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Compatibility: | Ascending Tide (7.3.5) Deadlands (7.2.5) Waking Flame (7.1.5) Blackwood (7.0.5) Flames of Ambition (6.3.5) Markarth (6.2.5) Stonethorn (6.1.5) Greymoor (6.0.5) |
Updated: | 12/13/21 06:52 PM |
Created: | 12/09/17 08:57 PM |
Monthly downloads: | 66 |
Total downloads: | 12,479 |
Favorites: | 28 |
MD5: |
/script FCOM.zone2Chat()
/fcomz
/fcomr
/fcoma
/fcoma
File Name |
Version |
Size |
Uploader |
Date |
0.2.6 |
31kB |
Baertram |
09/16/21 02:55 PM |
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0.2.5 |
31kB |
Baertram |
09/16/21 09:31 AM |
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0.2.4 |
31kB |
Baertram |
08/01/21 10:11 AM |
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0.2.2 |
29kB |
Baertram |
06/06/21 06:14 AM |
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0.2.1 |
29kB |
Baertram |
12/28/20 04:45 PM |
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0.2.0 |
29kB |
Baertram |
08/27/20 04:55 AM |
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0.1.9 |
29kB |
Baertram |
08/26/20 04:02 PM |
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0.1.8 |
28kB |
Baertram |
08/09/20 07:34 AM |
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0.1.7 |
28kB |
Baertram |
05/07/20 04:56 PM |
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0.1.7 |
31kB |
Baertram |
03/14/20 04:46 PM |
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0.1.5 |
27kB |
Baertram |
12/16/19 02:38 PM |
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0.1.4 |
25kB |
Baertram |
10/26/19 12:23 PM |
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0.1.3 |
24kB |
Baertram |
05/19/19 05:15 PM |
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0.1.2 |
24kB |
Baertram |
12/09/18 10:14 AM |
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0.1.1 |
24kB |
Baertram |
12/02/18 08:18 AM |
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0.1.0 |
24kB |
Baertram |
11/30/18 05:05 AM |
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0.09 |
24kB |
Baertram |
11/20/18 03:03 PM |
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0.08 |
22kB |
Baertram |
10/14/18 02:46 PM |
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0.07 |
22kB |
Baertram |
09/20/18 04:16 PM |
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0.06 |
64kB |
Baertram |
05/27/18 11:34 AM |
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0.05 |
69kB |
Baertram |
02/25/18 09:27 AM |
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0.04 |
69kB |
Baertram |
12/17/17 05:47 PM |
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0.03 |
67kB |
Baertram |
12/10/17 02:53 PM |
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0.02 |
65kB |
Baertram |
12/09/17 09:38 PM |
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0.01 |
65kB |
Baertram |
12/09/17 08:57 PM |
Comment Options |
07/31/21, 06:35 AM | |||
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Okay, many thanks again for your testing help! If you found now zones to be added send them via email to me:
[email protected] If you want any special name for the subzone just add a comment - - MySubZoneName for newsubzone009_base behind the line in the SV please
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Baertram |
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HowellQagan |
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07/30/21, 10:44 AM | |||
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The zoneData is checked for existing entries upon load of the addon.
The ones in FCOMounty_NewZoneData not existing in the preloaded zoneData will be added. The ones that are meanwhile/allready given will be removed from the table FCOMounty_NewZoneData automatically. Maybe the rimmen_base subzone was already in the preloaded zone data and was removed due to this automatically. But the error message kind of confuses me. If you say all is fine though if you start without any old SV data of manually collected missing zones and subzones, this is a positive news at least You could try if using standard FCOMounty SV files without any manually added entries will be able to work properly, adding new unknown entries, and even adding them to the preloaded FCOM_ZoenData.lua file and do a reloadui -> should be removed within SV table FCOMounty_NewZoneData then!
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Baertram |
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07/30/21, 10:37 AM | ||
Oh boy.
So I did that exactly as you wrote it down and logging into the game in a zone/subzone where I had a manuallyadded value in the sv gave me these errors.
Warning: Spoiler
Lua Code:
Then I logged out and it removed the rimmen_base part like this:
Warning: Spoiler
Lua Code:
Then I logged out and back and I got the same errors with a slight difference in the longer one:
Warning: Spoiler
Lua Code:
Then I logged out and it removed the _zoneId entry too from the SV like this:
Warning: Spoiler
Lua Code:
I guess it didn't like having those in the SV while it was already in the zonedata or something ¯\_(ツ)_/¯ After it purged those from these couple ui rebuilds it wasn't throwing any further errors. EDIT: actually it fully reset my SV. Lmao. I restored the original SV but with ZoneDataManuallyAdded removed and now it's fine.
Last edited by HowellQagan : 07/30/21 at 10:47 AM.
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HowellQagan |
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07/29/21, 01:44 PM | ||
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Definately a bug then! Will have a look thanks!
Code:
FCOMounty_NewZoneData = { ["clockwork"] = { ["brassfortress_base"] = "brassfortress_base||981", ["_zoneId"] = 981, }, } Code:
FCOMounty_NewZoneData = { --contents of ZoneDataManuallyAdded here -- e.g. ["elsweyr"] = { ["rimmen_base"] = "rimmen_base||1086", ["_zoneId"] = 1086, }, } The SV file should look like this then: Code:
FCOMounty_NewZoneData = { ["clockwork"] = { ["brassfortress_base"] = "brassfortress_base||981", ["_zoneId"] = 981, }, } FCOMounty_Settings = { ["Default"] = { ["@accountName"] = { ... }, ... } }
Last edited by Baertram : 07/29/21 at 03:23 PM.
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Baertram |
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07/29/21, 01:16 PM | ||
Thanks again.
After the latest update it looks like this after pressing 'Current zone': I tested it with Elsweyr now (commented it out in FCOM_zonedata.lua), it added the entries to the addon settings without an extra reloadui. The version before this one simply had these two dropdowns show up blank. I'm a bit confused about the [_zoneId] = 1261 entry question though. Edit: okay I get it now. After a reload, it saved it into the SV like this now: Lua Code:
Then the answer is no, there was no ["_zoneId"] in the previous one. One last thing: if there is a "ManuallyAdded" zonedata in the SV, it "overwrites" the values in 'FCOM_zonedata', i.e. if there is an update and it adds the new zones automatically upon a visit, then you update the addon to contain the formatted names, it will still display the values stored in the SV instead of the nicely formatted names added to the 'FCOM_zonedata'. If you still plan on adding zonenames manually to the zonedata occasionally, I would consider changing the priority of the displayed names in the addon settings to the zonedata values if it exists and only default to LAM/SV if it doesn't.
Last edited by HowellQagan : 07/29/21 at 01:29 PM.
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07/28/21, 03:35 PM | |||
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Thanks for the test.
Hm, wasn't there any [_zoneId] = 1261, entry at the Blackwood table? I'll try this myself. Have added a new LAM settings updater upon opening of the settings menu which should reload the tables and keep them updated that way, each time you open the LAm panel of FCOMounty (after opening it the first time). Code:
-Added house check -Update the missing zoneData at event_player_activated -Updated settings dropdowns with new found zone & subzones (w/o reloadui) The ALM subzone dropdowns will contain the name of teh subzone (given by the texture name!), a divider | followed by the zoneId -Removed debug messages Thanks!
Last edited by Baertram : 07/28/21 at 05:36 PM.
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Baertram |
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07/28/21, 01:14 PM | ||
Since houses stopped adding themselves and I'm unsure there were any zones missing, I commented out the blackwood zone block from zonedata to test this. That way it was added to the savedvar like this:
Lua Code:
And it doesn't show the newly added zone/subzone names in the menu ("empty" option in selected shown upon pressing current zone button) until reloadui but I can still save to it and it remembers the saved value.
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HowellQagan |
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07/27/21, 03:53 PM | ||
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Oh yeah thanks for the feedback and the reminder about homes
Please redownload the actual version and test the house again, thanks. https://github.com/Baertram/FCOMount...ads/master.zip Attention: Only extract the subfolder FCOMounty to live/AddOns! Do not extract the 1st subfolder FCOMounty-master as well. Do the new added zones show properly at the settings menu if you click "current zone" then or manually open the dropdown boxes? Or is a reloadui needed?
Last edited by Baertram : 07/27/21 at 03:58 PM.
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Baertram |
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07/27/21, 01:53 PM | |
Tested it, thanks!
I see you also added addZoneToSV, it immediately popped up the debug message when I entered a home, which I found slightly strange since previously FCOM used to ignore homes completely. >[21:39:39] [FCOMounty]Current zoneName(ID): housing(888), subzoneName: earthtearcavern_base >[21:39:39] [FCOMounty]Added the new zone 'housing' and subZone 'earthtearcavern_base' . Please still use the slash command /fcomr to report this missing zone + subzone to the author so that others benefit from the data as well It did not throw errors in the Sacrament area now either. Thank you! |
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HowellQagan |
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07/26/21, 07:08 PM | |
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@HowelQagan
Please test this version here: Code:
-Updated API -Updated dependencies -Added setting to update the -ALL- subzone, if you manually use a mount, too -Added slash command /fcoma to add the currently opened map's zone and subzone to the data (if missing) e.g. open the Murkmire map and then navigate to the Deadwater village (north-west) and click it to open the city map, then type /fcoma into the chat and press the return key It will be added for the next usages then. But if you loose your SavedVariables this data will be gone again! So make sure you report missing data to the author if you want it to be integrated constantly into the addon! Attention: Only extract the subfolder FCOMounty to live/AddOns! Do not extract the 1st subfolder FCOMounty-master as well.
Last edited by Baertram : 07/26/21 at 07:09 PM.
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Baertram |
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07/26/21, 05:04 PM | ||
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I've added the new settings checkbox as you had requested and I'm checking the error you got atm.
It was raised in line 360 of FCOMounty.checkAndPresetMountForZone' so it wa snot your addition but my old line: Code:
--Set the current active mount as new mount now FCOMounty.SaveMountIdToSettings(activeMountId, false, zone, subZone, mouseEnhancementData) Code:
if zone ~= nil and zone ~= "" and (subZone ~= nil and subZone ~= "" and subZone ~= FCOM_NONE_ENTRIES and subZone ~= FCOM_ALL_ENTRIES) then So your addition would never run into that if condition. So somehow the function was called and skipped the security checks here, which would create the tables properly by themselves: lines 133ff Code:
if settings.zone2Mount[zone] == nil then settings.zone2Mount[zone] = {} end if settings.zone2Mount[zone][subZone] == nil then settings.zone2Mount[zone][subZone] = {} end You could see that within the error message as well if you expand the lua error message and watch the variables shown, search for zone or subZone As both were filled, with justice and banditden5_base, and the error says "tried to index a nil value" it tried to index the table settings.zone2Mount there, which somehow was nil. You can see this in the variables: settings = [table:2]{} So this is the problem here. settings.zone2Mount was missing somehow! > settings.zone2Mount = settings.zone2Mount or {} should fix it there for the moment You'll find a test version later on here. Thanks for testing it then!
Last edited by Baertram : 07/26/21 at 05:15 PM.
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Baertram |
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07/26/21, 02:59 PM | |
Just got this during a Black Sacrament (Trader's Cove) after that modification I made (exactly the line I added):
Lua Code:
I knew it would eventually bite me in the buttocks. I guess it tried to save the mount upon using a collectible, though I'm not sure why if I was in an area that's not supposed to have a mount saved. I took this small snippet from FCOM_zones.lua and modified it a bit to create a conditional save all (Ln135-139 now): Lua Code:
Seems like it worked, at least I couldn't get the previous error in "dungeon" areas. |
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HowellQagan |
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07/10/21, 05:37 AM | |||
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Thanks for the work, especially after updates and new zones, it's very appreciated
Yep, most probably the additional setting checkbox would just be something that 90% would not need. I'll make my mind and add your code line then in the future. Currently working on FCOIS.
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Baertram |
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07/10/21, 04:15 AM | ||
Alright, thank you. My thought process was that it only uses -ALL- if its own option is enabled, so it would only affect people who have both "Use -ALL-" and "Save collectible change" enabled, but the latter only saves to subzones right now so it wouldn't work with "Use -ALL-", meaning if someone has both active they would probably want it to save to -ALL-. But I guess third option works as well, just thought it would be simpler to only add it as an extra save.
edit: after some blundering around, I added this to a new line after Ln360 in FCOM_mounts.lua and it works, it saves to -ALL-. I guess a check could be added to only do this when the option to use -ALL- everywhere is enabled but I'm glad I could even make this work :'D Lua Code:
Last edited by HowellQagan : 07/10/21 at 05:10 AM.
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