Gimpylung Posted September 15, 2016 Share Posted September 15, 2016 All in the description really. I hate clutter in my inventory. I imagine this QoL/Interface mod would be widely welcomed. Just for clarity, this mod wouldn't remove anything from a players inventory, just make them invisible in the interface but not from the game engine so quests don't get broken when they are required. And ideally not based on lists so as to ensure it can work with any quest item from any mod. I don't know if it's possible or not but it sure would ease a lot of heartache. Google is littered with people asking how to drop items from broken quests or those who are simply annoyed looking at Genmoril Witch Heads and the like cluttering up things. I'll wager if you could just toggle off Quest item visibility most folks would be satisfied as they don't weigh anything anyways. If a quest item is equipped when the MCM toggle is flipped then leave it visible. SkyUI and SKSE requirements would be expected. ALTERNATIVELY... A new category in SKYUI just for quest items, so if a quest item happens to be a sword, it wouldn't appear in the weapons column but in a quest item column instead along with any other Quest Item bric a brac. That would tidy things up a lot for OCD types like myself. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 15, 2016 Share Posted September 15, 2016 Only way to hide items from the player's inventory is to remove them from the player's inventory. That can only be done by script as manually attempting to store quest items is not possible. The problem then becomes how does one retrieve the quest item in order to turn it in. An alternative solution is to leave the quest items alone and "hide" other items to reduce clutter instead. Link to comment Share on other sites More sharing options...
NexusComa Posted September 15, 2016 Share Posted September 15, 2016 "A new category in SKYUI just for quest items, so if a quest item happens to be a sword, it wouldn't appear in the weapons column but in a quest item column instead along with any other Quest Item bric a brac. That would tidy things up a lot for OCD types like myself." This would be the way to do it ... Link to comment Share on other sites More sharing options...
Gimpylung Posted September 15, 2016 Author Share Posted September 15, 2016 (edited) Well that's a pity, I figured it would be something fundamental that would have prevented such a mod otherwise someone, most likely you, would have created it already. Personally, I regard clutter as anything that's been forced into my inventory by the game or a mod. I could have a thousand personally selected items in my inventory and I wouldn't regard any of those as clutter, but one Bazaniah Gem or a Witch Head and my eye starts twitching involuntarily lol. Granted, other folks may have a different definition of clutter. Glad you specifically answered as you're the authority of the subject based on some of your mods I've seen. How about the alternative work around I suggested to tweak SkyUI columns instead, as per the sword example above. I guess that might require the items to have attributes changed which is probably not recommended either. EDIT Coma ghosted me lol. Yeah hopefully its viable. Edited September 15, 2016 by Gimpylung Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 15, 2016 Share Posted September 15, 2016 I don't know if a new category could be created. The SkyUI categories are the same as the stock categories. Items that go into those categories are dependent upon the form type used when creating them. Example, if you make a weapon for a quest item, it will automatically show up in the weapon category. I know of no way to change that behavior. Link to comment Share on other sites More sharing options...
Gimpylung Posted September 15, 2016 Author Share Posted September 15, 2016 Darn it. Well thanks for answering and considering the issue guys. If it can't be done it can't be done. Link to comment Share on other sites More sharing options...
cdcooley Posted September 16, 2016 Share Posted September 16, 2016 The game doesn't identify which items are quest items to the UI or to the scripting system. If you use my Storage Helpers mod and make a wearable container it will let you store quest items inside if you use the "all of item" key. The only way I could get that to work was to watch for whether the normal UI was able to transfer the item and if not force it to be moved by script. I use my wearable satchel, knapsack, and at least one of the sacks to organize my stuff. I store most ingredients and infrequently used (but potentially useful) potions in the satchel, put quest items I don't need right away and other items I want to keep but not have to look at in the knapsack, and thing I know I'll want to sell later in a sack. Link to comment Share on other sites More sharing options...
Gimpylung Posted September 17, 2016 Author Share Posted September 17, 2016 I'll have a look, thx for the heads up. Link to comment Share on other sites More sharing options...
NexusComa Posted September 17, 2016 Share Posted September 17, 2016 I wasn't think of a new category however ... more like a added bag to the player that would count as a part of the normal inventory but only held these items. Could even be a bag you didn't see on the player but was part of the inventory.Maybe a bag within a bag kinda thing even. Trick would be to have it count as part of the search when a quest looks for them. I'm sure I could make a mod to force the items into a different bag. Sure you could also edit the quests to lookin the other bag too. There is only so many quests that do this so it's not like you would have to re-wright many quests. You may be able to set the items to be removable (in fact I know you can). The quests will not end till the item is returned or used, so at that point you could just add it back to your regular inventorythen complete the quest. Don't see any reason why this approach wouldn't work out. It's worth looking into ... as this is a drag. "The game doesn't identify which items are quest items to the UI or to the scripting system."This would be as easy as creating a forms list ... and a Event OnItemAdded ... Link to comment Share on other sites More sharing options...
Gimpylung Posted September 19, 2016 Author Share Posted September 19, 2016 (edited) Honestly, when it was pointed out that items weren't simply flagged as quest items in some kind of associated data structure I gave up on the idea. I'd be very reluctant to install any kind of mod that adds unnecessary complexity, certainly not one that would require quests to be edited seeing as my hope was that it could just work with any quest mod that added a quest item. I appreciate you putting your thinking hat on however and making it clear that the problem is more elaborate than I originally thought. Edited September 19, 2016 by Gimpylung Link to comment Share on other sites More sharing options...
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