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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: | 4,380 |
Total downloads: | 2,012,822 |
Favorites: | 1,044 |
MD5: |
if ESOMRL and ESOMRL.ISMRLTracking(itemLink) then
PLEASE NOTE: ~Phinix (6-5-23) |
File Name |
Version |
Size |
Uploader |
Date |
1.56.73 |
171kB |
Phinix |
06/21/23 11:36 AM |
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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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04/09/21, 04:16 PM | |
Character order on tooltip display
In the settings there is an option to list the characters either alphabetically or in order on the character screen. I had been using the alphabetical default but I wanted to try the other option. It lists the characters in order of creation and not in the order in which they are listed on the character screen.
Would it be possible to list in the actual order that the characters are in? |
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IsharaMeradin |
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04/07/21, 01:52 PM | |
Hey,
I'm not sure if this is an intentional function or not but when I have this addon enabled (I don't use lazy writ crafter, only lazy set crafter) the relevant active writ quest at ANY crafting station is in a closed toggle position on the Quests panel on the left, and if I have "Quests only" checked on the original interface, it won't filter to quest items only by default, I have to "open" the writ quest with that toggle function. I can't see any settings regarding this either. |
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HowellQagan |
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03/19/21, 10:21 AM | ||
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Last edited by Maxxermax : 03/19/21 at 10:23 AM.
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03/15/21, 05:28 AM | |
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furniture recipe twice
I stumbled about a furniture recipe blacksmithing diagram "Dwarven Pipeline Cap, Sealed" (|H1:item:126862:3:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h) which is curiously listed twice.
It is marked as unknown in MRL but in the Inventory it shows as known, which is right. Also it can't be marked for tracking list. |
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Maxxermax |
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03/10/21, 01:04 AM | ||
Now that I think about it, it was probably when I converted the manual recipe/food item tables to a fully automated script that self-updates. I might have set this to global to test calling it as a tail function to the main automation script which lives in another file, after all the work there was done. Obviously not necessary, as there is nowhere in any of the final scripts this function gets called. |
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Phinix |
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03/10/21, 01:00 AM | ||
Re: plz help <3
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Phinix |
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03/05/21, 08:11 AM | |
Forum posts: 0
File comments: 14
Uploads: 0
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This addon leaks the function "CreateSettingsWindow" into the global namespace, which leads to confusion regarding the source of errors if one happens to use the same function name in one's own addon.
Can this please be fixed? Thanks.
Last edited by jaedha : 03/05/21 at 08:11 AM.
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02/09/21, 10:42 PM | |
Forum posts: 0
File comments: 2
Uploads: 0
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plz help <3
hi sorry to bother everyone here but im a dire need of help if its ok
when i use this addon it keep resetting my have ingredients and have skills enabled for crafting is there a way to keep them off permanently while using the addon? i absolutly love this addon and id hate to unistall it https://www.dropbox.com/s/xr9o8tba5g...44.95.png?dl=0
Last edited by cyberfox1998 : 02/09/21 at 10:44 PM.
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cyberfox1998 |
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01/22/21, 03:53 AM | |
Suggestion
I have 2 accounts and a main crafter on each account.
Would you please consider allowing the option for multiple "KNOWN BY" tooltip blocks so it is then easy to see if any already collected recipe should be passed to a second account. Thanks |
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Onigar |
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01/15/21, 08:23 PM | |
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Reset Tracking
So I ended up with random swaths of recipes and plans tracked and I wanna turn them off without finding them all individually.
Short of a full reset of the data, is there an option for this? I tried cracking open the saved variables but I'm not sure what the 0/1/2/3 numbers mean offhand so I was hesitant to change them (I mean if you tell me 0 is unknown, 1 is known, 2 is unknown tracked, 3 is known tracked, I can manually update it no issue ) |
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attriel |
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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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