Quantcast
Download
(21 Kb)
Download
Updated: 11/13/20 08:45 PM
Pictures
File Info
Compatibility:
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:11/13/20 08:45 PM
Created:05/30/18 04:56 PM
Monthly downloads:1,800
Total downloads:131,109
Favorites:135
MD5:
Dungeon Champions  Popular! (More than 5000 hits)
Version: 1.0.12
by: Scott123 [More]
Libraries Needed:

This addon shows bosses in public and standard delve dungeons only, group dungeons aren't added because of the way achievements work on veteran dungeons.

In the settings you can enable showing both killed and not yet killed bosses.
With the default setting all already killed bosses have a green icon, bosses you haven't killed yet have a red icon.

Current version has english, german, french and russian translations.

Slash command /dc_mypos prints coordinates of your current location to the chat.

This Addon was developed on the base of MerlinGer Public Dungeon Champions and Ayantir, Garkin's, AssemblerManiac SkyShards addon.
v1.0.12
- Added The Reach delves.

v1.0.11
- Fixed up russian translation and added a missing boss in Craglorn.

v1.0.10
- Removed AUI functions used for LibMapPins-1.0, new using the standard CreatePins().

v1.0.9
- Removed LibStub from library dependency's, not needed anymore. Thanks to AngryNord for the heads up.

v1.0.8
- Added Western Skyrim - Greymoor public dungeons and delves.

v1.0.7
- Added Southern Elsweyr delves.

v1.0.6
- Updated api version.

v1.0.5
- Added Craglorn dungeons.

v1.0.4
- Added Elsweyr public dungeons and delves.

v1.0.3
- Fixed up the boss location showing up in the wrong dungeons in Murkmire. (Thanks to AssemblerManiac from the Skyshard Plugin).

v1.0.2
- Added Murkmire delves.

v1.0.1
- Added Goldcoast (Dark Brother Hood) delves.
- Fixed up some boss locations.
Optional Files (0)


Archived Files (12)
File Name
Version
Size
Uploader
Date
1.0.11
21kB
Scott123
06/29/20 06:02 PM
1.0.10
21kB
Scott123
06/17/20 05:47 PM
1.0.9
21kB
Scott123
06/02/20 09:56 PM
1.0.8
21kB
Scott123
06/02/20 04:35 AM
1.0.7
21kB
Scott123
11/08/19 09:55 PM
1.0.6
21kB
Scott123
10/28/19 09:56 PM
1.0.5
21kB
Scott123
07/02/19 12:22 AM
1.0.4
20kB
Scott123
05/30/19 12:52 AM
1.0.3
75kB
Scott123
11/08/18 08:10 PM
1.0.2
74kB
Scott123
10/23/18 08:00 PM
1.0.1
74kB
Scott123
06/05/18 08:57 PM
1.0.0
74kB
Scott123
05/30/18 07:03 PM


Post A Reply Comment Options
Unread 09/18/21, 05:46 AM  
Sidewaves

Forum posts: 0
File comments: 1
Uploads: 0
Re: Re: Re: Re: coords

Originally Posted by tiker
Originally Posted by Masterism88
Glad to see that someone else wanted to update it too. I've done the some thing as you did and ran into the same problem with the incorrectly showing pins to the wrong map. How did you go about to fix this?
Well, it's been a week or two since I sent a message to @Scott123 with no response. I'll create a GitHub repository for this addon tomorrow and will post my updated version. I'll point out what I did once I set it up.

Edit:
Here's what I did to support Silent Halls: https://github.com/tiker/DungeonCham...afe1be0490bf73 & https://github.com/tiker/DungeonCham...ddfc5dab37f9c9

https://github.com/tiker/DungeonCham...es/tag/v1.0.13 for anyone who wants to download a working copy with the Blackwood delves and public dungeon updates.
Thank you and Scott123 for your work
Report comment to moderator  
Reply With Quote
Unread 09/15/21, 06:26 PM  
tiker

Forum posts: 0
File comments: 24
Uploads: 0
Re: Re: Re: coords

Originally Posted by Masterism88
Glad to see that someone else wanted to update it too. I've done the some thing as you did and ran into the same problem with the incorrectly showing pins to the wrong map. How did you go about to fix this?
Well, it's been a week or two since I sent a message to @Scott123 with no response. I'll create a GitHub repository for this addon tomorrow and will post my updated version. I'll point out what I did once I set it up.

Edit:
Here's what I did to support Silent Halls: https://github.com/tiker/DungeonCham...afe1be0490bf73 & https://github.com/tiker/DungeonCham...ddfc5dab37f9c9

https://github.com/tiker/DungeonCham...es/tag/v1.0.13 for anyone who wants to download a working copy with the Blackwood delves and public dungeon updates.
Last edited by tiker : 09/15/21 at 09:13 PM.
Report comment to moderator  
Reply With Quote
Unread 09/14/21, 06:20 PM  
Masterism88

Forum posts: 0
File comments: 1
Uploads: 0
Re: Re: coords

Originally Posted by tiker

I've already updated it to include the 6 delves and the 2 public dungeons in Blackwood. I've had to make a small change to the code to support one of the delves since it contains multiple maps but the subzone map name is the same causing it to incorrectly add pins to the wrong map. It's a bit of a hack fix at the moment but it works.

I want to get permission from @Scott123 before posting it.
Glad to see that someone else wanted to update it too. I've done the some thing as you did and ran into the same problem with the incorrectly showing pins to the wrong map. How did you go about to fix this?
Last edited by Masterism88 : 09/14/21 at 06:20 PM.
Report comment to moderator  
Reply With Quote
Unread 08/30/21, 10:37 AM  
tiker

Forum posts: 0
File comments: 24
Uploads: 0
Re: coords

Originally Posted by Jupp
Yes, its not very difficult. It seems to be an easy code. But where could i find the new coords of the bosses and skys?
I've already updated it to include the 6 delves and the 2 public dungeons in Blackwood. I've had to make a small change to the code to support one of the delves since it contains multiple maps but the subzone map name is the same causing it to incorrectly add pins to the wrong map. It's a bit of a hack fix at the moment but it works.

I want to get permission from @Scott123 before posting it.
Report comment to moderator  
Reply With Quote
Unread 08/30/21, 02:45 AM  
Jupp

Forum posts: 0
File comments: 11
Uploads: 0
coords

Originally Posted by tiker
Looks like the author hasn't logged onto ESOUI in over 9 months.

I'll update it myself soon if Scott123 doesn't.
Yes, its not very difficult. It seems to be an easy code. But where could i find the new coords of the bosses and skys?
Last edited by Jupp : 08/30/21 at 02:46 AM.
Report comment to moderator  
Reply With Quote
Unread 08/27/21, 11:18 AM  
tiker

Forum posts: 0
File comments: 24
Uploads: 0
Looks like the author hasn't logged onto ESOUI in over 9 months.

I'll update it myself soon if Scott123 doesn't.
Report comment to moderator  
Reply With Quote
Unread 08/26/21, 12:24 AM  
Jupp

Forum posts: 0
File comments: 11
Uploads: 0
Unhappy No updates?

very good and cool tool. but is that tool dead? no updates since month.
Report comment to moderator  
Reply With Quote
Unread 07/11/21, 07:28 AM  
DevilVelocity

Forum posts: 0
File comments: 1
Uploads: 0
Re: Update Blackwood

Originally Posted by Jupp
Do you plan an update to Blackwood? If not, write this here please, so i can look for another one. Thank you...
I second this, really hope that it gets done, since I can't seem to find any other ones that do delves.
Report comment to moderator  
Reply With Quote
Unread 06/12/21, 11:32 PM  
Jupp

Forum posts: 0
File comments: 11
Uploads: 0
Update Blackwood

Do you plan an update to Blackwood? If not, write this here please, so i can look for another one. Thank you...
Report comment to moderator  
Reply With Quote
Unread 07/02/20, 05:41 PM  
Scott123
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 5
Uploads: 2
Originally Posted by Baertram
Just a question out of curiosity:
Why is there a setting to disable both, killed and not killed, bosses on the map and compass?
I thought this addon is about the bosses so at least the not killed one should be always shown. Else the addon could be just disabled
Or is this addon also disabling standard boss map and compass pins if I disable both settings (like the map filters already do)?
I wasn't the original guy who wrote the plugging MerlinGer was. The plugging used to be called Public Dungeon Champions, I have just updated it and added standard delve bosses. I think the reason for the killed and not killed is if u only wanted the compass pins to show up or vice versa.
Report comment to moderator  
Reply With Quote
Unread 06/30/20, 01:43 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 3694
File comments: 4504
Uploads: 68
Just a question out of curiosity:
Why is there a setting to disable both, killed and not killed, bosses on the map and compass?
I thought this addon is about the bosses so at least the not killed one should be always shown. Else the addon could be just disabled
Or is this addon also disabling standard boss map and compass pins if I disable both settings (like the map filters already do)?
Last edited by Baertram : 06/30/20 at 06:15 AM.
Report comment to moderator  
Reply With Quote
Unread 06/19/20, 03:37 PM  
Draigo228

Forum posts: 0
File comments: 1
Uploads: 0
RU language

RU language does not work
Last edited by Draigo228 : 06/19/20 at 03:46 PM.
Report comment to moderator  
Reply With Quote
Unread 06/15/20, 09:52 PM  
Sharlikran
 
Sharlikran's Avatar
AddOn Author - Click to view AddOns

Forum posts: 296
File comments: 1276
Uploads: 11
Destinations has been doing things differently for years and the only mods I knew of still using that were 2 or 3 mods by Kyoma and then Lorebooks and Skyshards. In the defense of Scootworks who was making the optimizations he had no idea 3 year old code was still being used. It's as if it was copied and pasted from somewhere including the comments about Destinations doing it differently. So because of this I added a note to the description page for LibMapPins. That way all authors can see it and make the adjustment. The note looks like this.

Important Note to mod authors

AUI support was removed in 2017 for Revision 17 by Sensi. Please remove all LibMapPin calls to AUI functions.

Previous LibMapPins code as of r17
Code:
function lib.AUI.DoesMinimapExist() end
function lib.AUI.IsMinimapEnabled() end
function lib.AUI.IsMinimapLoaded() end
function lib.AUI.AddCustomPinType() end
function lib.AUI.UpdateQueuedCustomPinTypes() end
function lib.AUI.SetQueuedCustomPinType() end
Typical example code from mods
Code:
    if LMP.AUI.IsMinimapEnabled() then
        zo_callLater(CreatePins, 50)
    else
        CreatePins()
    end
Change code to the following
Code:
    CreatePins()
__________________
Admin for TES5Edit, occasional LOOT masterlist contributor, and Wrye Bash contributor. I also maintain special Fallout 3 and Fallout NV versions of Wrye Flash.
Last edited by Sharlikran : 06/15/20 at 09:53 PM.
Report comment to moderator  
Reply With Quote
Unread 06/15/20, 09:23 PM  
ThESiXtHLeGioN
 
ThESiXtHLeGioN's Avatar

Forum posts: 0
File comments: 39
Uploads: 0
Originally Posted by Agyros
Originally Posted by ThESiXtHLeGioN
Until the issues are fixed, I found a work around. Install LibMapPins v1.0 r24. Make sure to 'Over write'.. Works for me.

-Legion
It's necessary to change Line 207-211 in DungeonChampions.lua

from

Code:
if LMP.AUI.IsMinimapEnabled() then -- "Cleaner code" is in Destinations addon, but even if adding all checks this addon does the result is same. Duplicates are created with AUI
				zo_callLater(CreatePins, 50) -- Didn't find anything proper than this. If other MiniMap addons are loaded, It will fail and create duplicates
			else
				CreatePins() -- Normal way. AUI will fire its refresh after this code has run so it will create duplicates if left "as is".
			end
into

Code:
CreatePins()
Then everything works fine.
Thanks so much for this!

-Legion
Report comment to moderator  
Reply With Quote
Unread 06/15/20, 07:16 PM  
Acadian

Forum posts: 0
File comments: 4
Uploads: 0
Originally Posted by Agyros
Originally Posted by ThESiXtHLeGioN
Until the issues are fixed, I found a work around. Install LibMapPins v1.0 r24. Make sure to 'Over write'.. Works for me.

-Legion
It's necessary to change Line 207-211 in DungeonChampions.lua

from

Code:
if LMP.AUI.IsMinimapEnabled() then -- "Cleaner code" is in Destinations addon, but even if adding all checks this addon does the result is same. Duplicates are created with AUI
				zo_callLater(CreatePins, 50) -- Didn't find anything proper than this. If other MiniMap addons are loaded, It will fail and create duplicates
			else
				CreatePins() -- Normal way. AUI will fire its refresh after this code has run so it will create duplicates if left "as is".
			end
into

Code:
CreatePins()
Then everything works fine.
I had the same errors and the addon was not working. Made those changes to the .lua and all works fine now. Thanks!
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: