The implementation of how vicinity objects are being detected has been reworked and with that broke all existing mods that were using building inventories.
The first problem in RefreshVicinityItems(): If I read the function correctly, all Buildings are filtered out, and thus they will never show up in the inventory screen. It could be some other part but I suspect this from a first look:
if ( hit_object.IsBuilding() ) { //Print("!!!!!obstacle building: " + hit_object); is_obstructed = true; }
Just because something is a building does not mean the process should be aborted. Remove the condition or perform a call to IsInventoryVisible() on the building to find out if it should be shown, or find any other way to include buildings into the vicinity items. Buildings can have inventories, and this function simply ignores that fact.
The second issue is, why are member variables created private... This makes this class unmoddable, and thus I can not even temporary fix it without doing a very hacky workaround ...
If there is not much time to address this, please roll back to the original vicinity item detection, cause that one worked just fine and did not break our mods.