColumn.name = '$VALUE/WEIGHT'
columns.alchValueWeightColumn.states = 2
columns.alchValueWeightColumn.width = 0.14
columns.alchValueWeightColumn.border = a_textBorder
columns.alchValueWeightColumn.hidden = true
columns.alchValueWeightColumn.state1.label.text = '$V/W'
columns.alchValueWeightColumn.state1.label.arrowDown = true
columns.alchValueWeightColumn.state1.entry.text = @infoValueWeight
columns.alchValueWeightColumn.state1.sortAttributes = <infoValueWeight, text>
columns.alchValueWeightColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.alchValueWeightColumn.state2.label.text = '$V/W'
columns.alchValueWeightColumn.state2.entry.text = @infoValueWeight
columns.alchValueWeightColumn.state2.sortAttributes = <infoValueWeight, text>
columns.alchValueWeightColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
;jn: Set the default sorting column for every view to iconColumn
; ITEM VIEWS -------------------------------------------------------
;jn: defaultItemView applies to the following views in the Item menu: Favorites, All, Food, Ingredients, Books, and Misc.
views.defaultItemView.primaryColumn = iconColumn
views.defaultItemView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
views.weaponView.primaryColumn = iconColumn
views.weaponView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, materialColumn, damageColumn, weightColumn, valueColumn, valueWeightColumn>
views.weaponView.category = <Inventory.FILTERFLAG_INV_WEAPONS, Inventory.FILTERFLAG_CONTAINER_WEAPONS>
views.armorView.primaryColumn = iconColumn
views.armorView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, classColumn, materialColumn, arColumn, weightColumn, valueColumn, valueWeightColumn>
views.armorView.category = <Inventory.FILTERFLAG_INV_ARMOR, Inventory.FILTERFLAG_CONTAINER_ARMOR>
views.magicItemView.primaryColumn = iconColumn
views.magicItemView.columns = <equipColumn, iconColumn, itemNameColumn, subTypeColumn, magnitudeColumn, durationColumn, weightColumn, valueColumn, valueWeightColumn>
views.magicItemView.category = <Inventory.FILTERFLAG_INV_POTIONS, Inventory.FILTERFLAG_INV_SCROLLS, Inventory.FILTERFLAG_CONTAINER_POTIONS, Inventory.FILTERFLAG_CONTAINER_SCROLLS>
views.keysView.primaryColumn = iconColumn
views.keysView.columns = <equipColumn, iconColumn, itemNameColumn, weightColumn, valueColumn, valueWeightColumn>
views.keysView.category = <Inventory.FILTERFLAG_INV_KEYS, Inventory.FILTERFLAG_CONTAINER_KEYS>
; MAGIC VIEWS -------------------------------------------------------
views.defaultMagicView.primaryColumn = iconColumn
views.defaultMagicView.columns = <equipColumn, iconColumn, magicNameColumn, levelColumn, magicMagnitudeColumn, magicDurationColumn, spellCostColumn>
views.allMagicView.primaryColumn = iconColumn
views.allMagicView.columns = <equipColumn, iconColumn, magicNameColumn, schoolColumn, levelColumn, spellCostColumn>
views.allMagicView.category = <Inventory.FILTERFLAG_MAGIC_ALL, Inventory.FILTERFLAG_MAGIC_FAVORITES>
views.shoutsView.primaryColumn = iconColumn
views.shoutsView.columns = <equipColumn, iconColumn, magicNameColumn, word0Column, word1Column, word2Column>
views.shoutsView.category = Inventory.FILTERFLAG_MAGIC_SHOUTS
views.powersView.primaryColumn = iconColumn
views.powersView.columns = <equipColumn, iconColumn, magicNameColumn, magicDurationColumn, spellCostColumn>
views.powersView.category = Inventory.FILTERFLAG_MAGIC_POWERS
views.activeEffectView.primaryColumn = iconColumn
views.activeEffectView.columns = <equipColumn, iconColumn, magicNameColumn, timeRemainingColumn, effectItemColumn>
views.activeEffectView.category = Inventory.FILTERFLAG_MAGIC_ACTIVEEFFECTS
; CRAFTING VIEWS -------------------------------------------------------
views.defaultCraftingView.primaryColumn = iconColumn
views.defaultCraftingView.columns = <equipColumn, iconColumn, craftNameColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
views.disenchantView.primaryColumn = iconColumn
views.disenchantView.columns = <equipColumn, iconColumn, craftNameColumn, disenchantEffectColumn, subTypeColumn, weightColumn, valueColumn, valueWeightColumn>
views.disenchantView.category = Inventory.FILTERFLAG_ENCHANTING_DISENCHANT
views.enchantItemView.primaryColumn = iconColumn
views.enchantItemView.columns = <equipColumn, iconColumn, craftNameColumn, subTypeColumn, materialColumn, weightColumn, valueColumn, valueWeightColumn>
views.enchantItemView.category = Inventory.FILTERFLAG_ENCHANTING_ITEM
views.enchantEnchantmentView.primaryColumn = iconColumn
views.enchantEnchantmentView.columns = <equipColumn, iconColumn, craftNameColumn>
views.enchantEnchantmentView.category = Inventory.FILTERFLAG_ENCHANTING_ENCHANTMENT
views.enchantSoulView.primaryColumn = iconColumn
views.enchantSoulView.columns = <equipColumn, iconColumn, craftNameColumn, soulSizeColumn, weightColumn, valueColumn, valueWeightColumn>
views.enchantSoulView.category = Inventory.FILTERFLAG_ENCHANTING_SOULGEM
views.craftWeaponView.primaryColumn = iconColumn
views.craftWeaponView.columns = <equipColumn, iconColumn, craftNameColumn, subTypeColumn, materialColumn, damageColumn, weightColumn, valueColumn, valueWeightColumn>
views.craftWeaponView.category = <Inventory.FILTERFLAG_CUST_CRAFT_WEAPONS, Inventory.FILTERFLAG_CUST_CRAFT_AMMO>
views.craftArmorView.primaryColumn = iconColumn
views.craftArmorView.columns = <equipColumn, iconColumn, craftNameColumn, subTypeColumn, classColumn, materialColumn, arColumn, weightColumn, valueColumn, valueWeightColumn>
views.craftArmorView.category = Inventory.FILTERFLAG_CUST_CRAFT_ARMOR
views.alchemyView.primaryColumn = iconColumn
views.alchemyView.columns = <equipColumn, iconColumn, craftNameColumn, alchWeightColumn, alchValueColumn, alchValueWeightColumn>
; LAYOUTS -------------------------------------------------------
layouts.itemListLayout.name = 'ItemListLayout'
layouts.itemListLayout.views = <weaponView, armorView, magicItemView, keysView, defaultItemView>
layouts.magicListLayout.name = 'MagicListLayout'
layouts.magicListLayout.views = <shoutsView, powersView, activeEffectView, allMagicView, defaultMagicView>
layouts.enchantListLayout.name = 'EnchantListLayout'
layouts.enchantListLayout.views = <disenchantView, enchantItemView, enchantEnchantmentView, enchantSoulView, defaultCraftingView>
layouts.constructListLayout.name = 'ConstructListLayout'
layouts.constructListLayout.views = <craftWeaponView, craftArmorView, defaultCraftingView>
layouts.smithingListLayout.name = 'SmithingListLayout'
layouts.smithingListLayout.views = <defaultCraftingView>
layouts.alchemyListLayout.name = 'AlchemyListLayout'
layouts.alchemyListLayout.views = <alchemyView>
;jn: Immersive Jewelry
; =====================================================================================================================
[Properties]
; =====================================================================================================================
props.clothingIcon.propertiesToSet = <'iconLabel'>
props.clothingIcon.filter = <'formType': Form.TYPE_ARMOR>
props.clothingIcon.keywords.ClothingPouch = <'iconLabel': 'misc_goldsack', 'subTypeDisplay': 'Bag'>
props.clothingIcon.keywords.CDC_StorageHelpersToken = <'iconLabel': 'misc_goldsack', 'subTypeDisplay': 'Bag'>
props.clothingIcon.keywords.ClothingRing = <'iconLabel': 'armor_ring', 'subTypeDisplay': '$Ring'>
props.clothingIcon.keywords.ClothingEarrings = <'iconLabel': 'armor_ring', 'subTypeDisplay': 'Earrings'>
props.clothingIcon.keywords.ClothingEarCuffs = <'iconLabel': 'armor_ring', 'subTypeDisplay': 'Ear Cuffs'>
props.clothingIcon.keywords.ClothingAmulet = <'iconLabel': 'armor_amulet', , 'subTypeDisplay': '$Amulet'>
props.clothingIcon.keywords.ClothingCirclet = <'iconLabel': 'armor_circlet', , 'subTypeDisplay': '$Circlet'>
props.clothingIcon.keywords.ClothingBracelet = <'iconLabel': 'armor_circlet', 'subTypeDisplay': 'Bracelet'>
props.clothingIcon.keywords.ClothingCrown = <'iconLabel': 'armor_circlet', 'subTypeDisplay': 'Crown'>
props.clothingIcon.keywords.ArmorTorc = <'iconLabel': 'armor_circlet', 'subTypeDisplay': 'Torc'>
props.clothingIcon.keywords.JewelryTorc = <'iconLabel': 'armor_circlet', 'subTypeDisplay': 'Torc'>
props.clothingIcon.keywords.ClothingChoker = <'iconLabel': 'armor_amulet', 'subTypeDisplay': 'Choker'>
props.clothingIcon.keywords.ClothingHighNecklace = <'iconLabel': 'armor_amulet', 'subTypeDisplay': 'Necklace'>
props.otherIcon.propertiesToSet = <'iconLabel'>
props.otherIcon.filter = <'formType': Form.TYPE_MISC>
props.otherIcon.keywords.CDC_StorageHelpersToken = <'iconLabel': 'misc_goldsack'>
props.weaponIcon.propertiesToSet = <'iconLabel'>
props.weaponIcon.filter = <'formType': Form.TYPE_WEAPON>
props.weaponIcon.keywords.DLC2NordicPickaxe = <'iconLabel': 'weapon_pickaxe'>
itemIcons = <clothingIcon, weaponIcon, otherIcon>
These are the types of lines that have missing code.
columns.*Column.state*.sortAttributes = (there should be stuff here)
views.*View.columns = (there should be stuff here)
views.*View.category = (there should be stuff here)
itemIcons = (there should be stuff here)
If you were trying to make specific tweaks, I could probably help you tweak safely. A good tool to help you debug in the future is WinMerge. You could also check out the mods AIT or SAS if you're just looking for more SkyUI features than Better SkyUI Config.