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Compatibility: | base-game patch (9.1.5) Necrom (9.0.0) Scribes of Fate (8.3.5) Firesong (8.2.5) Lost Depths (8.1.5) High Isle (8.0.0) |
Updated: | 09/08/23 03:47 AM |
Created: | 04/07/21 04:24 AM |
Monthly downloads: | 286 |
Total downloads: | 7,010 |
Favorites: | 15 |
MD5: | |
Categories: | ToolTip, Utility Mods |
Open context menu (right-click on Keyboard+Mouse) and select "Edit Note", then SAVE to update the note.
File Name |
Version |
Size |
Uploader |
Date |
1.22 |
4kB |
Alianym |
08/22/22 05:04 AM |
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1.21 |
4kB |
Alianym |
03/27/22 08:40 PM |
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1.20 |
4kB |
Alianym |
03/27/22 07:38 AM |
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1.1 |
4kB |
Alianym |
09/25/21 05:21 AM |
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1.0a |
4kB |
Alianym |
07/09/21 06:53 AM |
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0.99f |
3kB |
Alianym |
04/15/21 05:46 AM |
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0.99e |
3kB |
Alianym |
04/10/21 10:05 PM |
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0.99d |
3kB |
Alianym |
04/09/21 09:36 AM |
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0.99c |
3kB |
Alianym |
04/09/21 04:39 AM |
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0.99b |
2kB |
Alianym |
04/08/21 02:01 AM |
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0.99a |
2kB |
Alianym |
04/07/21 08:39 PM |
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0.99 |
1kB |
Alianym |
04/07/21 04:24 AM |
Comment Options |
04/07/21, 10:39 AM | |
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I'm so excited about this addon. Thank you!
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NeuroticPixels |
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Baertram |
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04/07/21, 11:19 AM | |
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Error
Got this error when trying to open containers in my bags:
Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:1110: Attempt to access a private function 'UseItem' from insecure code. The callstack became untrusted 1 stack frame(s) from the top. stack traceback: EsoUI/Ingame/Inventory/InventorySlot.lua:1110: in function 'TryUseItem' |caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 50, usable = T, onlyFromActionSlot = F </Locals>|r EsoUI/Ingame/Inventory/InventorySlot.lua:1344: in function '(anonymous)' (tail call): ? (tail call): ? EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction' |caaaaaa<Locals> self = [table:1]{m_hasActions = T, m_numContextMenuActions = 0, m_contextMenuMode = F, craftBagExtendedPostHooked = T, craftBagExtendedHooked = T}, primaryAction = [table:2]{1 = "Use"}, success = T </Locals>|r EsoUI/Ingame/Inventory/ItemSlotActionController.lua:30: in function 'callback' EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:679: in function 'ZO_KeybindStrip:TryHandlingKeybindDown' |caaaaaa<Locals> self = [table:3]{batchUpdating = F, insertionId = 28, allowDefaultExit = T}, keybind = "UI_SHORTCUT_PRIMARY", buttonOrEtherealDescriptor = ud, keybindButtonDescriptor = [table:4]{addedForSceneName = "inventory", order = 500, alignment = 3, keybind = "UI_SHORTCUT_PRIMARY"} </Locals>|r (tail call): ? (tail call): ? |
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NeuroticPixels |
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04/07/21, 11:32 AM | ||
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Will have a look at your error, too, LoneStar.
Last edited by Alianym : 04/07/21 at 11:52 AM.
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Alianym |
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04/07/21, 04:17 PM | ||
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e.g. in your lua file: Lua Code:
If you change anything within the inventory, or use ZO_PreHook or ZO_PostHook/SecurePostHook this happens quite often. That's why e.g. LibCustomMenu was created and should be used for inventory context menu related stuff. If the lib does not provide API functions for this you could try to create the hook later, at EVENT_PLAYER_ACTIVATED. EVENT_ADD_ON_LOADED maybe too early for the inventory. But it could still have the problem that the inventory will be "created" as the inv is opened the first time. And after that the hooks should be done than. In the past this helped but it's quite difficult to do. Maybe ask Votan, he got more experience with this! https://gitter.im/esoui/esoui
Last edited by Baertram : 04/07/21 at 04:20 PM.
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Baertram |
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04/07/21, 08:47 PM | |||
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I had to update how it worked to get around some issues with ZOS-code conflicts, but hopefully it still suits your purposes. Let me know what you think of the new way of doing the notes. Open to feedback!
I often figured SecurePostHook was more 'trusted' because of the word 'Secure', but I guess not! Otherwise, I'll go ask Votan. :P
Last edited by Alianym : 04/07/21 at 08:48 PM.
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Alianym |
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04/08/21, 02:21 AM | ||
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Means: If the inventory has not finished loading it's code from A to Z and you somehow get in between before Z was finished, it will taint the code of the inventory and thus throw this kind of errors. The call stack shows you then at what place your code got inserted and tainted ZOs code. btw, if you'd like to add more language support: Edit note: [German] "Notiz bearbeiten" [Spanish] "Editar nota"
Last edited by Baertram : 04/08/21 at 02:24 AM.
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Baertram |
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04/08/21, 03:19 AM | |||
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Thanks! Always looking for ways to include more people/languages. (Speaking of that, I'm going to look into Gamepad support. I think here it's pretty doable). I'm using GetString(SI_EDIT_NOTE_DIALOG_TITLE) which is the ZOS string for "Edit Note" (or "Notiz bearbeiten", etc.) but I haven't done much with support for unofficial language translations. Do you know if that's just a case of accounting for a GetCVar("language.2") value of "es"? |
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Alianym |
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04/08/21, 09:47 AM | ||||
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SI_EDIT_NOTE_DIALOG_TITLE will only work for the default languages of the client: en, de, fr, ru and jp (special Japanese client needed). All other custom langugaes are not supported via ZOs translated strings like SI_. But you can buid your own ones via ZO_CreateStringId and using the txt file to specify a $(language).lua file e.g. Read more about it here: https://wiki.esoui.com/Addon_manifes...able_Expansion -> Examples Code:
lang/en.lua <- fallback to always load the EN strings first, for non supported languages lang/$(language).lua <-- load the other language file depend on the language of the client ( same as GetCVar("language.2") but before lua code) So you load the ZOs default translated text into it for existing languages. And only in non official language files like es.lua or pl.lua or pt.lua you do not use GetString(...) but assign a new string via "Hello world". Example addon using this type of translation to spy on, eg. pChat. Depending on your usecase and amount of needed translations you could also not use ZO_CreateStringId but use your own addons global table like Lua Code:
You can also mix both so that the table contets vill be loaded from the $(language).lua files dynamically so users can send in new files quickly. And you do not need to change any other addon code.
Last edited by Baertram : 04/08/21 at 09:48 AM.
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Baertram |
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04/09/21, 04:43 AM | ||
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@Baertram Added in a couple language files, (with a default en.lua utilizing the ZOS official translations). Also I re-added the SecurePostHook("ZO_InventorySlot_OnMouseEnter", ...) function, but this time after EVENT_PLAYER_ACTIVATED, because I want to confirm whether or not this'll work. So anyone gets any bugs, be certain to let me know! |
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Alianym |
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04/09/21, 07:17 AM | |
Forum posts: 2
File comments: 69
Uploads: 0
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The latest version breaks hotkeys on items.
With the addon enabled I cannot open the anniversary boxes in my inventory by pressing the open key. |
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crysis992 |
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04/09/21, 08:06 AM | |
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Try if moving the LibCustomMenu:RegisterContextMenu(AddNote, LibCustomMenu.CATEGORY_LATE) lines to your event_add_on_loaded or event_player_activated callback fixes this.
If the customslotaction will be added too early, it may break the normal inventory slot actions somehow. Only a guess, so you'd have to test this. The dialog you define should be put into the event_add_on_loaded as well, else the lua code could try to use the xml file too early, if you change the initialization one day. Must not, had happened in the past btw, in your callback function to "ZO_InventorySlot_OnMouseEnter" you also could use local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot) Instead of hardcoding the lines for bagId and slotIndex to the dataEntry.data tables As you reuse the same code in your 2 funcitons, maybe only create 1: Code:
local function getSlotIds(inventorySlot) local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot) local itemId = GetItemId(bagId, slotIndex) return bagId, slotIndex, itemId end
Last edited by Baertram : 04/09/21 at 08:12 AM.
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Baertram |
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04/09/21, 09:26 AM | ||
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Going to upload a version with LibCustomMenu:RegisterContextMenu in the EVENT_PLAYER_ACTIVATED callback. As far as testing, I'm curious why I haven't run into these errors myself. Questions to those who've gotten the errors in the past; how long are you playing before the error shows up? Also, Gamepad or Keyboard+Mouse? Are you successfully opening containers or the first container you try is bugged? (It could just be I'm spending too much time developing and reloading UI to play long enough to come across the error. )
Last edited by Alianym : 04/09/21 at 09:38 AM.
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Alianym |
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04/09/21, 09:56 AM | ||||
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Could also be the side effect of other addons!
I'd always ask the error reporters to proof it throws the error with ONLY this addon + needed libs enabled as well, else it's there work to check what other of theire addons enabled casues this in combination (as you cannot know these addons + have them installed + got the same settings like the reporter does). Sounds harsh but simply is the way to be able to rebuild and find a fix. We all learned this in several field tries About the invSlot: Weird. They should have the same structure.
Last edited by Baertram : 04/09/21 at 09:58 AM.
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Baertram |
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04/09/21, 10:13 AM | |||
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Yeah I was thinking about that just afterwards. So questions for users encountering bugs;
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Alianym |
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