[quote][StarUI Inventory]
; ———————————–
; StarUI Inventory configuration file
; ———————————–
;
; Allows you to customize many aspects of the StarUI Inventory mod.
;
; Tips:
; * You can edit this file while the game is running. Just close an re-open the inventory to load the new settings!
; * You can copy this file to “StarUI Inventory.ini” to store your own settings which won’t be overwritten by updates!
; If you like it clean: Both files will be read, so you only need to put changed settings in your “StarUI Inventory.ini”.
; Note: Make sure your new INI include the sections [StarUI Inventory] and [CategoryColumns] when you like to change settings in these.
;
; Auto-adjust values when game setting “Large Font Mode” is activated
; Please note, that the StarUI Inventory shows much more information than the vanilla inventory, so there may be simply not enough place to show everything.
bAutoAdjustToLargeFontMode = 1
; Player inventory: Switch the category name and equipped item name
bPlayerInventoryCatListSwitchCatNameAndItem = 1
; Show a category sidebar on the left in Inventory
bLeftCategorySidebar = 1
; Show a subcategory sidebar for more filtering
bLeftSubCategorySidebar = 1
; Collapse space for subcategory sidebar when no subcategories available (will move the main items list a bit)
bLeftSubCategorySidebarCollapse = 1
; Font Size for main text in category entries (Default: 20)
iCategoryListFontSize = 20
; Font size for subtitle in category entries
iCategoryListSubtitleFontSize = 20
; Font Size for count/mass in category entries (Default: 18)
iCategoryListCountMassFontSize = 18
; Font Size for count/mass in category entries (Default: 9)
iCategoryListCountMassLabelFontSize = 9
; Height of a category entry. Should be min. 40
iCatListEntryHeight = 55
; Max characters per line for category text
iCategoryListMaxChars = 40
; Show tag icon for item (in items list) – previously bShowItemCategoryIcon
bShowItemTagIcon = 1
; Use colored item icons
bItemTagColorized = 1
; Show your favorite assignment number in the items heart icon
bShowHeartFavorite = 1
; Font size (Default: 20)
iItemListFontSize = 20
; Height of an item entry (Min 26)
iItemListEntryHeight = 30
; Width of the main name column
iItemListMainColWidth = 417
; Width of the extra columns
iItemListExtraColWidth = 75
; Extra padding on left and right in the cells
iItemListColPadding = 8
; Make the item list opaque, so it’s easier to read with item model in background. Value in percent.
iItemListOpaqueBackground = 66
; Scaling (size) for other parts of the inventory interface (in percent)
iItemCardScale = 100
iButtonBarScale = 100
iMassPanelScale = 100
; Fonts
; Available fonts:
; 0 Default (“NB Architekt”)
; 1 NB Architekt Light
; 2 NB Architekt
; 3 NB Grotesk R Semibold
; 4 NB Grotesk R Bold
; 5 Arial (Contains only ASCII characters for EN)
; 6 Consolas (Contains only ASCII characters for EN)
iUseFont = 0
; Quality Of Life!
; Show category mass
bShowCatMass = 1
; Show stolen and contraband indicators in mass panel – shows you if that inventory contains stolen or contraband items
bMassPanelShowStolen = 0
bMassPanelShowContraband = 1
; Enable mass transfer from and to container
bEnableMassTransfer = 1
; Don’t transfer favorites or equipped!
bMassTransferNoFavorites = 1
bMassTransferNoEquipped = 1
; Ignore certain items for mass transfer to other inventories (as FormID). Multiple entries separated by comma (Default: Ignore Digipack, Cutter and a mission item which can be sold but shouldn’t)
; This list doesn’t applies when you mass-transferring into your inventory (So you can still loot everything)
sMassTransferIgnoreFormIDs = 0000000A, 00016758, 000ECCED
; Tip: Beside this INI file there is a file StarUI Inventory – FormIDs.txt containing collected FormIDs to ignore certain groups of items.
; Stop mass selling when vendor is out of credits
bMassTransferOnlySellForCredits = 1
; Enlarge the scrollbar, so you can actually grap it with the mouse!
bEnlargeScrollBar = 1
; How much should a wheel step scroll?
iListMouseWheelScrollAmount = 3
; Should the <TAB> key in inventory view go back to the game (instead of it’s normal behavior to go to the wheel menu)
bTabToGame = 1
; Should the <TAB> key in container view go back to te game (like when viewing your ship’s cargo)
bTabToGameContainer = 1
; Should the <TAB> close the inventory when in the item list
bTabInItemListToGame = 0
; Instant open/close animation
bInstantOpenCloseAnimation = 0
; Show FormID of item in ItemCard (Inventory only)
bItemCardShowFormId = 0
; Performance: Delays inventory update requests to cummulate multiple requests by the game engine into a single one. Value in milliseconds. Increase for bigger inventories. Default:10
iInventoryUpdateDelay = 10
; = = = = = =
; Colors
; = = = = = =
; The colors are specified as “red, green, blue(, alpha)” where alpha is optional.
; RGB values are from 0 to 255. Alpha is from 0 to 100 (percent).
; Default inventory color (washed out color, if you want to use standard rarity colors: 164, 190, 222)
sInventoryDefaultColor = 122, 192, 244
; Overall color by inventory type
sInventoryPlayerColor = 122, 192, 244
sInventoryContainerColor = 192, 192, 122
sInventoryContainerStealColor = 196, 96, 96
sInventoryShipColor = 128, 192, 192
sInventoryCompanionColor = 164, 128, 196
sInventoryBuyColor = 128, 196, 128
sInventorySellColor = 196, 196, 128
sInventoryShipSellColor = 196, 164, 164
; Color elements individually (will override default and per-type color)
sCategoryListColor =
sSubcategoryListColor =
sItemListColor =
sMassPanelColor =
sMassPanelEncumberedColor = 196, 64, 64
sButtonHintsColor =
; Item card coloring (Keep in mind: the item cards has own colors, which will look different when using a new overall item card color)
sItemCardColor =
; Rarity colors (Defaults: rare =115,204,223 epic =154,123,255 legendary =238,193,98)
sRarityColorRare = 80, 136, 244
sRarityColorEpic =
sRarityColorLegendary =
[CategoryColumns]
; Show QTY above item counts as column title
bShowCountTitle = 1
; Show toggle button to enable/disable additional columns
bShowColumnsToggleButton = 1
; Default setting (when enabled)
bShowColumnsToggleButtonDefault = 0
; Show a button to add temporary columns in the game (lasts until inventory is closed)
bShowColumnsAddTemporaryButton = 1
; Defines which column sort should be active by default. Leave empty for vanilla sorting. Default: TAG (Sorts by special column item tag, then name)
; When bAllowSecondarySortKey is enabled, you can specify a secondary key, e.g.: RARITY, VPM
sDefaultSort = TAG
; Should the secondary sort key are customizable. Either by specified in this INI or the previously clicked column.
; If disabled the secondary sort key is the name.
bAllowSecondarySortKey = 0
; Configure your own table!
; Available columns:
; (Experimental) AID_HP – Shows hp effects of aid items (currently only working in EN and DE)
; AMMO – Show used ammo type
; AMMO_ROUNDS – Show available rounds for ammo type
; QTY – Shows a separate column for QTY. Will remove the default QTY in the name cell.
; CONTRABAND – Shows if the item is contraband
; DR – Damage resistance
; DMG – Weapon damage
; DPS – Weapon damage per second (Burst DPS, so without reload-time)
; EQUIPPED – Shows if the item is equipped
; FAV – Shows your favorite assignment number
; MASS – Weight
; MASS_STACK – Weight per stack
; RARITY – Shows the rarity of the item (rare, epic, legendary for weapon/apparel and common, uncommon, rare,… for other items)
; (Experimental) TARGET_INV_COUNT – Shows the amount of that item in the transfer target inventory (So when buying how many you already have)
; PLAYER_INV_COUNT – Shows your inventory count of an item (Only visible when useful and the inventory data is available)
; SHIP_INV_COUNT – Shows your ships cargo count of an item (Only visible when useful and the inventory data is available)
; CONTAINER_INV_COUNT – Shows the item count in the container when you are transferring into a container.
; STOLEN – Shows if the item is stolen
; TREATMENT – Shows the treatment for an aid item
; TOTAL_INV_COUNT – Add a column OWNED/SHIP/PLAYER (which depends on situation) – Summarizes the columns PLAYER_INV_COUNT and SHIP_INV_COUNT. Will be automatically converted to player or ship column in their inventory
; VALUE – VALUE
; VALUE_STACK – Value per stack
; VPM – Value / Mass
; Detail columns for weapon
; WMANUFACTURER – Shows the manufacturer of the weapon
; WACC – Weapon accuracy
; WBASENAME – Shows the base name of the weapon (e.g. Eon, Grendel, Maelstrom,…)
; WMAG – Weapon ammo capacity
; WMODS – Weapon mod slots ( used / max )
; WRANGE – Weapon range
; WROF – Weapon rate of fire (gund) / Attack speed (melee)
; WTYPE – Weapon Type
; Detail columns for armor
; ATHERMAL – Armor thermal
; ACORROSIVE – Armor corrosive
; AAIRBORNE – Armor airborne
; ARADIATION – Armor radiation
; Detail columsn for Damage
; PHYS – Weapon physical damage / Armor physical resistance
; ENGY – Weapon energy damage / Armor energy resistance
; EM – Weapon EM damage / Armor EM resistance
; ELEC – Weapon electrical damage / Armor electrical resistance [Currently unused in the game]
sWeapons = DMG, DPS, MASS, VALUE, VPM, AMMO
; Apparel will be used as fallback for Spacesuits, Packs and Helmets
sApparel = DR, MASS, VALUE, VPM
; All will be used as fallback for any not specified
sAid = MASS, VALUE, VPM, TREATMENT, TOTAL_INV_COUNT, CONTAINER_INV_COUNT
sAmmo = VALUE, TOTAL_INV_COUNT, CONTAINER_INV_COUNT
sThrowables = DMG, MASS, VALUE, VPM, TOTAL_INV_COUNT, CONTAINER_INV_COUNT
sAll = MASS, VALUE, VPM, TOTAL_INV_COUNT, CONTAINER_INV_COUNT
; If you like to specify the columns for more categories, just remove the “;” in the following lines:
;sNewItems = MASS, VALUE, VPM, TOTAL_INV_COUNT
;sSpacesuits = DR, MASS, VALUE, VPM, TOTAL_INV_COUNT
;sPacks = DR, MASS, VALUE, VPM, TOTAL_INV_COUNT
;sHelmets = DR, MASS, VALUE, VPM, TOTAL_INV_COUNT
;sNotes = MASS, VALUE, VPM, TOTAL_INV_COUNT
;sResources = MASS, VALUE, VPM, TOTAL_INV_COUNT
;sSpells = MASS, VALUE, VPM, TOTAL_INV_COUNT
;sMisc = MASS, VALUE, VPM, TOTAL_INV_COUNT
; Define separate default sortings per category (Remove the “;” before the category line to specify it)
; To sort by the special QTY column (inside the name cell) you can use COUNT
; When bAllowSecondarySortKey is enabled you can specify a secondary sort key by adding another COLUMN after the first (separated by comma)
;sDefaultSortWeapons = DPS, TAG
;sDefaultSortSpacesuits = TAG
;sDefaultSortPacks = TAG
;sDefaultSortHelmets = TAG
;sDefaultSortApparel = DR
;sDefaultSortThrowables = TAG
;sDefaultSortAmmo = COUNT
;sDefaultSortAid = TAG
;sDefaultSortNotes = TAG
;sDefaultSortResources = TAG
;sDefaultSortMisc = TAG
;sDefaultSortNewItems = TAG
;sDefaultSortAll = TAG
; Define individual column widths for any column you like!
; Define more in the schema iColWidth… (e.g. for DMG iColWidthDMG)
iColWidthAMMO = 135
iColWidthRARITY = 110
iColWidthWMANUFACTURER = 200
iColWidthSTOLEN = 50
iColWidthCONTRABAND = 50
iColWidthPHYS = 60
iColWidthENGY = 60
iColWidthEM = 60
iColWidthELEC = 60
iColWidthFAV = 50[/quote]