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Compatibility: | Scions of Ithelia (9.3.0) Endless Archive (9.2.5) 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: | 04/08/24 01:40 PM |
Created: | 03/29/24 05:29 PM |
Monthly downloads: | 147 |
Total downloads: | 1,340 |
Favorites: | 5 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
2.2.7 |
120kB |
Doc_Landerf |
04/08/24 05:15 AM |
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2.2.5 |
110kB |
Doc_Landerf |
03/30/24 04:25 AM |
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2.2.4 |
109kB |
03/29/24 05:29 PM |
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Forum posts: 1
File comments: 5
Uploads: 0
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Auto-Equip always active?
I really appreciate this add-on. The ability to configure loadouts for each specific DLC dungeon is very handy and timesaving. I'm noticing one issue that I can't resolve. The auto-equip seems to always be enabled. I'd prefer to have this off for a few reasons. One of them is if you decide to swap sets or skills that aren't saved you can run into issues with the auto-equip swapping back to your saved setups. Is anyone else having problems disabling auto-equip?
Last edited by SortOfKindlyNot : 04/16/24 at 08:21 PM.
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Here u are, the pull request, with all changement. https://github.com/nicokimmel/wizardswardrobe/pull/21
Last edited by Doc_Landerf : 04/02/24 at 04:12 AM.
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Neither the txt, nor any lua or any other readme/license file is saying so. Also GitHub does not contain any license nor readme saying so. It only includes the ZOs (ZeniMax Media Inc) addon disclaimer. Releasing any source on github does not automatically add any license there, even if the repo is public. It just allows you to fork code (that's what Github licensing info website says). But usually it does not allow you to release the code with changes / unchanged "under a different name" without having the okay of the original authors. -> I might be wrong as I'm no expert there, just describing what I understood. My opinion/experience with ESO addons: At best talk to each other (I can see by Nico's answer here that he is not very happy with your currnt way of handling this ![]() But please calmn down first, and look at it from a practical side, especially practically for the user using the addon. It's not about fame or addon download counts here. Eiher -> Best way: Combine the code bases on Github so all new features can run into the original addon, and many ppl are available to fix and update it then. Having 2 addons split up always makes the users confused, the maintenance complicated (update both with current bug fixes etc.) or even makes the users run away in the end ![]() Or -> Works too, but makes updating and bugfixing "double effort...": If you cannot come to a single addon, and make it be integrated into the main WW addon, create an optional patched version of the addon, with the original name: https://www.esoui.com/downloads/info...obe.html#other ![]() Add your new features and describe it on the description page and release your updates there. All should be happy that way, especially the users. If both ways do not work out for you guys, then please Nico, tell the ESOUI staff what you want, as it is your intelectual property, your addon code, so your decision. Thanks guys.
Last edited by Baertram : 04/01/24 at 06:23 PM.
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Btw, I have not seen any message in my inbox back in 2021. I just started the addon back then??
Last edited by ownedbynico : 04/01/24 at 04:38 PM.
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Re: Structural Change Request
I will respond u for each point of interest u said, U have the genral stuff for generic things, about activate/desactivate the DLC DG, in the old version of mephisto we had that things about activate/desactivate some DLC dungeons, we will change the interface to seperate arena/dg/trials, but yeah we can rollback with some parameters to activate/desactivate DG. For the issue about autoequip, i try my best to optimise that, because original code have some issue with auto equip, but we can't do anything legit to autoequip stuff in combat, u can also setup new page inside each, by default we auto-switch on to have a page for PUG and page for organized, but yeah i understand what do u mean about it. |
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Forum posts: 13
File comments: 59
Uploads: 0
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Structural Change Request
Hi,
I quite like the idea of Mephisto supporting dungeons explicitly, as some of the newer DLC dungeons can have specific requirements in VET. Should be quite useful for tanks (I have 6 tank chars). Without having looked at it closely yet, I wonder about the following: Is there only one default set for dungeons and raids, or are there two? The reason I look for this is that for a 4man dungeon my setups are usually different than for raids and, depending on what I am running with, often the default is good enough so that I don't need boss specific setups. As there are a lot of dungeons, many of which don't require specific setups as they are simple enough. Does the addon have a way to just filter them out so that the menu is less cluttered? Maybe even a shortcut to only have the DLC dungeons shown. More wishful thinking: WW switching will not work if you are pulled into an encounter. Would it be possible to fix that? And speaking of default setups, having them for PUGs vs. organized group might also be useful for daily dungeons. thx afx
Last edited by afxmac : 03/31/24 at 04:51 AM.
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Hi Doc_Landerf,
thanks for the quick answer. I see you guys tried to contact the original dev already. If he did not answer or accept your pull requests it might have reasons, and its up to him then. Please reach out to him again and just clarify it's okay that you release the addon with another name here. If he go any concerns please sort that out between you. I know what a fork is (thanks for the interesting explanation), but you guys still have to respect whatever he says as it still is his addon idea (intelectual property) and base. If his addon's MIT license does not say anything against it, and the author also is fine with Mephisto, we are good too. But before someone feels his idea was stolen and renamed, or it was published in any way he/she dislikes it, we better ask. We always prefer having 1 addon which is maintained instead of having several where each is parrtially working! So I totally get what you did there. Maybe ask if he would accept you guys to be added to the dev team of WW officially so the addon can be updated properly for the next years. Thanks for your understanding.
Last edited by Baertram : 04/01/24 at 06:15 PM.
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Since late 2021, we start creating mephisto on the base of WW, we trying to contact the team behind WW but with no success, also recently trying to open issues on her github but they close the possibility to open an issue to make any suggestions like good dev, we work and make the code easier to be understand, also reformating to clean up the work and make it easier to dev on it. We work on the feature most wanted from the start of WW as the Dungeons setup, and we work to optimize the code/implements our code inside the new GUI. Mephisto is under MIT licences like WW still MIT licence, and we keep in the Addon the sources Author's name/group name, the rules of MIT licences is respected. I will try to contact the author of the original addon again in order to discuss it with him, as the initiator of the initial Mephisto project normally did and who passed the torch to me, because the people behind Mephisto are close to our hearts to maintain Mephisto on a regular basis which is not 100% achieved with the WizardWardrobe team.. To explain to non-dev what is a fork : Imagine you have a book. You like this book, but you think it could be improved in some way. Instead of directly modifying the original book, you decide to make a copy of it and work on that copy. Now, you have two versions of the same book: the original and your copy. In the context of software development, a "fork" works in much the same way. When a project is "forked," it means that someone or a team creates a copy of the original project to work on modifications or improvements without directly affecting the original project. Reasons why someone might fork a project can vary: - Parallel development: They want to work on features or modifications that might not be accepted into the original project. - Experimentation: They want to experiment with the code without risking damage to the original project. - Philosophical or technical divergence: They have different ideas about the direction the project should take. - Need for control: They want to have total control over the project and not rely on the decisions of the original team. It's important to note that while forks create a distinct copy of the original project, they can often share code and ideas between them. Sometimes, modifications made in a fork can be integrated back into the original project, but this depends on the project's policies and management processes. |
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Hello Doc_Landerf,
ESOUI.com staff is concerned about your addon "fork" (like you name it), as it simply looks like a copy of code and rename, where we do not see that this is okay that way: Did you follow the official way like describe here before releasing your addon "copy"? https://www.esoui.com/forums/showthread.php?t=9865 Did you check if licensing etc. is okay with your copy AND rename of the addon files? Is there an official okay from OwnedByNico or the other devs maintaining WW, that you can do so? Why didn't you just send pull request via GitHub to the official addon instead of creating a fork/copy? Why didn't you just uploaded a patch for WW here ![]() Please clarify this with OwnedByNico and the other WW devs and send me their response here. If the devs reach out to us and tell us you did not ask for permission, or at least the rename is a no-go, we might put you addon back to non released and block further updates. Thank you for your understanding the "fair-play" and "intellectual property" rules AND clarifying that in advance next time.
Last edited by Baertram : 03/30/24 at 03:10 PM.
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Re: import
Normaly u can try to copy WW savedvariables and paste/rename as "Mephisto.lua" |
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Forum posts: 0
File comments: 20
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import
thank for the addon-
any chance to import wizards setups to mephisto? |
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