[Relz] Toggleable Quantity Prompt v3.1.1

Post » Thu Sep 23, 2010 4:49 am

Toggleable Quantity Prompt
Version: 3.1.1
By: Waruddar & kea
Email: In Archived Readme
Main Download: http://www.tesnexus.com/downloads/file.php?id=12859
Mirrors: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3520, http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4503
Docs: http://www.tesnexus.com/downloads/readmes/Toggleable%20Quantity%20Prompt%20-%20Updated_readme.txt
Previous Threads: http://www.gamesas.com/bgsforums/index.php?showtopic=872319, http://www.gamesas.com/bgsforums/index.php?showtopic=816825

What's New?:
v3.1.1:
Bugfix for Default Actions.
  • When the Default Action was set to Single or Stack, TQP would sometimes think otherwise. The hotkey would rarely act unexpectedly. This bug crept in during the v3.1.0 restructuring. It was not present in v3.0.0.

v3.1.0:
TQP has been restructured.
  • This allowed me to eliminate the one known problem.
  • It should also reduce the occurence of the one remaining bug.
Added support for auto-confirming spell purchases.
  • Uses the same hotkeys as the barter/container menus.
Added support for DarN's UI v1.3.2.
  • If you weren't having the Confirm screen auto-confirmed, this should fix it.
Additional error-checking.
  • TQP will let you know if it encounters a problem with the menus.
Minor changes to the upgrade script.
  • Nothing really interesting.
Introduction:

With this mod, you can auto-confirm the quantity prompt ("How many?") and confirmation prompt that you get when an item or spell is transacted (moving/buying/selling/dropping). Items may be transacted one at a time with by holding down either ctrl key, or an entire stack at a time by holding down either shift key. These hotkeys may be customized ingame.

You may also set the Default Action that occurs whenever you select an item without any hotkeys pressed. It can be set to Prompt (the normal behavior), Single (auto-confirm a single item), and Stack (auto-confirm a stack of items).
    For example, if you set the Default Action to Stack:
  • Clicking without any hotkeys pressed will auto-confirm the entire stack.
  • Clicking while holding one of the Stack hotkeys will cause the Prompts to appear.
    You may manually confirm the prompts, or press the Single or Stack hotkeys to auto-confirm the requisite amount.
  • Clicking while holding one of the Single hotkeys will auto-confirm one item from the stack.
Details:

When in a Container or Barter menu:
Hold either ctrl key when clicking on an item stack to auto-confirm ONE item.
Hold either shift key when clicking on an item stack to auto-confirm ALL items.

When in the Inventory menu (when either shift key is also pressed):
Hold either ctrl key when clicking on an item stack to auto-confirm ONE item.
Hold either alt key when clicking on an item stack to auto-confirm ALL items.

When in either menu, press the left ctrl key in combination with the 'T' key to
bring up TQP's configuration menu.
    The menu allows you to:
  • Allow auto-confirmation when giving away 0 value items to a merchant.
  • Change the Default Action to: Prompt, Single, or Stack
  • Customize all of the keys
  • Reset everything back to the default settings
One neat trick is to set one shift key to drop items by the stack, and leave the other shift key alone.

Newer features:
  • COBL Integration:
    If COBL is installed, then you will access TQP's Configuration Menu through COBL's Option Menu.
    The hotkey combo to access TQP's COnfiguration Menu is disabled while COBL is present.
    If/When COBL integrates TQP, COBL will have the ability to effectively disable this mod so that it's own system may be used.
  • Custom Default Actions:
    You may set the Default Action that occurs whenever you select an item without any hotkeys pressed.
    It can be set to Prompt (the normal behavior), Single, and Stack. More details in the Introduction section.
  • You may now press the hotkeys even after the quantity/confirmation screens have appeared.
  • Keyboard support has improved for those players who prefer not to use the mouse.
  • As a safety measure, auto-confirmation is disabled by default when "Giving away" items to a merchant. This may be enabled in the configuration menu.
  • Attempts have been made to make this work on international versions of Oblivion. The menu's won't be translated, but the mod 'should' work on non-English copies. This is completely untested, as I don't have a non-English version ;)
Installation:

It needs http://obse.silverlock.org/ or greater to work.
    Three choices:
  • OMOD: Load the archive in OBMM. It's in the omod-ready format.
  • BAIN: Load the archive in Wrye Bash. It's in a BAIN-ready format.
  • Manual: Just extract the .esp to your data directory and check it in the data files.
The load order doesn't particularly matter. The only thing that might conflict is a game setting (iInventoryAskQuantityAt), and that is also set via script to ensure that it stays at the correct value (2).

Permissions:
I would appreciate if you contact me, but ultimately you may do whatever you want with this mod as long as you properly credit any and all authors.

This applies to any mod primarily authored by Waruddar.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Wed Sep 22, 2010 10:53 pm

Excellent. TQP is on my short list of things to recommend to anyone and everyone.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Wed Sep 22, 2010 9:25 pm

Thanks

TQP is one of my must-have mods. I have no problem with the old version, but will upgrade anyway :)
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Wed Sep 22, 2010 10:00 pm

This is one of these natural tweaks that makes you wonder "How come this wasn't in the game in first place?!"

thanx for the update :).
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Thu Sep 23, 2010 6:15 am

Thanks, Waruddar. Great update :wub:
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Thu Sep 23, 2010 2:51 am

Thanks, everyone.

TQP is standing at 8808 total downloads from both TESNexus and PES. That's fairly respectable :goodjob:

I wonder when it'll finally break the 10k mark? *hint-hint*

PES will be updated with the new version later, and more mirrors will be added. Are there any other mod hosts in particular that you'd like to see used?
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Thu Sep 23, 2010 10:16 am

Thanks for the update, as others have stated this is a 'must have'.

No problems with the existing versions, but I'll do my best to help out with the download count :)
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Thu Sep 23, 2010 9:01 am

Had been using the old version and it helps so much so this is an instant download.

I have a question though. I don't even know if this is doable but is it at all possible to be able to buy groups of items all at once?

Specifically, I'd like to be able to buy all alchemy ingredients at one time. Most are 1 or 2 gold so the cost is negligable but having to click on 30 or 40 or so ingredients individually is extremely irksome!

If it's not possible I'll deal and I still much appreciate this mod but thought I would ask.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu Sep 23, 2010 5:02 am

This is one of my favourite little mods. After hours of annoying sliders I still get a thrill from conducting a transaciton in one click.

I downloaded the new version right away. It has one immediate advantage for me: I could never access the configuration menu because CTRL T gave me sneak and then the wait menu. There's probably an answer to this that I should have thought of but it doesn't matter now as I can get to it through Cobl.

Unfortunately I am encountering a problem with the new version.

The inventory menu works fine but the barter menu won't autoconfirm. Whichever hotkey I use, and whichever setting I have for giving away items, I always get the confirm menu.

Does anyone else have this?

I will explore some more and see if I can find any clues.
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Thu Sep 23, 2010 12:21 pm

I have a question though. I don't even know if this is doable but is it at all possible to be able to buy groups of items all at once?

It should be doable, but it'd be a tad on the complex side.

Offhand, I could either:
1) Fake the purchase by scanning the merchant's inventory, merchant container, cell, etc for sellable items, and directly adding/removing items/gold. This would be more complex to make, because I'd have to make sure to take all the variables into account. It would be more seamless though. It might be irksome to make the barter menu update correctly afterwards.
2) Iterate through the barter menu and purchase each item individually. This would potentially be easier to implement (less likely to screw something up), since the barter menu would do all the work of deciding which items are sellable, how much to charge for them, and moving the items. It would be less seamless to the player though, since they'd see a bunch of prompts appear/disappear as each item is selected and bought. And, this might require a new version of OBSE...

I'm leaning towards faking it, but I'd have to do some research.

If I do make it, it'll be a separate mod.

Thoughts:
1) Player opens barter menu with a merchant.
2) Script adds a series of tokens to the merchant's inventory.
3) Each token represents an item group, and the cost of the token is the total cost of the item group. The token name will have the number of items in the group appended to it.
4) Player buys a token item representing the item group. Could implement custom item groups that the player could name/filter....hrm.
5) Once the token is in the player's inventory, it moves the appropriate items to the player.
6) Either refresh the barter screen, or close it.

With this approach, the game can handle most of the formulas without me having to recreate them...the player would just buy one item, and its confirmation screen could be bypassed with TQP ;)
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Thu Sep 23, 2010 3:20 am

That would be a most awesome addition if you can pull it off!

My main character is an avid alchemist so I naturally buy every ingredient I come across and for some merchants with an extensive inventory that requires quite a bit of repetition. :(
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Thu Sep 23, 2010 8:45 am

Thanks for the updates, I'm going to upgrade Toggleable Quantity Prompt 2.2.1 to Toggleable Quantity Prompt v3.0.0
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Thu Sep 23, 2010 12:59 am

As has been said, TQP is a must-have, and the new, faster, system is always appreciated. Thanks for the update!
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Thu Sep 23, 2010 10:45 am

Thanks for the update and the linky, will amend the list ! ! ! ! !
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Thu Sep 23, 2010 10:28 am

Unfortunately I am encountering a problem with the new version.

The inventory menu works fine but the barter menu won't autoconfirm. Whichever hotkey I use, and whichever setting I have for giving away items, I always get the confirm menu.

Does anyone else have this?

Most menu's can be distinguished by their MenuMode, but this doesn't work for the confirm menu. As far as the game is concerned, the confirm menu is the exact same as any other message menu, so I don't have a foolproof way of determining whether the confirm screen is open. I have to have quite a few checks to make sure that the currently open message menu happens to be the confirm menu.

I check:
1) That the message menu was generated by the game, and not by a mod.
2) That the message menu has exactly two visible buttons, and one is named "Yes" and the other "No".
3) That the message menu contains the name of the last item that was clicked from the inventory or barter/container menu.
4) That the message menu contains the words "Give away" to tell if its the giving away confirm menu, or "Buy" or "Sell, and "for" and "gold" to tell if it's the normal confirm menu.

For all of the string comparisons, I used various game settings in an attempt to make it work for non-English versions of Oblivion.

It is most likely that one of these checks is failing for some reason, making TQP think that the confirm menu isn't actually open. Do you have a non-English version of Oblivion? As I mentioned, I tried to make it work with them, but it is entirely untested.

There are some variables that I can have you check ingame, if you're willing.
That would be a most awesome addition if you can pull it off!

Sounds like a challenge ;)

I haven't decided for sure to make it, but it is an interesting case. In any event, I won't be able to get to it anytime soon due to my course load.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Thu Sep 23, 2010 2:11 pm

Most menu's can be distinguished by their MenuMode, but this doesn't work for the confirm menu. As far as the game is concerned, the confirm menu is the exact same as any other message menu, so I don't have a foolproof way of determining whether the confirm screen is open. I have to have quite a few checks to make sure that the currently open message menu happens to be the confirm menu.

I check:
1) That the message menu was generated by the game, and not by a mod.
2) That the message menu has exactly two visible buttons, and one is named "Yes" and the other "No".
3) That the message menu contains the name of the last item that was clicked from the inventory or barter/container menu.
4) That the message menu contains the words "Give away" to tell if its the giving away confirm menu, or "Buy" or "Sell, and "for" and "gold" to tell if it's the normal confirm menu.

For all of the string comparisons, I used various game settings in an attempt to make it work for non-English versions of Oblivion.

It is most likely that one of these checks is failing for some reason, making TQP think that the confirm menu isn't actually open. Do you have a non-English version of Oblivion? As I mentioned, I tried to make it work with them, but it is entirely untested.

There are some variables that I can have you check ingame, if you're willing.

Sounds like a challenge ;)

I haven't decided for sure to make it, but it is an interesting case. In any event, I won't be able to get to it anytime soon due to my course load.


I hate to say it, but I'm experiencing the same problem - the autoconfirm for barter doesn't seem to work, and I've resigned myself to using the Menu Escape autodo function for now... I have the english version of OB, patched and with SI, and am using Darn UI but none of my other mods have any impact on the barter menu...

I would be happy to help you track this down, Waruddar, if you need help that is.

Cheers, bendiwolf
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Thu Sep 23, 2010 10:59 am

Blergh. I was hoping it was an isolated case. Is it working for anyone that downloaded it?

It may take me awhile to fix this...I just found out that several files in my oblivion directory went poof while I was moving my OBMM store directory and enabling BAIN to test the packaging of TQP. Apparently, I did something that either OBMM or BAIN didn't like, or expect....or, worse, my drive is starting to delete files on its own. Just wish I knew how it happened, and what all files actually went missing.

I'm trying to recover them (atleast the ones I know of), but I'm having to do it manually....none of the undelete programs seem to be finding the files, but I've found atleast two by digging through the hard drive's hex. Fun :banghead:

Until I recover the files, I can't touch Oblivion...don't want to accidentally overwrite a file that I'm trying to recover.

There are two things you can try in the meantime:
1) Try using the keyboard instead of the mouse...it uses less stringent checking because GetActiveMenuSelection only works for the mouse.
2) When in the confirm menu, after it was supposed to be auto-confirmed, open the console and use "sqv aveTQP". Make a list of the variable values, and post them here. I might be able to tell something atleast...

Specifically, the following variables:
bStackPressed
bSinglePressed
promptAmount
bFrom1008
CheckKeyStates
rClicked
sMenuText
sCheck1
sCheck2
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Wed Sep 22, 2010 10:14 pm

This version 3.0.0 is working correctly for me. This is the first time I've ever used it (wow, what a dummy for going without it for sooo long!) After reading this thread last evening I tried a few tests in the barter screen. The only time I received the message confirm box was when I switched from single to stack (or vice versa) midstream and I only received it one time. (I don't use any UI mods).

I'm wondering if the "failure" for Bendiwolf or Hfffoman might have something to do with upgrading? I wonder if doing a clean save and then installing the new version would work for them?

Thank you Waruddar for this gem!
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Wed Sep 22, 2010 10:22 pm

Lilith, you may have a point - I'll try it with a new character and see what's up...

Warrudar, the variables you asked for were the following:

bStackPressed = 0
bSinglePressed = 0
promptAmount = 2
bFrom1008 = 1
CheckKeyStates = 5
rClicked = (00064F7B)
sMenuText = 0
sCheck1 = 0
sCheck2 = 0

Cheers, bendiwolf
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu Sep 23, 2010 8:52 am

I am going to be out of town for a week but will happily help with testing if between you and Bendiwolf it doesn't get sorted by the time I am back.

I am using the same setup as Bendiwolf i.e. patched with SI and DarN. You probably know there is an xml file conflict between Darn and TQP. I use Darn's file because with the TQP one Darn's font doesn't fit in the menu boxes and looks a bit of a mess.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Thu Sep 23, 2010 2:05 am

The new version works fine for me as well. I don't use any UI mods. I'm guessing it's some sort of conflict with the Darnified UI from the comments here.
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Thu Sep 23, 2010 8:27 am

Everything's OK with DarN's UI ver 1.3.1 here.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Thu Sep 23, 2010 12:41 am

This mod allows craftybits to not be annoying to craft in :)
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu Sep 23, 2010 9:27 am

Time for a little mass reply:
This version 3.0.0 is working correctly for me. This is the first time I've ever used it (wow, what a dummy for going without it for sooo long!) After reading this thread last evening I tried a few tests in the barter screen. The only time I received the message confirm box was when I switched from single to stack (or vice versa) midstream and I only received it one time. (I don't use any UI mods).

I'm wondering if the "failure" for Bendiwolf or Hfffoman might have something to do with upgrading? I wonder if doing a clean save and then installing the new version would work for them?

Thank you Waruddar for this gem!
I did test it with upgrading, and did a little foolery with TES4Edit to make sure that the variables would transfer over correctly for custom hotkeys. It shouldn't be an issue. But, this shouldn't be happening to begin with, so a clean save can't hurt ;)

Lilith, you may have a point - I'll try it with a new character and see what's up...

Warrudar, the variables you asked for were the following:

bStackPressed = 0
bSinglePressed = 0
promptAmount = 2
bFrom1008 = 1
CheckKeyStates = 5
rClicked = (00064F7B)
sMenuText = 0
sCheck1 = 0
sCheck2 = 0

Cheers, bendiwolf
Based on the variable state, TQP isn't detecting the keypress for some reason. To be honest, it isn't even supposed to be doing that; if the quantity menu was auto-confirmed, the script is supposed to auto-confirm the confirm menu without checking for keypresses.

Okay, I'm going to need to ask you a couple questions to make sense of this.
1) You were in a barter screen, correct?
2) You held down one of the Stack hotkeys, and clicked a stack that had two items, right?
3) What was the hotkey that you pressed? And, what are the values of RightStackKey, LeftStackKey, RightSingleKey, LeftSingleKey based on "sqv aveTQP"?
4) The quantity prompt screen was auto-confirmed?
And now you're at the confirm screen, and it isn't be auto-confirmed.

Please try the following, and let me know which steps work, if any.
1) Try releasing the Stack key and pressing it again.
2) At the confirm screen, open the console and use "set aveTQP.CheckKeyStates to 3", and then close the console. Press one of the hotkeys, and see if the confirm screen goes away.
3) At the confirm screen, open the console and use "set aveTQP.CheckKeyStates to 1", and then use "set aveTQP.bSinglePressed to 1", and close the console. The confirm screen should be auto-confirmed.
4) Set the Default Action to Single, and click an item without any keys pressed. Does the confirm screen get auto-confirmed?

Just to double check, what version of OBSE are you using? TQP does it's own check, but I never actually tested it.

I am going to be out of town for a week but will happily help with testing if between you and Bendiwolf it doesn't get sorted by the time I am back.

I am using the same setup as Bendiwolf i.e. patched with SI and DarN. You probably know there is an xml file conflict between Darn and TQP. I use Darn's file because with the TQP one Darn's font doesn't fit in the menu boxes and looks a bit of a mess.
Thanks for the offer, but I truly hope that we get it resolved before you get back ;) As I've said in a previous thread, I don't like bugs in my mods :ninja:

Actually, there is no xml conflict. The xml files are no longer used, and haven't been necessary since v2.2. Even when it was needed, DarN's UI already had the changes that I required, so it was compatible; TQP's xml file wasn't supposed to be in use if DarN's UI was installed.

The new version works fine for me as well. I don't use any UI mods. I'm guessing it's some sort of conflict with the Darnified UI from the comments here.
I developed it on DarN's UI, actually. And, it should be 100% compatible with any UI mod, as long as that mod doesn't make a complete hash of the quantity prompt.

Everything's OK with DarN's UI ver 1.3.1 here.
It's good to hear from you and Greyghost that it's working. Thanks.

This mod allows craftybits to not be annoying to craft in :)
Heh, I hadn't even thought about that aspect. I haven't used any of the crafting mods in Oblivion (though I did way back in my Morrowind days).
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu Sep 23, 2010 7:07 am

Heh, I hadn't even thought about that aspect. I haven't used any of the crafting mods in Oblivion (though I did way back in my Morrowind days).


I highly recommend crafty bits to anyone who wants a little bit of fun for simple things, also Vim and Vigor is great to get along with it. (a Very awesome hunger/sleep/thirst mod which replaces the useless oblivion fatigue system.)

The reason this mod makes Craftybits better is, I craft alot of arrows, I use alot of poles to make those arrows, I need to drop each poll seperatly to craft my bundles of arrows, Ill often craft 400 at a time :)
Works out to be around 30-40 polls dropped manually by dragging the bar, opposed to this lovely shortcut. THANK YOU SO MUCH I LOVE YOU. :)
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Next

Return to IV - Oblivion