<NME> ScrollButtonInventory.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

public class ScrollButtonInventory : Scrollbutton
{
    public short stepSize;
    public static short ScrollValue = 0;
    public short MaxScrollValue;
    public short MinScrollValue;

    private int previousScrollValue = -1;

    public void OnClick()
    {
        ScrollValue = (short)(ScrollValue + stepSize);
        int noOfItems = UWCharacter.Instance.playerInventory.GetCurrentContainer().CountItems();
        MaxScrollValue = (short)(Mathf.Max((((noOfItems)/ 4)-1) * 4,8));
        if (ScrollValue > MaxScrollValue)
        {
            ScrollValue = MaxScrollValue;
        }

        if (ScrollValue < MinScrollValue)
        {
            ScrollValue = MinScrollValue;
        }
    }

    // Update is called once per frame
    public override void Update()
    {
        base.Update();
        if (ScrollValue != previousScrollValue)
        {
            previousScrollValue = ScrollValue;
            UWCharacter.Instance.playerInventory.ContainerOffset = ScrollValue;
            UWCharacter.Instance.playerInventory.Refresh();
        }
    }
}

<MSG> Changed current container to be an object rather than a string. Removed Gtargname on NPCs. Added check for nearby monsters when sleeping.
<DFF> @@ -13,7 +13,7 @@ public class ScrollButtonInventory : Scrollbutton
     public void OnClick()
     {
         ScrollValue = (short)(ScrollValue + stepSize);
-        int noOfItems = UWCharacter.Instance.playerInventory.GetCurrentContainer().CountItems();
+        int noOfItems = UWCharacter.Instance.playerInventory.currentContainer.CountItems();
         MaxScrollValue = (short)(Mathf.Max((((noOfItems)/ 4)-1) * 4,8));
         if (ScrollValue > MaxScrollValue)
         {

Changed current container to be an object rather than a string. Removed Gtargname on NPCs. Added check for nearby monsters when sleeping.