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New items highlighting issues #63
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Hi there! I think all of this is caused by the simplistic way the feature was implemented. It really doesn't deal with individual items.
When an item has entered the player inventory, it takes note of the item's FormID. When displaying the inventory, anything with that same FormID is considered new. If you have a stack of iron arrows and you pick up 1 more, the entire stack will be shown as "new". There are places where this simplistic scheme doesn't quite work right though. For example, if you have an enchanted ebony sword in the inventory, and you pick up a vanilla one, both will show up as "new" since they have the same FormID. Will have to do a bit more homework to see how to address that one.
When an item has exited the player inventory, the "new" flag on that FormID gets cleaned up. This basically means "all items of this type is now considered not new". I should be able to fix this just by not cleaning up the flag when there are more items of that type in the inventory.
Even if you're retrieving something from a player owned container, the item would still be marked "new" as soon as it entered the player inventory. Is this something you find not helpful? |
Thanks Odie First point understood. That's fine. Second point is just minor. Third point is different. I noticed that things are new based on their entry into the current container. That's fine. I'm talking about items in the current container that are not flagged as new. After moving 2 of them out of the container, the rest get flagged as new and get moved to the top of the list. This is a bit of a pita as it means having to scroll to the top of the list in order to move the rest. Again it only happens in the 3-5 item range. Definitely not critical |
Could you add an option to toggle this sorting behavior? I prefer it only sort by the column I have selected. Not adding or clearing the "new" flag during a single inventory session would also be very helpful. I find a single item moving to a new spot in the list while trying to interact with that item is a confusing behavior, especially because it doesn't stay selected. It seems counterintuitive to select a stack of 3 items in a chest, quickly hit the button three times, and get two of that item and one of the next because the selection changed when the first item sorted to the top. I agree this isn't critical. It works great otherwise and these are easily worked around. |
In case anyone else is looking for a workaround, you can disable the new items sorted to the top by editing the file The lines
should be changed to
|
Hi Odie,
I notice that the new items function has some quirks, the upshot of which is that inventory management gets more complicated.
It strikes me as similar to the way stolen items are flagged. It seems like individual items in a stack get flagged (or not) and the status of the stack is the status of the top item.
Like so:
item (new)
item
item (stolen)
item
item (stolen)
so the stack is initially flagged as new, the first two items get moved out of inventory and the stack is resorted below all the new items. Then the stack is flagged as stolen. Moved the top item out and the stack is not flagged. Move the next item out and the remaining one is flagged as stolen. This is just my observation from playing. No actual idea what is going on with the game mechanic.
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