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I saw you commented out those other categories ( I'm uncommenting those ).
If you want to add compatibility for other mods, simply make it dynamic and look at the option of only cycling through categories of items that are in the current container. Another option to prevent accidentally going by a category you want to select is (if the game supports this) to get the x/y coord of the click on the button along with the width.. If the click is on the left half, go back and vice versa.
Add me on Steam if you want, I've written over 500 Lua tuts.
About extended categories, someone pointed it out on the forums a while back, and as far as I know extended categories gets the job done in a different way which makes it a bit incompatible with this little thing. Also, I defined the categories by hand, and omitted some base categories (like weaponpart and ammo) depending on rarity, and only kept the most important ones on the cycle table.
I thought about making this compatible with extended categories, but having to cycle through a lot of categories would make this mod useless. That said, I may take a different route and change the container window a little in order to provide more accessibility and support for extended categories. That'd be a completely different mod though :)
Also, it doesn't work for extended categories, a simple fix is to delay loading the files ( ie way for an on loaded hook to fire ) before reading the categories table to see all of the available categories put in via mods or vanilla; then you'd likely never need to update the mod again unless the location of the table changes.
thanks a lot man this is great.