Closed TychaiosIlithios closed 5 years ago
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(this floodgate was triggered by post from glenmack requesting using one item from stack without moving stack - this whole load is an alternative approach to similar problems that was crawling in the brain)
Is your feature request related to a problem? Please describe.
Don't have much problems with inventory management (norton commander ftw) but whenever do see letsplays, ppl keep complaining on lack of inventory management and praise autosorting features like zones. So guess the market likes these features.
Describe the solution you'd like
A certain number (maybe gated by books/character perks like [dis]organized) of sets in advanced inventory. Sets would be a list of items supposed to land in a part of advanced inventory. Each set would be a list of slots which could (again maybe gated by..) remember a certain number of alternative items for this slot in a sorted sequence from best to worst. example: Set 1 "mechanical access" Slot1: "halligan bar"x1/"ice axe"x1/"dive knife"x1 Slot2: "locksmith kit"x1/"lockpicks"x10 Slot3: "sledgehammer"x1
And it should be manually assignable via hotkeys to seek all items suitable for set in one half of adv inv and try to move them to the destination in needed number.
Describe alternatives you've considered
First alternative is just doing nothing - current inventory management is sturdy for anyone who knows the hotkeys and more or less handles searchtags. Second just to mention - subfolder containers. Boxes, crates, drawers occupying volume +- equal to volume provided (or no volume + some extra mass and only insertable to containers with flag "supports_drawers_large"/"supports_drawers_small" etc) and added ability to sort inventory by containers. This could be good related to both 'sets' subject and managing tight locations/vehicles with limited number of main containers.
Additional context
There are constantly things that my character regularly wants to do: pick vitamins from stash, but only ten of them pick arrows/ammo but only 50/100 pick a specific gun and a couple of fitting magazines pick a set of car related tools pick a set of tender lockpicking tools pick a not so tender sledgehammer/acet torch w tanks/shovel fill gallon jug with water and get a couple of sausages and many more - there's far less of a problem to put all such items back to stash - I remember my order so remeber where to dump items, but picking them up usually involves browsing relatively long lists and typing search requests every now and again and again and again until the spoon kills the victim. Or spreading die grosse deutche ordnung over a couple of overmap tiles having one toolbox in cartools, one in smithing tools, one in sets to go around etc - just to save typing time and get whole needed set in one keypress.
Also sets could be used as an alternative to somewhat slowing autoloot feature or a gate to looting/storing no more than x of y.
Also moving sets to a separate json file would make life even more convenient in many cases including transfering desired set settings between games and characters manually.
Lastly - never once mentioned worn/equipped items in this subject, because that seems to be a connected subject that has a lot of 'minor' problems attached - i.e. implementing full interaction between worn items and advanced inventory. So due to this having more problems per possible profit, just mentioning it here, but by no means connecting it to the subj.
Despite the large volume of text involved, I believe the feature itself is not exactly huge or requiring to overhaul anything already existing and the main question seems to be How many players actually get so far and tedious into the game and so familiar with inventory management to actually appreciate this feature.
Thanks for reading