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Compatibility: | Scribes of Fate (8.3.5) |
Updated: | 03/27/23 09:49 AM |
Created: | 07/25/22 12:49 PM |
Monthly downloads: | 158 |
Total downloads: | 7,755 |
Favorites: | 26 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
37.0 |
6kB |
remosito |
03/19/23 10:30 AM |
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37.0 |
6kB |
remosito |
12/20/22 07:50 AM |
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35.9 |
6kB |
remosito |
08/08/22 10:41 AM |
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remosito |
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any updates on unmute?
I don't suppose there's any way to unmute? I love that this addon has saved me from hearing endless conversations about dragons in one's own homeland, but I can't hear one of my houseguests now. I'd rather not toss the whole addon just for that one character, though.
Edit: Apparently it's a known bug with Necrom Guard Miraso. Still, there are others I would like to unmute. Oh, and more that I would love to mute, like the tourist group in Grahtwood!
Last edited by dragontweaky : 05/02/24 at 04:53 PM.
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SlippyCheeze |
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Edit: Errors happen even on clean install and fresh saved variables, with or without your edits. With the edits, I only get an error about the "Muted Dialogue" dropdown. Without the edits, I get the 2 errors.
Last edited by NeuroticPixels : 07/27/23 at 02:06 PM.
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![]() The func is used in that dropdown control and if it fails or got an error it might throw that error now that the LAM control could not be created (like before). And as the error in LAM code is abou button.lua the function might have been used for another setting's button control too? Or it's a following error because func SetUnmuteDialogueChoices got errors. I guess you should revert the code and ask remosito to help with the initial issue then. btw: Is the initial error happening if you reset your SavedVariables and start with a clean SV file? Or is it only happening after adding a NPC to the list, or only after adding a NPC AND a text to the muted list? (if this can be done separately)? |
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Baertram |
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Code:
SYTVars = { ["NA Megaserver"] = { ["@NeuroticPixels"] = { ["$AccountWide"] = { ["backupLevel"] = "60.00000000", ["Muted"] = { ["Raynorien^F"] = { ["#@ALL@#"] = true, ["Of course, Elden Root has a significant presence of both the Fighters and Mages Guilds. We have sizable halls for both within the tree."] = true, }, ["Elwintinar^M"] = { ["On the branches? Is that safe? Is it easy to stumble off of these areas?"] = true, }, ["Shelad^M"] = { ["#@ALL@#"] = true, }, }, ["version"] = 1, }, }, }, } |
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After trying to add NPCs from the drop-down menu at the top to the "Mute NPC" option, I got this error: Code:
user:/AddOns/ShutYerTrap/Settings.lua:106: attempt to index a nil value stack traceback: user:/AddOns/ShutYerTrap/Settings.lua:106: in function 'func' user:/AddOns/LibAddonMenu-2.0/controls/button.lua:64: in function 'callback' user:/AddOns/LibAddonMenu-2.0/controls/button.lua:73: in function '(anonymous)' |caaaaaa<Locals> args = [table:1]{2 = 1}, callback = user:/AddOns/LibAddonMenu-2.0/controls/button.lua:63 </Locals>|r |
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NeuroticPixels |
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Dropdowns got the choices tables where you define the entries.
If you also define choicesValues (which represent the value to save to the savedvariables e.g. for each of the entry in choices) and/or choicesTooltips (the tooltips of each dropdown entry) they must match the same key and number of entries! Else you will get an error like this e.g. So if here is a list like Code:
choices = { [1] = "Foo", [2] = "Bar", } -> Note: Code:
choices = { [1] = "Foo", [2] = "Bar", } Code:
choices = { "Foo", "Bar", } And the name of the dropdown, if not written into the LAM data definition directly as name = "Muted NPCs", will be found in language files like en.lua or strings.lua or de.lua at the defined string constants. e.g. if the LAM entry contains something like name = GetString(MyAddonName_Mute_NPC) then you will find something like MyAddonName_Mute_NPC = "Muted NPCs" in the en.lua, and a translation for the constant MyAddonName_Mute_NPC in the de.lua for the German string then. So search for that "Muted NPCs" in the language files to find the string constant and then for the string constant in the LAM settings definiton to find the correct dropdown box that errors, and then check the choices and other entries there. edit: Within this addon it's defined at locale/en.lua SYT.S_SETTINGS_UNMUTENPC_DROPDOWN_NAME = "Muted NPCs" If you search for S_SETTINGS_UNMUTENPC_DROPDOWN_NAMEin the other files you will find in settings.lua Code:
SYT.UnmuteNPC_DropDown = { type = "dropdown", name = SYT.S_SETTINGS_UNMUTENPC_DROPDOWN_NAME, tooltip = SYT.S_SETTINGS_UNMUTENPC_DROPDOWN_TOOLTIP, choices = {}, choicesValues = {}, getFunc = function() return SetUnmuteNPCChoices() end, setFunc = function(var) SYT.UnmuteNPC_CurrentChoice = var SYT.UnmuteDialogue_CurrentChoice = nil SetUnmuteDialogueChoices() end, reference = "SYTUnmuteNPCDropdown", width = "half", } table.insert(entries, SYT.UnmuteNPC_DropDown) Both, choices and choicesValues are defined as empty tables there {} So they will get filled later as it seem, and you need to find where it will be filled. In order to access a LAm control later (as it get's created dereffered FIRST as you open the LAM settings panel of that addon!!! Before it is nil) you can define a reference = "stringNameHere" at that lam control: reference = "SYTUnmuteNPCDropdown", And if you search for SYTUnmuteNPCDropdown somewhere in the code you can find where it gets filled then. Settings.lua Code:
local function SetUnmuteNPCChoices() local i, npc, first i = 1 first = nil SYT.UnmuteNPC_DropDown.choices = {} SYT.UnmuteNPC_DropDown.choicesValues = {} for npc,_ in pairs(SYT.SV.Muted) do if i == 1 then first = npc end table.insert(SYT.UnmuteNPC_DropDown.choices, zo_strformat("<<1>> ", npc)) table.insert(SYT.UnmuteNPC_DropDown.choicesValues, npc) i = i + 1 end SYTUnmuteNPCDropdown:UpdateChoices() if not SYT.UnmuteNPC_CurrentChoice then SYT.UnmuteNPC_CurrentChoice = first end return SYT.UnmuteNPC_CurrentChoice end It will fill in entries from SYT.SV.Muted (maybe SavedVariables of saved muted NPCs you had added?). And this function is called directly from the getFunc = function() return SetUnmuteNPCChoices() end, of that dropdown itsself. So basically it reads all the entries of the dropdown each time the getFunc is called and that's actually not a great way to solve it, despite it works. Should be read once at the start of LAM creation, and then updated once as LAm panel shows maybe (there exists a LAM callback for that). Else it would be calling that internal function SetUnmuteNPCChoices on each refresh of the panel (if panel's registerForRefresh is set to true) which could happen on each change of each of the LAM settings (to check if any control needs to get disabled e.g.). So if you add debug messages d("choice added: " .. tostring(npc) .. "; index: " .. tostring(i) ) before the i = i + 1 there to the choices and choicesValues build up in function SetUnmuteNPCChoices you can see what happens when and if the entries are read properly. Edit2: Try to change the function SetUnmuteNPCChoices to this: Code:
local function SetUnmuteNPCChoices() local i, npc, first local choices = {} local choicesValues = {} i = 1 first = nil for npc,_ in pairs(SYT.SV.Muted) do if i == 1 then first = npc end choices[i] = zo_strformat("<<1>> ", npc) choicesValues[i] = npc i = i + 1 end SYTUnmuteNPCDropdown:UpdateChoices(choices, choicesValues, nil) if not SYT.UnmuteNPC_CurrentChoice then SYT.UnmuteNPC_CurrentChoice = first end return SYT.UnmuteNPC_CurrentChoice end Code:
local function SetUnmuteDialogueChoices() local i, diag, first local choices = {} local choicesValues = {} i = 1 first = nil local currentChoice = SYT.UnmuteNPC_CurrentChoice local svMuted = SYT.SV.Muted if currentChoice ~= nil and svMuted[currentChoice] ~= nil then for diag,_ in pairs(svMuted[currentChoice]) do if i == 1 then first = diag end choices[i] = zo_strformat("<<1>> ", diag) choicesValues[i] = diag i = i + 1 end end SYTUnmuteDialogueDropdown:UpdateChoices(choices, choicesValues) if not currentChoice then SYT.UnmuteDialogue_CurrentChoice = first end currentChoice = SYT.UnmuteNPC_CurrentChoice if first == nil then svMuted[currentChoice ] = nil end return currentChoice end And if this does not fix it, logout and check your SV file for ["Muted"] and see if it is empty or contains any wrong data.
Last edited by Baertram : 07/25/23 at 11:48 AM.
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Baertram |
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Sadly, this addon doesn't work for me. I assume from the LAM2 issues. |
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NeuroticPixels |
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[22:52:23] [LAM2] Could not create dropdown 'Muted NPCs' of Shut Yer Trap.
[22:52:24] [LAM2] Could not create dropdown 'Muted Dialogue' of Shut Yer Trap. Still getting these messages in chat. Can I get some ideas on troubleshooting? I stopped using this for months due to this bug. But I'd really like to use this mod. I made sure no other addons had a lib folder with LibAddonMenu-2.0. So i don't know why "LAM2" is bugged out for those dropdown menus. |
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NeuroticPixels |
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just downloaded, cannot create dropdown error
just downloaded this due to that annoying npc 'halt, come no closer!'
I cant get this to work at all, instead I just get the error:
Do we just open settings after we've heard an NPC speak? Some basic instructions on the description page would be really helpful. thanks. |
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Kiasmalyn |
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Forum posts: 0
File comments: 9
Uploads: 0
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Also using bandit's UI
Hi there! Also using Bandit's UI here. It seems like I can get lines to show up/mute properly, but the second half, displaying what's already muted, is still not functioning (Could not create dropdown error)
Not really a huge issue, I can just edit the variable file later if I need to unmute someone (unlikely!). Just wanted to give you the feedback that it seems to be muting the proper line now, even with Bandits. Thanks for this! <3 |
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Kriana |
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thanks a bunch for the report. helped me understand one more case of why it happens...hopefully fixed now...
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remosito |
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Hi!
Sometimes the volume doesn't come back to what it was set to and all NPC dialogues become sound muted, it happens rarely and apparently a reload UI fixes the problem. |
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Masteroshi430 |
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Re: new version with some fixes
I think I've found the drop-down issue's origin and indeed it's an interaction with another add-on: Disabling Bandit's User Interface enables Shut Yer Trap's drop-downs, FWIW.
I'm still using Shut Yer Trap, though. Very needed add-on! ty! For the time being, if I need the drop-downs, I'll just temporarily disable Bandit's. ![]()
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al-Khizr |
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