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Compatibility: | base-game patch (9.1.5) Necrom (9.0.0) |
Updated: | 08/19/23 10:30 PM |
Created: | 04/15/15 08:36 PM |
Monthly downloads: | 3,683 |
Total downloads: | 2,008,831 |
Favorites: | 1,044 |
MD5: |
if ESOMRL and ESOMRL.ISMRLTracking(itemLink) then
PLEASE NOTE: ~Phinix (6-5-23) |
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1.56.73 |
171kB |
Phinix |
06/21/23 11:36 AM |
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Phinix |
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05/06/21, 08:45 AM | |
Forum posts: 0
File comments: 19
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How do I "untrack all listed recipes" ?
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ziplock9000 |
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04/23/21, 11:12 AM | ||
Re: Preview furniture
The whole point of having a preview system was so you could see what recipe to buy, or what item to craft. If you could only preview items you already bought or crafted and had in your inventory, this would be superfluous. Believe me, if the API were to change in a way that allowed this to work I would re-implement 3D preview in a heartbeat! However as that may not ever happen, there are other addons here on ESOUI that allow you to preview items you actually have in your inventory. |
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Phinix |
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04/23/21, 09:35 AM | |
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Preview furniture
Do you think, it is possible to turn on the furniture preview again?
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Maxxermax |
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04/17/21, 10:10 AM | ||
Re: Inventory tooltip not working?
Out of curiosity where is it you are wanting to see the known status? Are you wanting MRL to only display known recipes, or do you want to see marks for only known recipes in your inventory? If you open the MRL tracking config panel with the little book icon at the bottom right of the program there are buttons that toggle showing only known or only unknown recipes inside MRL. Also the paint bucket icon will mark all UNKNOWN recipes as tracked.
Warning: Spoiler
For seeing known recipes in your inventory, go to addon settings, ESO Master Recipe List, and open the Inventory Icon Options. Make sure "Enable inventory icons" is on. If you only care about what your current character knows or doesn't know, disable the "Enable tracking character" option or just set it to your current character. When this is on inventory icons show the known/unknown status of the selected character instead of your current character. This is if you have one central cook who you send all your recipes from your alts and want to see at a glance what they know. If not using a tracking character and you want to see known icons as well as unknown, check the box for "Show current character's known recipes." If using a tracking character you can uncheck this and check "Show tracking character's known recipes" instead. By default, the program marks unknown recipes of your current character (or tracking character if you enabled it) with green marks in your inventory. If you enable showing known, you will see a grey check next to recipes you already know. I hope that help. If there is a specific behavior you are looking for that this doesn't cover try and describe it and I'll see if it is practical to implement. However I do not want to show every recipe from all categories in one big list as there are over 500 cooking and over 2000 furniture recipes in the game and the list becomes an un-scrollable nightmare! XD
Last edited by Phinix : 04/17/21 at 10:10 AM.
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04/17/21, 02:18 AM | |
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Inventory tooltip not working?
Is there a way to easily track all /known/ recipes? Maybe I'm doing something wrong, but I find that I have to go through each recipe category for that.
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eisn |
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04/11/21, 08:19 PM | ||
Re: M.R.L. Control Bar Shown On Crafting Station UI
The bar you are saying doesn't belong is intended to be there. I did an update (maybe around 29) that made it so the navigation, search, tooltip toggle, etc. works at other crafting stations (since MRL also tracks furniture recipes). I can maybe add an option to toggle it off at all but the provisioning station but it is currently working as intended. EDIT: The latest version adds an option to disable showing the MRL controls at non-provisioning stations.
Last edited by Phinix : 04/16/21 at 04:59 PM.
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04/11/21, 07:22 PM | ||
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M.R.L. Control Bar Shown On Crafting Station UI
By the way, I hope that the MRL auto-crafting feature is NOT enabled by default, because that could cause conflicts with other add-ons like Daily Provisioning. That said, please review the following image and correct MRL so that the erroneous display does not occur. (It started after Update 29, too, but it took a while to investigate.) https://imgur.com/a/OJrSYY6 |
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Shadowshire |
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04/11/21, 01:00 PM | ||
I also fixed a cosmetic glitch that was causing the new quest panel not to display progress updates while auto-crafting of writs is on. Just in case people don't know, the setting to enable MRL to auto-craft provisioning writs for you (like Dolgubon's Lazy Writ Crafter does for other crafts) is here: |
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Phinix |
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04/11/21, 04:53 AM | |||
Honestly, I don't know I have too many. Votan's searchbox modifies it, I think. Maybe Craftstore too. I haven't gotten the same lua error since then, even though I've been clicking around a bit. I got the error when I was crafting my daily writ on an alt, I opened the station, opened the only category visible (filtered by the ingame quests only check) crafted 1 of the item, then closed the station.
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HowellQagan |
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04/11/21, 04:26 AM | ||
Things I tried include: - Disable the option to auto-craft writs. - Open cooking station with no writs currently in quest journal, and close. - Open without writs, open recipe categories, click all the buttons, and close. - Open cooking station WITH writs in quest journal, and close. - Open WITH writs, open recipe categories (including for writ), click all the buttons, and close. - Open with writs, click category and craft the first requirement, click to 2nd tab, then close. - A bunch more combinations of the above. I did add an additional check for self.node.tree existing since the only other variable in the loop at line 4151 is sCon which already has a nil check. The other self.node.tree, should never be nil for any of the default game crafting menus, which makes me want to ask if you remember what specifically you were doing, or if you are able to replicate this (and steps to do so). Also do you have any other addons running that add menus or options to the crafting station scene? |
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Phinix |
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04/10/21, 10:02 AM | |||
Warning: Spoiler
Lua Code:
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HowellQagan |
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04/10/21, 08:03 AM | ||
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Phinix |
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04/10/21, 08:00 AM | ||
Also, I am not inclined to code around this as it will likely just create problems with people who have learned one and not the other seeing misleading information either way. This really needs to be addressed by ZOS and will likely remain an outlier in MRL until they can patch a fix. |
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Phinix |
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04/10/21, 06:43 AM | ||
Re: Character order on tooltip display
The problem is the GetCharacterInfo(index) function returns different data depending on whether it is called before login (where addons have no ability to access it yet) or after you have actually logged into a character (where addons need to be able to access it). You can place the below function anywhere in MasterRecipeList.lua and type /script ESOMRL.TestNames() in chat in-game to test this.
Warning: Spoiler
Code:
function ESOMRL.TestNames() -- From \esoui\pregameandingame\zo_addonmanager\zo_addonmanager.lua, GetCharacterInfo(characterIndex) returns: -- name, gender, level, championPoints, class, race, alliance, id, locationId, order, needsRename -- But from \esoui\ingame\namechange\namechange.lua, GetCharacterInfo(characterIndex) returns: -- name, _, _, _, _, _, characterId -- So there is a mismatch of return from GetCharacterInfo() depending on if it is called before login or once addons can actually run after login. -- As you can see, the later characterId return occupies the former alliance position, plus if logged in the rest of these fields return nil (including 'order'). -- Further, ZO_AddOnManager.characterData is apparently cleared on login, making it impossible to access order information from within the game (by design?). local name, _, _, _, _, _, characterId = GetCharacterInfo(i) for i = 1, GetNumCharacters() do local name, gender, level, championPoints, class, race, alliance, id, locationId, order, needsRename = GetCharacterInfo(i) d("name: "..tostring(name)) d("gender: "..tostring(gender)) d("level: "..tostring(level)) d("championPoints: "..tostring(championPoints)) d("class: "..tostring(class)) d("race: "..tostring(race)) d("alliance: "..tostring(alliance)) d("id: "..tostring(id)) d("locationId: "..tostring(locationId)) d("order: "..tostring(order)) d("needsRename: "..tostring(needsRename)) d("-------------------------------------------------") end end According to \esoui\pregameandingame\zo_addonmanager\zo_addonmanager.lua, the return values for GetCharacterInfo(characterIndex) should be: name, gender, level, championPoints, class, race, alliance, id, locationId, order, needsRename. HOWEVER, if called from in-game as in \esoui\ingame\namechange\namechange.lua, this actually returns name, _, _, _, _, _, characterId, with every value after characterId returning nil (including 'order') and the characterId position itself occupying the former alliance position. Clearly, this function changes completely depending on the context in which it is called, and from in-game where addons need to be able to access it, the 'order' is no longer returned. Further, ZO_AddOnManager.characterData is apparently cleared on login, making it impossible to access order information from within the game (by design?). The only way I am able to order characters at all is with a for i = 1, GetNumCharacters() loop, however the game indexes characters by their original order NOT their current order. That said if someone has found a way around this I would be happy to revisit. I did poke around in \esoui\ingame\namechange\namechange.lua a bit and it looks like the custom order set from dragging characters (as well as most functions related to this) is stored in a local variable g_selectedOrderControl and thus obfuscated from addons accessing it. |
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Phinix |
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HELP REQUESTED! Creating, maintaining, and providing patch-day compatibility with in-game troubleshooting and prompt feedback for so many projects really is a full time job. The support I receive from the community is what keeps me going, and it is the only form of compensation I receive. Not only will your contribution enable more feature additions and personalized support for my existing projects, but it will sponsor new exciting content in the future, which will remain now and forever free for all to enjoy! There are several ways you can contribute, either directly through Paypal or Ko-Fi, by subscribing to my Patreon, or through the GoFundMe page I set up for my dad. All contributions are deeply appreciated and sorely needed. Thanks from our family to yours, and I hope something I made helps enhance your enjoyment of the Elder Scrolls Online. |
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