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Update 3 (1.3.3)
Updated:08/08/14 11:24 PM
Created:05/10/14 09:46 PM
Monthly downloads:84
Total downloads:43,372
Favorites:189
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Categories:Discontinued & Outdated, TradeSkill Mods, ToolTip
Crafting Material Level Display  Popular! (More than 5000 hits)
Version: v1.3.1
by: Marihk [More]
This addon displays the level of crafting materials in the item tooltips (as viewed from your bag or bank) and inventory lists.

What does it do?

This addon provides additional information about crafting materials in two places: in the item tooltips, and directly in the inventory lists.

The tooltips contain valuable information about Alchemy, Enchanting, and Provisioning materials, such as easily distinguishing between positive and negative effects, or showing which faction a particular provisioning material belongs to.

The inventory lists (bags, bank, loot, and enchanting crafting table) contain simple level ranges for Blacksmithing, Clothing, Enchanting, and Woodworking materials, so that you don't have to even look at the tooltip to make a decision about whether to sell low-level materials.

Each piece of functionality can be disabled in the settings menu, if it conflicts with other addons or causes an error. I'd prefer to fix any problems, though, so please let me know if you disable something due to an error.

What is the purpose of this addon?

This addon provides additional information about Alchemy, Enchanting, and Provisioning materials.

I created this addon to ease the identification of crafting materials that are no longer worthwhile for skill increases. So, really, I just want the game to tell me what skill level the various crafting materials are at. For example, once you get to Provisioning level 20, the ingredients below level 15 provide very little gains. Or, perhaps you don't care about Jewelry-specific enchanting runes, regardless of their level. Since bag and bank space are at a premium, I wanted an easier way to identify those crafting materials for either destruction, selling to a vendor, or passing to an alt or even a friend. The information is readily available at the Tamriel Journal website, but having it integrated into the tooltips feels easier.

Note: This addon used to provide level information about Blacksmithing, Clothing, and Woodworking materials, but in ESO v1.2.3, that information was put into the built-in game tooltips, so in v1.1.0 of this addon I removed that data.

Language Support

The addon should theoretically work with non-English game clients, but it has not been tested. It is using item IDs for comparison with the item/tooltip list that I've bundled (pulling data from both Tamriel Journal and ESOHead), so the tooltip text should be displayed as expected; but note that the tooltip text is not translated.

Libraries used

Where can I download official releases of this addon?

Where should I file bugs?

If you see text such as "Unknown crafting item ID ##### - please submit a bug for CraftingMaterialLevelDisplay", please either leave a comment here on ESOUI, or feel free to file a bug on the GitHub issues page if you have an account there.

Motivation

I've had fun making this addon, so a simple 'Thank you' is more than enough motivation. If you're feeling overly generous, feel free to send gold to @Marihk on the NA server.

I definitely want to thank the folks that drop by and leave a comment (including bug reports, you help make things better!). In addition, I want to thank:
  • @stypsy - donated 2,500g! Wow! You're awesome, thanks very much for your support!
  • @Arminius - donated 50g! Thank you so much for your support!
  • @Solymnar - donated 250g! Thank you very much for your support!
v1.3.1

Bumping the APIVersion to 100008, and some minor code refactoring based on merlight's comments.

v1.3.0

This release supports loot window tooltips for Alchemy, Enchanting, and Provisioning material information, and also adds inventory list levels for Blacksmithing, Clothing, and Woodworking. Thanks to esothomas and merlight over at esoui.com for the ideas and assistance.

v1.2.2

Attempting to fix a bug related to the loot window.

v1.2.1

Potency rune levels are now also displayed at the enchanting crafting table. Also, I've added a fix when an addon such as Inventory Grid View uses smaller squares instead of rectangles for the inventory list, so that the potency rune levels do not show up in that view (but still show up at the crafting table). You should no longer need to disable the potency rune setting if you have Inventory Grid View.

v1.2.0

This release updates the enchanting tooltip text based on SilverWF's help. Also, I'm now displaying the Potency rune levels directly in the inventory rows. If that gets in the way, it can be disabled in the addon settings menu.

v1.1.0

Updated for ESO v1.2.3, which removes the need for level information of Blacksmithing, Clothing, and Woodworking materials. I've also incorporated another change suggested by SilverWF, which improves the Enchanting material tooltip text.

v1.0.9

Based on a suggestion from CoUsT, the Alchemy tooltip is now using green text for beneficial traits.

v1.0.8

SilverWF did most of the work to provide information about Alchemy ingredients, which is really helpful for bank alts who haven't discovered any of the traits. Thank you!

v1.0.7

Based on suggestions from Seroczynski and Sonar, I've altered the Potency rune tooltip messages. They used to say things like "Raise, Slight, Potency Level 2, Gear Level 15 - 25". Now they say things like "Level 15 - 25: Raise, Slight".

v1.0.6

This release contains fixes reported by Tanthul (thank you!). The Craglorn patch has adjusted the levels of several higher-level materials across enchanting, woodworking, blacksmithing, and clothing.

v1.0.5

This release simply bumps the API version up to 100004, to support the Craglorn release of ESO.

v1.0.4

This release contains two requested changes. The first was from Saftsuse, who liked the numeric display of Tier 2/3 instead of the new Flavor text. I've added a new settings menu checkbox ("Use Flavor text instead of Tier 2/3 text") that when On (the default) will display Flavor text, but when Off will display the Tier 2/3 text. The second change was from genkidama, who suggested that I change the Flavor text to use colors. I've made the words blue and purple be blue and purple.

v1.0.3

This release contains a change requested from vestig (thank you!). The tooltip text for provisioning ingredients that were previously labeled "Tier 2" and "Tier 3" are now "For extra flavor in blue and purple recipes" and "For extra flavor in purple recipes". The purpose of those ingredients should now be more readily understood.

v1.0.2

This release fixes a handful of item ID bugs that were reported by Puschpa (thank you!). The affected items are: Carrots, and Honey Comb.

v1.0.1

The item IDs for the following had were missing or had issues: Raw Spidersilk, Jaedi, Lire, Saltrice, Kaveh Beans, Jazbay Grapes, and Bervez Fruit. Thank you SilverWF for reporting the issues!

v1.0

Initial release.
Optional Files (0)


Archived Files (15)
File Name
Version
Size
Uploader
Date
v1.3.0
20kB
Marihk
07/19/14 02:06 PM
v1.2.2
17kB
Marihk
07/15/14 10:44 PM
v1.2.1
17kB
Marihk
07/14/14 09:42 PM
v1.2.0
17kB
Marihk
07/13/14 02:40 PM
v1.1.0
15kB
Marihk
06/25/14 06:22 PM
v1.0.9
17kB
Marihk
06/02/14 10:11 PM
v1.0.8
17kB
Marihk
06/01/14 12:28 PM
v1.0.7
16kB
Marihk
05/27/14 08:46 PM
v1.0.6
16kB
Marihk
05/24/14 02:03 PM
v1.0.5
16kB
Marihk
05/22/14 08:25 PM
v1.0.4
16kB
Marihk
05/17/14 01:10 PM
v1.0.3
16kB
Marihk
05/15/14 08:17 PM
v1.0.2
16kB
Marihk
05/12/14 09:01 AM
v1.0.1
15kB
Marihk
05/11/14 10:20 AM
v1.0
16kB
Marihk
05/10/14 09:46 PM


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Unread 07/14/14, 09:07 PM  
Marihk
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Forum posts: 5
File comments: 59
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Re: Inventory Grid View

I tried to come up with a way to still display the level range, but to make the font smaller and pin it to the top-left corner of each inventory item when using Inventory Grid View. The problem is that when you get to the higher level items such as "VR10 - VR14", there are too many characters to be scaled down, so it just becomes unreadable (at least on my screen). For something like "15 - 20" it was okay, but it doesn't seem like the best solution.

So what I can do is simply check if the inventory row is more or less rectangular (width is at least 1.5 times the height), and if it is not, then hide the text. That will disable the text when in the grid view, but if you switch from grid back to list view (a feature of Inventory Grid View, which is pretty cool) then the level ranges will show up in those rows.

That way you won't have to disable the setting, it will just work if the inventory display is appropriate for it.

How does that sound?
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Unread 07/14/14, 09:44 PM  
Marihk
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v1.2.1 uploaded

Okay, I've just uploaded v1.2.1 which I think resolves the current issues / requests. Here's the changelog entry:

Potency rune levels are now also displayed at the enchanting crafting table. Also, I've added a fix when an addon such as Inventory Grid View uses smaller squares instead of rectangles for the inventory list, so that the potency rune levels do not show up in that view (but still show up at the crafting table). You should no longer need to disable the potency rune setting if you have Inventory Grid View.
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Unread 07/15/14, 02:03 AM  
esothomas
 
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Re: v1.2.1 uploaded

Originally Posted by Marihk
How does that sound?
sounds awesome, and i don't even use grid view...
Originally Posted by Marihk
Potency rune levels are now also displayed at the enchanting crafting table.
aw yiss!
(and once again, apologies for the unclear request initially.)
Last edited by esothomas : 07/15/14 at 02:15 AM.
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Unread 07/15/14, 02:59 AM  
N0madS0uL

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Error

Hi I tried this addon this morning and I got the following error message, now first off I use a bunch of addons that do add info to the tooltips etc. So many addons with information and I think they may start clashing but maybe its something else. Here is a screenshot.

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Unread 07/15/14, 04:02 AM  
esothomas
 
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Re: Error

Originally Posted by N0madS0uL
[snip]
check out the line that says "SousChef". try disabling that mod and see if it still happens!
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Unread 07/15/14, 08:19 AM  
Marihk
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Re: Re: Error

Originally Posted by esothomas
Originally Posted by N0madS0uL
[snip]
check out the line that says "SousChef". try disabling that mod and see if it still happens!
Well, it might not be anything to do with Sous Chef, actually. We hook into the same function to display stuff in the inventory list, so it's just showing the call stack relation between our two addons. The 'attempt to index a nil value' part is concerning.

The specific line that the error happens is doing this:
Code:
            if EnchantingMaterials[itemId].level ~= nil then
If I was unable to parse the itemId from the inventory row, then that could potentially be nil, and I think the error in question would happen. I haven't seen that kind of thing before, but maybe it's something like certain quest loot items being classified as enchanting, yet not having an itemId?

Can you tell me exactly what was happening when you hit this error? It seems that you were doing something with a loot window? Perhaps taking a single item out of a loot popup? I use auto-loot and LootDrop so I don't normally see the loot window, which means I probably wouldn't have seen this in my testing.

In the meantime, to make it so the error doesn't happen, you can disable my addon's enchanting level in the inventory list, and then reload the UI. That will prevent my inventory list hook from being created. But I'd much rather fix the underlying issue, if you can help me narrow down how to reproduce it.

Thank you for reporting the issue!
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Unread 07/15/14, 08:20 AM  
Marihk
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Re: Re: v1.2.1 uploaded

Originally Posted by esothomas
aw yiss!
(and once again, apologies for the unclear request initially.)
No worries, thanks very much for clarifying the request and helping make this addon better!
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Unread 07/15/14, 10:45 PM  
Marihk
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v1.2.2

Okay, I've just pushed v1.2.2 in an attempt to fix that loot window bug found by N0madS0uL. I wasn't able to reproduce it, but I've added some additional checks to make sure it none of the values are nill when being evaluated. Let me know if any other problems show up.
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Unread 07/15/14, 10:58 PM  
Balver
 
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Thanks for adding the level infos to the crafting table, I appreciate it.
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Unread 07/16/14, 03:56 AM  
esothomas
 
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actually, i just got to thinking: since clothier isn't able to craft anything that will yield a bigger vendor price than the refined materials on their own (like blacksmith and woodworker are able to), wouldn't it be good for the overview if those material levels showed up in vendor sell windows? i find myself mouseovering often enough, same as with enchanter.

oh and btw. a minor cosmetic detail: would it make sense to slightly grey the level indication in these lists? i think it might be visually clashing with the already present price value. or maybe it's just positioned too close? could the level indication be "left-adjusted", so it showed up immediately after the item in question?
Last edited by esothomas : 07/16/14 at 01:57 PM.
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Unread 07/16/14, 10:53 AM  
merlight
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Hi, I modified TooltipHooks.lua to also hook loot window tooltips. For those of us who don't Auto-Loot everything

http://pastebin.com/fe7Wjs3F
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Unread 07/16/14, 09:03 PM  
Marihk
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Originally Posted by esothomas
actually, i just got to thinking: since clothier isn't able to craft anything that will yield a bigger vendor price than the refined materials on their own (like blacksmith and woodworker are able to), wouldn't it be good for the overview if those material levels showed up in vendor sell windows? i find myself mouseovering often enough, same as with enchanter.
Basically instead of only using my new InventoryHooks code for enchanting, apply it to the other crafting materials? Sure, I can do that.

Originally Posted by esothomas
oh and btw. a minor cosmetic detail: would it make sense to slightly grey the level indication in these lists? i think it might be visually clashing with the already present price value. or maybe it's just positioned too close? could the level indication be "left-adjusted", so it showed up immediately after the item in question?
I'll see what I can do. It's relatively positioned to the overall row/slot right now, but I should be able to relatively position it based on the item name. Maybe I should wrap the text in brackets or something? Something like:

Code:
Jejora [15 - 20]
Or is that kind of thing unnecessary?
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Unread 07/16/14, 09:03 PM  
Marihk
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Originally Posted by merlight
Hi, I modified TooltipHooks.lua to also hook loot window tooltips. For those of us who don't Auto-Loot everything

http://pastebin.com/fe7Wjs3F
Cool, thanks! I'll look into incorporating this change soon.
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Unread 07/16/14, 09:44 PM  
Marihk
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Originally Posted by Marihk
Originally Posted by esothomas
oh and btw. a minor cosmetic detail: would it make sense to slightly grey the level indication in these lists? i think it might be visually clashing with the already present price value. or maybe it's just positioned too close? could the level indication be "left-adjusted", so it showed up immediately after the item in question?
I'll see what I can do. It's relatively positioned to the overall row/slot right now, but I should be able to relatively position it based on the item name. Maybe I should wrap the text in brackets or something? Something like:

Code:
Jejora [15 - 20]
Or is that kind of thing unnecessary?
Well, trying to align it closer to the item name didn't work out very reliably. But I can push it further left from the Value column, and maybe wrapping it in brackets will help although that's probably not the best solution.
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Unread 07/17/14, 03:28 AM  
esothomas
 
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Originally Posted by Marihk
Well, trying to align it closer to the item name didn't work out very reliably. But I can push it further left from the Value column, and maybe wrapping it in brackets will help although that's probably not the best solution.
yeah i suspected it'd be tricky, what with the differing string lengths of item names (and some sort of cut-off system in place by ZOS).

brackets seem to just add unnecessary space required, innit.

i get that changing the color slightly in once place would probably necessitate changing the colors all over the place, for sake of consistency... dunno, maybe we don't need to care all that much about GUI gestalt rules or whatever

i'll leave it in your capable hands!
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