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Results: 33Comments by: rufusredbeard
File: EasyTravel03/07/20
Suggestion: support /tp town
Posted By: rufusredbeard
This is one of my must have add-ons, thank you soooo much! There are so many cities, towns, villiages... Would be super cool to be able to /tp town (or even wayshrine name) and end up on the right map. Obviously no guarantee that you end up at the right wayshrine, but you can do a second hop super fast.) Extra points for autocompl...
File: Auto Category - Revised02/23/20
FYI, main description lists the fol...
Posted By: rufusredbeard
FYI, main description lists the following under integrates with: Item Saver (not FCO!) Isn't FCO ItemSaver also supported with the new plugin system?
File: Auto Category - Revised02/19/20
FYI, the small number of items that...
Posted By: rufusredbeard
FYI, the small number of items that were incorrectly being flagged for research by Craftstore were completely fixed for me with Craftstore 2.40.
File: Auto Category - Revised02/17/20
Re: Re: Re: Re: Re: Re: Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Happy to do so! Here it is: https://www.esoui.com/downloads/fileinfo.php?id=2535 Note that I'm personally having an issue where CS is marking some items for research it should not. This issue is reflected in my category. I'm working with the author of that Addon to see what that is about. But it's still a very nice way to handl...
File: CraftStore Greymoor02/17/20
If version 2.40 returns true on the...
Posted By: rufusredbeard
If version 2.40 returns true on the third item's ID with IsItemStoredForCraftStore(), that would mean there's a problem with the saved vars or their construction. Update 2.40 worked great, THANK YOU SOOOOOOO MUCH :)
File: CraftStore Greymoor02/16/20
The magnifying glass is not CS....
Posted By: rufusredbeard
The magnifying glass is not CS. Haha, OK. So still not sure why those "Cotton Shoes of Health" show up with a purple + in the CS grid view and the API call indicates they are researchable. There is tons of other stuff that this does not happen with... Any suggestions on how I can debug this further? I'm capable of running /scri...
File: CraftStore Greymoor02/16/20
IsResearchable() does simply tell y...
Posted By: rufusredbeard
IsResearchable() does simply tell you whether the character knows it. So your example where it says true, that's expected. I took another look at IsItemStoredForCraftStore() and it was written before the UI overhaul and needs tweaked. I'd try deleting your CS saved vars and trying with the new version. Thanks for the suggestion....
File: Auto Category - Revised02/16/20
Re: Re: Re: Re: Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Happy to do so! Here it is: https://www.esoui.com/downloads/fileinfo.php?id=2535 Note that I'm personally having an issue where CS is marking some items for research it should not. This issue is reflected in my category. I'm working with the author of that Addon to see what that is about. But it's still a very nice way to handl...
File: CraftStore Greymoor02/16/20
CS always tries to hold one of each...
Posted By: rufusredbeard
CS always tries to hold one of each item that can be researched. That character likely just has some items other characters don't, so it is being used as a source of the item. Actually the items are in the shared bank. But CS thinks that the second no-crafter needs it for research even though everything in CS for that character is...
File: CraftStore Greymoor02/16/20
CS always tries to hold one of each...
Posted By: rufusredbeard
CS always tries to hold one of each item that can be researched. That character likely just has some items other characters don't, so it is being used as a source of the item. Actually the items are in the shared bank. But CS thinks that the second no-crafter needs it for research even though everything in CS for that character is...
File: CraftStore Greymoor02/16/20
As long as you don't care which cha...
Posted By: rufusredbeard
As long as you don't care which character needs it, then it should work. I want to know across all of my characters, so this seems good. Also this method seems much faster. So yay :) I am running into an odd issue where when I login on a character that I DO NOT want to do research on, it is added to CS and a few items are mark...
File: Auto Category - Revised02/16/20
Re: Re: Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
I like the idea for a standalone addon simply because I don't run the CraftStore addon that much and don't really "get" what the api function you are using is doing for you or the purpose for which it is being used - probably because of not running with CraftStore. :) However, I can bundle it with AC-R and rely on your assistance...
File: Auto Category - Revised02/16/20
Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Looks good. There is one debug statement left in, but that's not a problem to remove. Can you provide some documentation for the new function? Also, you can release it as a separate plugin addon if you wish that depends on AutoCategory - Revised and CraftStore Fixed and Improved. That was what the new addon structure was designed...
File: Auto Category - Revised02/15/20
Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Shadowfen, I sent along a pull request to add support for CraftStore Fixed and Improved via the new plugin system: https://github.com/Shadowfen/AutoCategory/pull/3
File: CraftStore Greymoor02/15/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: CraftStore Greymoor02/15/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: Auto Category - Revised02/10/20
Re: Re: Re: Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
The tricky part is getting access to the insides of another addon (which usually requires the other dev to make changes to give you access to the stuff you need). ...snip... I received the following info from the author of CraftStore: As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLi...
File: CraftStore Greymoor02/10/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: CraftStore Greymoor02/08/20
Is there an "API" that another plugin could use?
Posted By: rufusredbeard
Hi Rhyono! I love your addon and while it does sometimes get a bit confused, mostly it's spot on and it's much better at keeping track of items I'm saving for research than anything else I've found. I also use AutoCategory to group stuff in the bag/bank/etc. They use a less sophisticated system for flagging research items. It is...
File: Auto Category - Revised02/08/20
Re: Re: Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
The tricky part is getting access to the insides of another addon (which usually requires the other dev to make changes to give you access to the stuff you need). The easiest way to get the dev to put in the change you need is to figure out the changes yourself so all the dev needs is to add them if he approves of them. As complex as...
File: Dolgubon's Lazy Set Crafter02/08/20
Re: Re: Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Answering my own report. The issue was that because the addon adds textures, a reload UI is not sufficient and you have to quit and restart the game from scratch. Haha, and it says that right in the description.... for shame... sorry folks...
File: Dolgubon's Lazy Set Crafter02/08/20
Re: Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Hiya, this looks super cool. However, I'm having an odd issue, when I open the addon (either via a bound key or when entering a crafting station) there are only two icons at the top of the dialog (helmet) If I move the mouse left and right up there I get tooltips but I have no way of knowing the selected state of armor other than hel...
File: Dolgubon's Lazy Set Crafter02/08/20
Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Hiya, this looks super cool. However, I'm having an odd issue, when I open the addon (either via a bound key or when entering a crafting station) there are only two icons at the top of the dialog (helmet) If I move the mouse left and right up there I get tooltips but I have no way of knowing the selected state of armor other than hel...
File: Auto Category - Revised02/07/20
Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
Have you considered removing the researchable category from your accountwide settings and then on your crafting toon give it a character-specific setting where you add back in the researchable category? Well if one of my other toons picks something up that is researchable or goes into the bank I still care if it is researchable on...
File: Auto Category - Revised02/07/20
Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
It appears that most (if not all) of my confusion about researchable stuff was actually related to low cost items showing above research items. I changed the priority of research in by bank from 60 to 87 and that appears to have helped a lot. Will report back if I find otherwise. Scratch that I'm still seeing stuff in researchable...