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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)
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Updated:07/17/23 12:18 PM
Created:01/07/17 03:40 PM
Monthly downloads:182
Total downloads:26,129
Favorites:39
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Advanced Filters - FCO Item trait filter plugin  Popular! (More than 5000 hits)
Version: 6
by: Baertram [More]
Item trait filter plugin

This PLUGIN depends on the following ADDONs:
Advanced Filters Updated (old name: BETA)

This is a filter PLUGIN for the dynamic filters of the "Advanced Filters Updated" addon, version 1612 (released: 2021-06-28) or newer!
It is not working together with the outdated AdvancedFilters addon!
It will be able to filter your items (weapons, armor, jewelry) in your inventories by all the different item traits that the game provides.

Please use filter dropdown box of AdvancedFilters, located at the top right edge inside your inventories, to select the different filters.
Right click the filter box to invert a filter or to show all items again (reset filters).
-5.0 + 6.0- 2023-07-17
Changed keys of texts to be unique to make plugin compatible with other plugins!

To developers: Please ALWAYS add the stringsEN etc. keys, and the callbackTable keys, with your UNIQUE adon/plugin identifier! ALL texts will be stroed inside AdvancedFilters.strings table and having the same key twice wil overwrite existing ones!!!


-4.0-
-Updated APIversion and depencency versions
-Fixed weapons sharpened trait text
-Added Universal Deconstruction support

-3.0-
Needs AdvancedFilters UPDATAED version 1612 (Released 2021-06-28)!
Updated API
Added companion traits
Reworked the code to be more dynamically
Reused textures from AdvancedFilters instead of specyfing them again

-2.4-
Updated API
Added icons for the traits
Fixed jewelry traits not showing duplicated together with the build in AF jewelry trait filters

-2.3-
Fixed armor trait show again
Added missing jewelry traits

-2.2-
Raised API, fixed armor trait show again

-2.1-
Raised API, made compatible with actual AdvancedFilters version

-2.0-
Raised API, removed unneeded itemtype that will be buggy with next game patch 3.1

-1.9-
Sorted the entries alphabetically

-1.8-
Api raise to Homestead
Archived Files (11)
File Name
Version
Size
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Date
5
5kB
Baertram
07/17/23 12:02 PM
4
5kB
Baertram
07/16/23 06:11 AM
3
4kB
Baertram
06/28/21 11:06 AM
2.4
4kB
Baertram
05/24/20 06:18 PM
2.3
3kB
Baertram
05/31/19 01:35 PM
2.2
3kB
Baertram
05/27/19 09:59 PM
2.1
3kB
Baertram
08/05/18 05:45 PM
2.0
3kB
Baertram
07/16/17 01:54 PM
1.9
3kB
Baertram
04/20/17 01:29 PM
1.8
3kB
Baertram
02/06/17 02:27 PM
0.0.1
3kB
01/07/17 03:40 PM


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Unread 07/17/23, 11:05 AM  
Baertram
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Edit2:
I found the problem and it's happening if addons are generating entries for the plugin texts without adding their addon name or any other unique identifier! Then the strigs will be overwriting other plugins (in this case CharacterKnowledge is loaded after my addon here and thus overwrites my strings).

It's a general problem and I should not have used numbers as key fields, where code used the same numbers in his plugin too
For now I will change my numbers to use a unique prefix "FCOTraitFilter_" and update my plugin. Should resolve the issue.

But code should change his plugin too to add a unique prefix!
I'll see if I can automate this within AdvancedFilters so that the texts will not overwrite other plguins, but as they are stored in different tables of the plugins the plugins themselves should fix that... Else AF is "fiddling in the plugin tables" and tries to make all work, where it cannot always technically find out what is correct or not. May break more than fixing it...



Edit:
Seems to have to do with the function CreateLevelFilter("RecipeLevels", SI_CK_AF_PLUGIN_RECIPE_LEVEL, function( selectedLevel ) within the AF plugin of CharacterKnowledge!

It somehow inserts it's items in the other submenus, as it seems.
If I edit the file "C:\Users\windows username\Documents\Elder Scrolls Online\live\AddOns\CharacterKnowledge\AdvancedFiltersPlugin.lua"
and comment the lines 157ff like this, it will work fine again:

Lua Code:
  1. --[[
  2.     CreateLevelFilter("RecipeLevels", SI_CK_AF_PLUGIN_RECIPE_LEVEL, function( selectedLevel )
  3.         return function( slot, slotIndex )
  4.             if (util.prepareSlot ~= nil) then
  5.                 if (slotIndex ~= nil and type(slot) ~= "table") then
  6.                     slot = util.prepareSlot(slot, slotIndex)
  7.                 end
  8.             end
  9.  
  10.             local itemType, specializedItemType = GetItemType(slot.bagId, slot.slotIndex)
  11.  
  12.             if (itemType == ITEMTYPE_RECIPE and (specializedItemType == SPECIALIZED_ITEMTYPE_RECIPE_PROVISIONING_STANDARD_FOOD or specializedItemType == SPECIALIZED_ITEMTYPE_RECIPE_PROVISIONING_STANDARD_DRINK)) then
  13.                 local resultLink = GetItemLinkRecipeResultItemLink(GetItemLink(slot.bagId, slot.slotIndex))
  14.                 local level = GetItemLinkRequiredLevel(resultLink)
  15.                 if (level == maxLevel) then
  16.                     level = level + GetItemLinkRequiredChampionPoints(resultLink)
  17.                 end
  18.                 return level == selectedLevel
  19.             else
  20.                 return false
  21.             end
  22.         end
  23.     end)
  24.     ]]



As you can see the numbers shown are coming from the "level" filter of AdvancedFilters!
It shows for me e.g. level 30 and CP10 somehow at the "Jewelr trait" submenu.
But that's totally random as it seems, maybe some internal buffers not updated properly (as these context menus are re-used at all kind of positions in ESO!).

Maybe some internal problems within AdvancedFilters, if many filter plugins are enabled.
But as long as CahracterKnowledge is disabled I'm not able to reproduce the problem so far.
I'll enable other plugins and check if it's "the number of plugins enabled" or some other issue.

Hm, this maybe a coincidence but at least I'm able to rebuild it now and hopefully will find out one day what causes this.


Originally Posted by BS Artist
Originally Posted by Baertram
I've tested this now with DE, EN, FR and other languages and all show properly for me, as string and texture.
Here the EN example:



I'm not able to rebuild that "shows as number" sorry?
Tested all panels (inventory, bank, guild bank, guild store, crafting tables, universal deconstruction).

Any more info how to rebuild this with AdvancedFilters and this plugin enabled ALONE (no other addons enabled)?
If any other addon is enabled that might interfere YOU need to find out please which addon changes the texts of the traits so they show as numbers and not as texts anymore, as I'm using the game's translated trait string constants here. If someone overwrites them all other addons and vanilla UI suffer from that.

If you find out which addon i is or how to rebuild the bug with only AF and this plugin enabled, please tell me in steps from login/reloadui to the shwown bug so I can rebuild it.
Many thanks

I've now fixed the sharpened weapon trait text (was shown as precise too) and added universal deconstruction support
Hi, thanks so much for looking into this and giving us an update. I looked again at some of the addons I was using and found that the addon 'Character Knowledge' has an optional dependency that I didn't even realize was triggering to enable an LUA file called 'AdvancedFiltersPlugin'.

I had a look at it but don't know anywhere near enough to understand what's happening there and why its affecting the trait strings in the Trait Filer plugin.
Last edited by Baertram : 07/17/23 at 12:01 PM.
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Unread 07/16/23, 05:48 PM  
BS Artist
 
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Originally Posted by Baertram
I've tested this now with DE, EN, FR and other languages and all show properly for me, as string and texture.
Here the EN example:



I'm not able to rebuild that "shows as number" sorry?
Tested all panels (inventory, bank, guild bank, guild store, crafting tables, universal deconstruction).

Any more info how to rebuild this with AdvancedFilters and this plugin enabled ALONE (no other addons enabled)?
If any other addon is enabled that might interfere YOU need to find out please which addon changes the texts of the traits so they show as numbers and not as texts anymore, as I'm using the game's translated trait string constants here. If someone overwrites them all other addons and vanilla UI suffer from that.

If you find out which addon i is or how to rebuild the bug with only AF and this plugin enabled, please tell me in steps from login/reloadui to the shwown bug so I can rebuild it.
Many thanks

I've now fixed the sharpened weapon trait text (was shown as precise too) and added universal deconstruction support
Hi, thanks so much for looking into this and giving us an update. I looked again at some of the addons I was using and found that the addon 'Character Knowledge' has an optional dependency that I didn't even realize was triggering to enable an LUA file called 'AdvancedFiltersPlugin'.

I had a look at it but don't know anywhere near enough to understand what's happening there and why its affecting the trait strings in the Trait Filer plugin.
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Unread 07/16/23, 06:04 AM  
Baertram
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Originally Posted by BS Artist
Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.

I've tested this now with DE, EN, FR and other languages and all show properly for me, as string and texture.
Here the EN example:



I'm not able to rebuild that "shows as number" sorry?
Tested all panels (inventory, bank, guild bank, guild store, crafting tables, universal deconstruction).

Any more info how to rebuild this with AdvancedFilters and this plugin enabled ALONE (no other addons enabled)?
If any other addon is enabled that might interfere YOU need to find out please which addon changes the texts of the traits so they show as numbers and not as texts anymore, as I'm using the game's translated trait string constants here. If someone overwrites them all other addons and vanilla UI suffer from that.

If you find out which addon i is or how to rebuild the bug with only AF and this plugin enabled, please tell me in steps from login/reloadui to the shwown bug so I can rebuild it.
Many thanks

I've now fixed the sharpened weapon trait text (was shown as precise too) and added universal deconstruction support
Last edited by Baertram : 07/16/23 at 06:11 AM.
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Unread 07/07/23, 12:45 PM  
Darkstride

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For sure, totally understand that! Was just following a breadcrumb to see if it led to anywhere since you had mentioned the FCOIS localization files. Take care


Originally Posted by Baertram
No, this is not related to FCOIS.
I guess it's just messed up and I need time to analyse and fix it.
Still on my list but currently really busy with life, ESO events and other stuff, so addons need to wait
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Unread 07/07/23, 12:27 PM  
Baertram
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No, this is not related to FCOIS.
I guess it's just messed up and I need time to analyse and fix it.
Still on my list but currently really busy with life, ESO events and other stuff, so addons need to wait

Originally Posted by Darkstride
Originally Posted by Baertram
Currently on vacations, so I cannot assist here atm. With which language do you play the game?

The traitId texts should be taken from the game's Strings, which are provided by FCOIS' localization files.
If your language is missing it should use the English texts as fallback.

Originally Posted by BS Artist
Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.
Is it possible this is happening because I don't have FCOIS installed so it's using a partial list provided from somewhere else? My client is English and so is my Windows, but several show up as numbers.

I know it's a separate beast all together, but this also doesn't work with the universal deconstruction assistant
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Unread 07/07/23, 10:50 AM  
Darkstride

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Originally Posted by Baertram
Currently on vacations, so I cannot assist here atm. With which language do you play the game?

The traitId texts should be taken from the game's Strings, which are provided by FCOIS' localization files.
If your language is missing it should use the English texts as fallback.

Originally Posted by BS Artist
Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.
Is it possible this is happening because I don't have FCOIS installed so it's using a partial list provided from somewhere else? My client is English and so is my Windows, but several show up as numbers.

I know it's a separate beast all together, but this also doesn't work with the universal deconstruction assistant
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Unread 06/01/23, 02:16 PM  
Darkstride

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Thank you for your question. This actually let me continue on my own since I was about to report a bug about "Training" being missing as a trait for Armor.

It turns out "Training" is "15" but at least I can find my armor pieces.

There are others showing numbers as well:
45, 20, 25, 15 in Trait (Armor)
40, 5, 10, 1, 35 in Trait (Weapons)
30 in Trait (Jewelry)

I'm playing using the English client on PC-NA. It's always been English and my Windows has always been set to English as well.

On another note, it also doesn't work in the decon assistant. Might be another complicated one

Hope this information helps. Enjoy your vacation!


Originally Posted by BS Artist
Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.
Last edited by Darkstride : 06/01/23 at 02:31 PM.
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Unread 05/30/23, 10:37 AM  
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Hey, thanks for replying even while you're on vacation!

I'm playing with the client language set to English.

The issue I'm having seems to be the same as M-Ree had back in 2021...

Originally Posted by Baertram
Currently on vacations, so I cannot assist here atm. With which language do you play the game?

The traitId texts should be taken from the game's Strings, which are provided by FCOIS' localization files.
If your language is missing it should use the English texts as fallback.
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Unread 05/30/23, 09:26 AM  
Baertram
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Currently on vacations, so I cannot assist here atm. With which language do you play the game?

The traitId texts should be taken from the game's Strings, which are pnot rovided by FCOIS' localization files, but the game localization files.
If your language is missing it should use the English texts as fallback.

Edit:
Changed the text as FCOIS is not needed here! Texts are taken from game translations

Originally Posted by BS Artist
Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.
Last edited by Baertram : 07/16/23 at 05:35 AM.
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Unread 05/28/23, 10:28 AM  
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Originally Posted by Baertram
Okay, I'll be too lazy to fix it for a while Thanks for the info.
Seems that some translations are missing somehow, and e.g. precise is twice in the list.
Hello, I was trying to understand why some trait names show up as the trait ID number... Any pointers how I might try to fix this?

I noticed the reason precise is in the list twice is because the trait ID in line 70 is mistakenly same as precise.
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Unread 08/07/22, 03:41 AM  
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No there isn't, and if you do not understand the level filters plugin file you won't understand any other description
It's one of the easiest one.

I guess you need to ask in the addon search/Request forum for someone to create it for you.

Or check code of other filter plugin. The stolen one might be easy and similar, where you only need to replace the IsItemStolen (or IsItemLinkStolen) with the IsItemlinkReconstructed API function + replace the strings.

You can get an item link from bagId & slot index by using GetItemLink

local isReconstructed = IsItemlinkReconstructed(GetItemLink(bagId, slotIndex))

bagId and slotIndex should be in the example plug-ins already, coming from the slot function used to filter the item.


Originally Posted by daemondamian
Originally Posted by Baertram
Originally Posted by daemondamian
Is there a known filter for reconstructed items or is that unable to be filtered within the inventory?
Should be filterable via API function IsItemLinkReconstructed(itemLink)
Not sure if such a filter exists already, you need to search the "Other files" tab at "Advanced Filters Updated" for such a filter plugin, or search for "Advanced Filters" to get a list of filter plugins (if they are named correctly).
Thanks I couldn't find one there.

I recall previously either reading a txt file or webpage that described how to create & add a filter in game via the addon settings menu but I think that was the old version?

I see no faq or guide txt in any of the Advanced Filter addon folders except a readme that says to refer to the LevelFilters.lua that explains the process but I don't understand coding or the process to use it.

Is there another document/page simplifying how to create & add a filter for dummies or is it too complicated for people who don't know any coding?
Last edited by Baertram : 08/07/22 at 03:50 AM.
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Unread 08/06/22, 11:54 PM  
daemondamian

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Originally Posted by Baertram
Originally Posted by daemondamian
Is there a known filter for reconstructed items or is that unable to be filtered within the inventory?
Should be filterable via API function IsItemLinkReconstructed(itemLink)
Not sure if such a filter exists already, you need to search the "Other files" tab at "Advanced Filters Updated" for such a filter plugin, or search for "Advanced Filters" to get a list of filter plugins (if they are named correctly).
Thanks I couldn't find one there.

I recall previously either reading a txt file or webpage that described how to create & add a filter in game via the addon settings menu but I think that was the old version?

I see no faq or guide txt in any of the Advanced Filter addon folders except a readme that says to refer to the LevelFilters.lua that explains the process but I don't understand coding or the process to use it.

Is there another document/page simplifying how to create & add a filter for dummies or is it too complicated for people who don't know any coding?
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Unread 08/06/22, 02:07 PM  
Baertram
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Originally Posted by daemondamian
Is there a known filter for reconstructed items or is that unable to be filtered within the inventory?
Should be filterable via API function IsItemLinkReconstructed(itemLink)
Not sure if such a filter exists already, you need to search the "Other files" tab at "Advanced Filters Updated" for such a filter plugin, or search for "Advanced Filters" to get a list of filter plugins (if they are named correctly).
Last edited by Baertram : 08/06/22 at 02:07 PM.
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Unread 08/06/22, 02:06 PM  
Baertram
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Originally Posted by daemondamian
Is there a known filter for reconstructed items or is that unable to be filtered within the inventory?
Should be filterable via API function IsItemLinkReconstructed(itemLink)
Not sure if such a filter exists already, you need to search the "Other files" tab here for such a filter plugin, or search for "Advanced Filters" to get a list of filter plugins (if they are named correctly).
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Unread 08/05/22, 05:02 AM  
daemondamian

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Is there a known filter for reconstructed items or is that unable to be filtered within the inventory?
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