Move the line here into your function event_add_on_laoded callback!
Lua Code:
-- When player is ready, after everything has been loaded.
EVENT_MANAGER:RegisterForEvent(myAddon.name, EVENT_PLAYER_ACTIVATED, myAddon.Activated)
It's currently called too early as it seems and not related to your addon.
Better register events AFTER your addon has loaded via event_add_on_loaded, means after this line:
if addonName ~= myAddon.name then return end
Lua Code:
function myAddon.OnAddOnLoaded(event, addonName)
if addonName ~= myAddon.name then return end
EVENT_MANAGER:UnregisterForEvent(myAddon.name, EVENT_ADD_ON_LOADED)
-- Load saved variables.
myAddon.characterSavedVars = ZO_SavedVars:New(SGM_SavedVars, 1, nil, myAddon.savedVars)
myAddon.accountSavedVars = ZO_SavedVars:NewAccountWide(SGM_SavedVars, 1, nil, myAddon.savedVars)
if not myAddon.characterSavedVars.accountWide then
myAddon.savedVars = myAddon.characterSavedVars
else
myAddon.savedVars = myAddon.accountSavedVars
end
-- When player is ready, after everything has been loaded.
EVENT_MANAGER:RegisterForEvent(myAddon.name, EVENT_PLAYER_ACTIVATED, myAddon.Activated)
end
-- When any addon is loaded, but before UI (Chat) is loaded.
EVENT_MANAGER:RegisterForEvent(myAddon.name, EVENT_ADD_ON_LOADED, myAddon.OnAddOnLoaded)
This makes sure your SavedVAriables have been loaded as well BEFORE the player activated event callback fires for your addon.