Any way you think you could share the version of TQP that you made for Nehrim SaidenStorm? That's a mod that I can't play without, bartering is incredibly frustrating without it. And did you just install DarnUI just like normal, except in the Nehrim folder?
Darn worked perfect from a 7Zip Drag and Drop install - do not forget to include the Ini changes to Fonts.
Just Copy and paste that into a new empty.esp (do not master the file to anything so it will be usable for either install) as a quest script then attach it to started game enabled quest -> only the Left Shift (Sell Stack) and Left Control (Sell Single) work as I figure that TQP will gets updated eventually I just needed basic functionality now, also it contains another little thing I can not live without and that is the ability to press A to auto Loot everything from corpses and containers.
scn 1SSQSMenuManagementfloat fQuestDelayTime; Static variables.  They should always contain the same value, and never be changed.float fQuestDelayTime		; fQuestDelayTime: 	used to control how often the script is processed; Configuration variables. They have a default value, but can be changed in the configuration menu.short MenuKey					; MenuKey:				stores one of the keys used to open the Configuration Menushort MenuModKey			; MenuModKey:		stores one of the keys used to open the Configuration Menushort LeftStackKey			; LeftStackKey:			stores one of the Stack hotkeys used to auto-confirm transactions in the barter/container screenshort RightStackKey			; RightStackKey:		stores one of the Stack hotkeys used to auto-confirm transactions in the barter/container screenshort LeftSingleKey			; LeftSingleKey:		stores one of the Single hotkeys used to auto-confirm transactions in the barter/container screenshort RightSingleKey			; RightSingleKey:		stores one of the Single hotkeys used to auto-confirm transactions in the barter/container screenshort InvLeftStackKey		; InvLeftStackKey:		stores one of the Stack hotkeys used to auto-confirm transactions in the inventory screenshort InvRightStackKey		; InvRightStackKey:	stores one of the Stack hotkeys used to auto-confirm transactions in the inventory screenshort InvLeftSingleKey		; InvLeftSingleKey:	stores one of the Single hotkeys used to auto-confirm transactions in the inventory screenshort InvRightSingleKey		; InvRightSingleKey:	stores one of the Single hotkeys used to auto-confirm transactions in the inventory screenshort bAutoGiveAway			; bAutoGiveAway:		specifies whether to auto-confirm transactions where the item is being given awayshort DefaultAction			; DefaultAction:			specifies which action to take when none of the above keys are pressed	; DefaultAction == 0, NO items will be auto-confirmed when no button is pressed, and the prompt will appear if NONE of the hotkeys are pressed	; DefaultAction == 1, ONE item will be auto-confirmed when no button is pressed, and the prompt will appear if any of the SINGLE hotkeys are pressed	; DefaultAction == 2, ALL items will be auto-confirmed when no button is pressed, and the prompt will appear if any of the STACK hotkeys are pressed; Operational variables.  Their contents are dynamically set as needed.short bStackPressed			; bStackPressed:		used to cache whether if a Stack hotkey was pressedshort bSinglePressed		; bSinglePressed:		used to cache whether if a Single hotkey was pressedshort promptAmount			; promptAmount: 		used to manipulate the quantity prompt amountshort cMenu					; cMenu: 					used to track which menu screen is openshort CheckKeyStates		; CheckKeyStates:		used to determine how to check the keyboard.string_var sCheck1			; sCheck1:				used to compare temporary stringsstring_var sCheck2			; sCheck2:				used to compare temporary stringsShort DoOnceBegin GameMode	If DoOnce		Return	Else		Set DoOnce to 1		Set LeftStackKey to	42	; Left Shift		Set LeftSingleKey to 29	; Left Control	EndifEndBegin MenuMode 1008	Set fQuestDelayTime to 0.01	If OnKeyDown 30		; Press "A"		If GetMenuFloatValue "user8" 1008 == 2			ClickMenuButton "#32" 1008		Endif	EndifEndBegin MenuMode 1001 ;confirm buy/sell	; cMenu serves as a temporary variable before it is set.	; cMenu == 1, Barter is open, and something is being bought. Use sBuy gamesetting.	; cMenu == 2, Barter is open, and something is being sold. Use sSell gamesetting.	; cMenu == 3, SpellPurchase is open, and a spell is being bought. Use sConfirmBuySpell gamesetting.	set cMenu to GetMenuFloatValue "user8" 1008	If cMenu == 0		; Barter/Container NOT visible! See if SpellPurchase is.		set cMenu to GetMenuFloatValue "locus" 1037		If cMenu			; SpellPurchase Visible!			set cMenu to 3		Else			; SpellPurchase NOT visible!			set CheckKeyStates to 0			Return		EndIf	ElseIf cMenu == 2		; Container Visible!		set CheckKeyStates to 0		Return	Else ; cMenu == 3		If GetMenuHasTrait "user9" 1008 == 0			MessageBoxEX "Error: TQP couldn't read a menu element!%r%rBarter\Container%ruser9%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		set cMenu to GetMenuFloatValue "user9" 1008		If cMenu == 2			; Barter Visible!			If GetMenuHasTrait "user7" 1008 == 0				MessageBoxEX "Error: TQP couldn't read a menu element!%r%rBarter\Container%ruser7%r%rPlease report this error, along with any UI mods in use|     Okay     "				set CheckKeyStates to 0				Return			EndIf			set cMenu to GetMenuFloatValue "user7" 1008			If cMenu == 2				; Buying!				set cMenu to 1			Else				; Selling!				set cMenu to 2			EndIf		EndIf	EndIf	; CheckKeyStates == 0 on the first pass, unless it is being auto-confirmed by the quantity prompt	; It is otherwise set while the prompt is open, and reset to 0 when done.	; If the prompt is cancelled, CheckKeyStates will be equal to 5.	; Which is fine, since that's what it'd start at anyway.	If CheckKeyStates % 2 == 0		set CheckKeyStates to 5	EndIf	; Auto Keystate Handler, auto-confirms the prompt without any keys needing to be pressed/held. Used when the quantity prompt was auto-confirmed	If CheckKeyStates == 1		; Just pass through, no checks required	; Cautious Keystate Handler, requires the player to press the key instead of allowing it to be held down	; Mainly used when DefaultAction != 0, and the hotkey is held down	ElseIf CheckKeyStates == 3		set bStackPressed to OnKeyDown RightStackKey || OnKeyDown LeftStackKey		set bSinglePressed to OnKeyDown RightSingleKey || OnKeyDown LeftSingleKey	; Normal Keystate Handler, does the work when the Quantity prompt was NOT auto-confirmed.	; Either the prompt didn't appear (to transact a single item), or the prompt was manually confirmed	Else		; Check keystates. Doing it all at once and stashing the results for a frame makes the code cleaner.		; It also improves performance slightly by preventing multiple redundant function calls		; This is redundant, but necessary.  This makes OnKeyDown report as expected if CheckKeyStates changes.		set bStackPressed to OnKeyDown RightStackKey || OnKeyDown LeftStackKey		set bSinglePressed to OnKeyDown RightSingleKey || OnKeyDown LeftSingleKey		set bStackPressed to IsKeyPressed2 RightStackKey || IsKeyPressed2 LeftStackKey		set bSinglePressed to IsKeyPressed2 RightSingleKey || IsKeyPressed2 LeftSingleKey		; This block acts to control the various default actions		If bStackPressed && bSinglePressed && DefaultAction			; If a DefaultAction is in use, and both keys are pressed: Use standard behavior			set CheckKeyStates to 3			Return		ElseIf bStackPressed && DefaultAction == 1			; If the SINGLE DefaultAction is in use, and the STACK keys are pressed: STACK keys override DefaultAction		ElseIf bSinglePressed && DefaultAction == 1			; If the SINGLE DefaultAction is in use, and the SINGLE keys are pressed: Use standard behavior			set CheckKeyStates to 3			Return		ElseIf bStackPressed && DefaultAction == 2			; If the STACK DefaultAction is in use, and the STACK keys are pressed: Use standard behavior			set CheckKeyStates to 3			Return		ElseIf bSinglePressed && DefaultAction == 2			; If the STACK DefaultAction is in use, and the SINGLE keys are pressed: SINGLE keys override DefaultAction		ElseIf DefaultAction == 1			; If the STACK DefaultAction is in use, and NO keys are pressed: Emulate SINGLE keys			set bSinglePressed to 1		ElseIf DefaultAction == 2			; If the STACK DefaultAction is in use, and NO keys are pressed: Emulate STACK keys			set bStackPressed to 1		EndIf	EndIf	If ( bSinglePressed || bStackPressed ) == 0		Return	EndIf	; It isn't possible to directly tell if this is the confirmation screen, hence all the checks.	; I've tried to make it work with non-English setups by using the GameSettings, but haven't tested it.	; If there are any issues, please notify me.	; See if the current message menu was game generated, and a barter screen is active	If GetActiveMenuObject 1001 == 0			; If so, make sure there are only two buttons		If GetMenuHasTrait "background\button_3\visible" 1001 == 0			MessageBoxEX "Error: TQP couldn't read a menu element!%r%rbackground\button_3\visible%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		If ( GetMenuFloatValue "background\button_3\visible" 1001 ) == 1			If GetMenuHasTrait "background\button_1\string" 1001 == 0				MessageBoxEX "Error: TQP couldn't read a menu element!%r%rbackground\button_1\string%r%rPlease report this error, along with any UI mods in use|     Okay     "				set CheckKeyStates to 0				Return			EndIf			set sCheck1 to GetStringGameSetting sYes			set sCheck2 to GetMenuStringValue "background\button_1\string" 1001			; Now see if the two buttons are "Yes" and "No".			If ( sv_Count "%z" sCheck1 sCheck2 ) == 1				If GetMenuHasTrait "background\button_2\string" 1001 == 0					MessageBoxEX "Error: TQP couldn't read a menu element!%r%rbackground\button_2\string%r%rPlease report this error, along with any UI mods in use|     Okay     "					set CheckKeyStates to 0					Return				EndIf				set sCheck1 to GetStringGameSetting sNo				set sCheck2 to GetMenuStringValue "background\button_2\string" 1001				If ( sv_Count "%z" sCheck1 sCheck2 ) == 1					; At this point, it is known that the message menu was game generated while a barter screen is open, and that there are two buttons "Yes, and "No"					If GetMenuHasTrait "background\message_text\string" 1001						set sCheck2 to GetMenuStringValue "background\message_text\string" 1001					ElseIf GetMenuHasTrait "background\msg_text_rect\message_text\string" 1001		; Compatibility for DarN's UI v1.3.2						set sCheck2 to GetMenuStringValue "background\msg_text_rect\message_text\string" 1001					Else						MessageBoxEX "Error: TQP couldn't read either menu element!%r%rbackground\message_text\string%rbackground\msg_text_rect\message_text\string%r%rPlease report this error, along with any UI mods in use|     Okay     "						set CheckKeyStates to 0						Return					EndIf					If cMenu == 1						set sCheck1 to GetStringGameSetting sBuy					ElseIf cMenu == 2						set sCheck1 to GetStringGameSetting sSell					Else						set sCheck1 to GetStringGameSetting sConfirmBuySpell					EndIf					; See if the menu text starts with either of these three phrases, "Buy" or "Sell" or "Are you sure you want to buy"					If ( sv_Find "%z" sCheck1 sCheck2 ) == 0						set sCheck1 to GetStringGameSetting sFor						; Lastly, see if the menu text contains "for" and "gold".						If sv_Count "%z" sCheck1 sCheck2							set sCheck1 to GetStringGameSetting sGold							If sv_Count "%z" sCheck1 sCheck2								; Now, assume that this actually is the confirm buy/sell screen								ClickMenuButton "background\button_1" 1001							EndIf						EndIf					ElseIf bAutoGiveAway						set sCheck1 to GetStringGameSetting sGiveAway						If ( sv_Find "%z" sCheck1 sCheck2 ) == 0							; Now, assume that this actually is the confirm Give Away screen							ClickMenuButton "background\button_1" 1001						EndIf					EndIf				EndIf			EndIf		EndIf		set sCheck1 to sv_Destruct		set sCheck2 to sv_Destruct	EndIf	; This prevents this check from running more than once per confirmation screen.	set CheckKeyStates to 0EndBegin MenuMode 1016 ;quantity prompt	; cMenu serves as a temporary variable before it is set.	; cMenu == 1, Inventory is open, use InvXXX hotkeys, and there won't be a confirm screen	; cMenu == 2, Container is open, use XXX hotkeys, and there won't be a confirm screen	; cMenu == 4, Barter is open, use XXX hotkeys, and there will be a confirm screen to bypass	; Any even number (or zero) will trigger the XXX hotkeys.  Any odd number will trigger the InvXXX hotkeys.	set cMenu to GetMenuFloatValue "user8" 1008	If cMenu == 0		; Barter/Container NOT visible! See if Inventory is open.		If GetMenuHasTrait "user3" 1004 == 0			MessageBoxEX "Error: TQP couldn't read a menu element!%r%rHUDMain%ruser3%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		set cMenu to GetMenuFloatValue "user3" 1004		If cMenu			; Inventory Closed!			set CheckKeyStates to 0			Return		Else			If GetMenuHasTrait "user4" 1004 == 0				MessageBoxEX "Error: TQP couldn't read a menu element!%r%rHUDMain%ruser4%r%rPlease report this error, along with any UI mods in use|     Okay     "				set CheckKeyStates to 0				Return			EndIf			set cMenu to GetMenuFloatValue "user4" 1004			If cMenu == 2				; Inventory Open!				set cMenu to 1			Else				; Inventory Closed!				set CheckKeyStates to 0				Return			EndIf		EndIf	ElseIf cMenu == 2		; Container Visible!		set cMenu to 2	Else ; cMenu == 3		If GetMenuHasTrait "user9" 1008 == 0			MessageBoxEX "Error: TQP couldn't read a menu element!%r%rBarter\Container%ruser9%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		set cMenu to GetMenuFloatValue "user9" 1008		If cMenu == 2			; Barter Visible!			set cMenu to 4		EndIf	EndIf	; CheckKeyStates == 0 on the first pass, unless it is being auto-confirmed by the quantity prompt	; It is otherwise set while the prompt is open, and reset to 0 when done.	; If the prompt is cancelled, CheckKeyStates will be equal to 5.	; Which is fine, since that's what it'd start at anyway.	If CheckKeyStates == 0 || CheckKeyStates % 2 == 1		set CheckKeyStates to 6	EndIf	; Auto Keystate Handler, auto-confirms the prompt without any keys needing to be pressed/held. Used when the quantity prompt was auto-confirmed	If CheckKeyStates == 2		; Currently not used	; Cautious Keystate Handler, requires the player to press the key instead of allowing it to be held down	; Mainly used when DefaultAction != 0, and the hotkey is held down	ElseIf CheckKeyStates == 4		If cMenu % 2			set bStackPressed to OnKeyDown InvRightStackKey || OnKeyDown InvLeftStackKey			set bSinglePressed to OnKeyDown InvRightSingleKey || OnKeyDown InvLeftSingleKey		Else			set bStackPressed to OnKeyDown RightStackKey || OnKeyDown LeftStackKey			set bSinglePressed to OnKeyDown RightSingleKey || OnKeyDown LeftSingleKey		EndIf	Else		; Check keystates. Doing it all at once and stashing the results for a frame makes the code cleaner.		; It also improves performance slightly by preventing multiple redundant function calls		; This is redundant, but necessary.  This makes OnKeyDown report as expected if CheckKeyStates changes.		If cMenu % 2			set bStackPressed to OnKeyDown InvLeftStackKey || OnKeyDown InvRightStackKey			set bSinglePressed to OnKeyDown InvLeftSingleKey || OnKeyDown InvRightSingleKey			set bStackPressed to IsKeyPressed2 InvLeftStackKey || IsKeyPressed2 InvRightStackKey			set bSinglePressed to IsKeyPressed2 InvLeftSingleKey || IsKeyPressed2 InvRightSingleKey		Else			set bStackPressed to OnKeyDown RightStackKey || OnKeyDown LeftStackKey			set bSinglePressed to OnKeyDown RightSingleKey || OnKeyDown LeftSingleKey			set bStackPressed to IsKeyPressed2 RightStackKey || IsKeyPressed2 LeftStackKey			set bSinglePressed to IsKeyPressed2 RightSingleKey || IsKeyPressed2 LeftSingleKey		EndIf		; This block acts to control the various default actions		If bStackPressed && bSinglePressed && DefaultAction			; If a DefaultAction is in use, and both keys are pressed: Use standard behavior			set CheckKeyStates to 4			Return		ElseIf bStackPressed && DefaultAction == 1			; If the SINGLE DefaultAction is in use, and the STACK keys are pressed: STACK keys override DefaultAction		ElseIf bSinglePressed && DefaultAction == 1			; If the SINGLE DefaultAction is in use, and the SINGLE keys are pressed: Use standard behavior			set CheckKeyStates to 4			Return		ElseIf bStackPressed && DefaultAction == 2			; If the STACK DefaultAction is in use, and the STACK keys are pressed: Use standard behavior			set CheckKeyStates to 4			Return		ElseIf bSinglePressed && DefaultAction == 2			; If the STACK DefaultAction is in use, and the SINGLE keys are pressed: SINGLE keys override DefaultAction		ElseIf DefaultAction == 1			; If the STACK DefaultAction is in use, and NO keys are pressed: Emulate SINGLE keys			set bSinglePressed to 1		ElseIf DefaultAction == 2			; If the STACK DefaultAction is in use, and NO keys are pressed: Emulate STACK keys			set bStackPressed to 1		EndIf	EndIf	; If NO keys are pressed (or emulated): Wait for input	If ( bSinglePressed || bStackPressed ) == 0		Return	EndIf	; If the SINGLE hotkeys ARE pressed: Confirm ONE item.	If bSinglePressed		If GetMenuHasTrait "quantity_background\quantity_scroll\user7" 1016 == 0			MessageBoxEX "Error: TQP couldn't write to a menu element!%r%rquantity_background\quantity_scroll\user7%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		SetMenuFloatValue "quantity_background\quantity_scroll\user7" 1016 1	; If the STACK hotkeys ARE pressed: Confirm ALL items.	ElseIf bStackPressed		; The player may have changed the amount on his own, so the max value DOES have to be read and used.		If GetMenuHasTrait "quantity_background\quantity_scroll\user2" 1016 == 0			MessageBoxEX "Error: TQP couldn't read a menu element!%r%rquantity_background\quantity_scroll\user2%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		set promptAmount to GetMenuFloatValue "quantity_background\quantity_scroll\user2" 1016	;Max		If GetMenuHasTrait "quantity_background\quantity_scroll\user7" 1016 == 0			MessageBoxEX "Error: TQP couldn't write to a menu element!%r%rquantity_background\quantity_scroll\user7%r%rPlease report this error, along with any UI mods in use|     Okay     "			set CheckKeyStates to 0			Return		EndIf		SetMenuFloatValue "quantity_background\quantity_scroll\user7" 1016 promptAmount	EndIf	; If this was from the barter screen, then auto-confirm the upcoming confirm screen	; Otherwise, don't auto-confirm anything that happens to appear.	If cMenu == 4		set CheckKeyStates to 1	Else		set CheckKeyStates to 0	EndIf	; One of the hotkeys were pressed, so auto-confirm the prompt.	If GetMenuHasTrait "quantity_background\quantity_button_okay\id" 1016 == 0		MessageBoxEX "Error: TQP couldn't find a menu element!%r%rquantity_background\quantity_button_okay%r%rPlease report this error, along with any UI mods in use|     Okay     "		set CheckKeyStates to 0		Return	EndIf	ClickMenuButton "quantity_background\quantity_button_okay" 1016	ReturnEnd