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Morrowind (3.0)
Updated:06/10/17 11:02 AM
Created:04/19/14 12:19 PM
Monthly downloads:2,417
Total downloads:159,926
Favorites:410
MD5:
Categories:Bags, Bank, Inventory, Auction House & Vendors, Mail, TradeSkill Mods, Miscellaneous
3.0
Item Saver  Popular! (More than 5000 hits)
Version: 3.3.1.0
by: Randactyl, ingeniousclown
This started as a simple mod that allowed you to place a little marker on your items so you could remember to not accidentally sell or deconstruct them.

With Item Saver 3.0.0.0, that simple functionality is extended with some awesome new features:
  • Choose whether items are saved in general or uniquely - Save multiple stacks of the same item or give duplicates their own sets!
  • Choose to filter marked items from any combination of vendors, the deconstruction list, the research list, the guild store tell tab, the send mail window, and the trading window.
  • Create as many different sets of items as you like, all with their own save type, marker texture, color, and filtering rules.
  • Add your own marker textures to use for Item Saver sets (details below).

Full feature list:
  • Create a new item set with the "+ Create Set" context menu option.
  • Choose your set's name, save type, marker, color, and filters.
  • Choose your default save set.
  • Keybind for saving items to the default set.
  • Choose one of nine possible marker positions.
  • Item sets are listed in a submenu when right clicking an item.
  • The context submenu can be deferred until there are more than a specified number of sets created (1 - 5).
  • Edit created sets. Any changes will update immediately without needing a UI reload.
  • Quickly clear all items from a set.
  • Delete sets you no longer need.

Want some more marker textures to choose from? Check out Item Saver - Advanced Filters Marker Textures or see below to create a new texture pack for yourself. It's super easy!

---

Item Saver features an API for other addons to integrate with Item Saver's functionality. The full Item Saver API is listed here:
Lua Code:
  1. ItemSaver_AddSet(setName, setData)
  2. --returns true if the set was successfully registered.
  3. --returns false if the set name is an empty string or already in use.
  4.  
  5. ItemSaver_GetDefaultSet()
  6. --returns the default set name
  7.  
  8. ItemSaver_GetFilters(setName)
  9. --if the given set exists, returns a table with the following keys: store,
  10. --deconstruction, research, guildStore, mail, trade.
  11. --each will have a value of true if they are filtered or false if they are not.
  12. --if the set does not exist, returns nil
  13.  
  14. ItemSaver_GetMarkerAnchor()
  15. --returns preferred anchor position for markers.
  16.  
  17. ItemSaver_GetMarkerInfo(bagId, slotIndex)
  18. --returns texturePath, r, g, b if the item is saved.
  19. --returns nil if the item is not saved.
  20.  
  21. ItemSaver_GetMarkerOptions()
  22. --returns array of the names of available markers.
  23.  
  24. ItemSaver_GetMarkerTextures()
  25. --returns table with key/value pairs of markerName/markerPath
  26.  
  27. ItemSaver_GetSaveSets()
  28. --returns an alphabetically sorted array of the names of available save sets.
  29.  
  30. ItemSaver_GetSetData(setName)
  31. --[[
  32.     returns a table with the full info of the provided set name.
  33.     returns nil if the set doesn't exist.
  34.     example:
  35.         setData = {
  36.             ["markerColor"] = "ff0000",
  37.             ["filterMail"] = true,
  38.             ["filterResearch"] = true,
  39.             ["filterGuildStore"] = true,
  40.             ["filterDeconstruction"] = true,
  41.             ["filterTrade"] = true,
  42.             ["filterStore"] = true,
  43.             ["markerTexture"] = "Two-Handed",
  44.         }
  45. ]]
  46.  
  47. ItemSaver_IsItemSaved(bagId, slotIndex)
  48. --returns true and the string set name if the item is saved. Returns false if
  49. --the item is not saved.
  50.  
  51. ItemSaver_IsSubmenuDeferred()
  52. --returns true and the maximum number of sets that will be shown without a submenu
  53. --if submenu creation is deferred.
  54. --returns false if submenu creation is not deferred.
  55.  
  56. ItemSaver_RegisterMarker(markerInformation)
  57. --returns true if the marker was successfully registered, false if it was not.
  58.  
  59. ItemSaver_ToggleItemSave(setName, bagId, slotIndex)
  60. --returns true if item was saved successfully. Returns false if item was unsaved.
  61. --if setName is nil, the default set will be used.

---

The new API for adding marker textures takes its inspiration from Inventory Grid View's skins and Advanced Filters' dropdown filters.

There are code examples in the markertextures folder in Item Saver's root directory.

You may submit your markers as plugins for Item Saver on ESOUI.
Do this by:
  1. Go to http://www.esoui.com/downloads/info300-ItemSaver.html (this page).
  2. Click on "Other Files" between "Change Log" and "Comments"
  3. Click on "Upload Optional Addon"
  4. Enter all relevant information and attach a .zip file containing the folder that contains your plugin.
  5. Submit

The archive hierarchy should look something like:
Code:
IS_MyMarkerTexture-1.0.0.0.zip
    IS_MyMarkerTexture
        markertextures
            MyMarkerTexture.dds
        IS_MyMarkerTexture.txt
        IS_MyMarkerTexture.lua
Remember to include all readme and disclaimer information required by ZOS.

Your addon manifest should look similar to the following:
Code:
## Title: Item Saver - My Marker Texture
## Author: Randactyl
## Version: 1.0.0.0
## APIVersion: 100012
## DependsOn: ItemSaver

IS_MyMarkerTexture.lua
Your title should retain the leading "Item Saver - " in order to keep things organized in the game's addon menu.
ItemSaver must always be included in the DependsOn line.

---

If you like my work and feel the urge to contribute, I'm always willing to accept in-game gold sent to @Randactyl

If you REALLY like my work and want to help me out with ESO Plus, I won't say no to Paypal donations
v3.3.1.0 - Randactyl
- changed IsItemSaved lookup precedence to Unique > General

v3.3.0.1 - Randactyl
- updated minimum API version to 100019 (ESO 3.x, Morrowind)

v3.3.0.0 - Randactyl
- added customizable marker x & y offsets
- added four more keybinds and setttings to assign a set to each keybind
- fixed create set context entry in certain situations
- updated German strings (thanks, Baertram)
- added libAddonKeybinds version 2
- updated LibCustomTitles to version 16
- updated LibFilters to version 2.0r3.0
- support API version 100018 (ESO 2.7.x, Homestead)

v3.2.1.0 - Randactyl
- updated LibFilters to version 2.0r2.3
- moved LibFilters initialization to the proper place
- fixed craft bag markers
- fixed research filter toggle error
- updated LibCustomTitles to version 15
- updated LibCustomMenu to version 4.2
- updated LibAddonMenu to version 2.0r23

v3.2.0.1 - Randactyl
- updated API version

v3.2.0.0 - Randactyl
- made settings page more dynamic, removing the need to ever reload the UI when creating/deleting sets.
- fixed initial equipment marking
- updated LCT to version 12
- updated LAM to version 2.0r22

v3.1.0.0 - Randactyl
- updated to LibFilters-2.0r2
- added new isDangerous flag to dangerous LAM buttons

v3.0.2.0 - Randactyl
- fixed index nil value error on list dialogs (enchanting, charging, research)
- fixed index nil value error when keybind was pressed while the cursor was not over an item

v3.0.1.0 - Randactyl
- fixed blank German strings for save type options (translation pending)

v3.0.0.0 - Randactyl
ESO 2.4 & 2.5
- finished refactor into "namespace" style
- implemented hybrid saving
- updated API
- updated description

v2.5.1.0 - Randactyl
ESO 2.4 & 2.5
- fixed error when opening the deconstruction tab at smithing stations

v2.5.0.0 - Randactyl
ESO 2.4 & 2.5
- huge code refactor
- updated LibAddonMenu to version 2.0r21
- added LibCustomTitles version 11
- updated API version
- changed the way items are saved in the saved variables file. This allows duplicate items to be treated uniquely and keeps an item from "unsaving" when minor details like quality or enchantment change. Due to this change, you will need to re-save all of your items. If you need to see what you had saved previously, you can manually install version 2.4.0.0.

v2.4.0.0 - Randactyl
- updated LibAddonMenu to version 2.0r20.2
- added markers to the improvement, alchemy, and craft bag windows
- added context menu option to improvement, alchemy, and craft bag windows
- fixed the keybind save toggle

v2.3.1.2 - Randactyl
- updated LibAddonMenu to version 2.0r20

v2.3.1.1 - Randactyl
- updated API version
- updated LibCustomMenu to version 4.1

v2.3.1.0 - Randactyl
- fix visible rows calculation for the icon picker controls

v2.3.0.0 - Randactyl
- updated LAM to version 2.0r19
- removed requirement to reload the UI after the default set is changed
- changed the marker texture's anchor target to the item's icon. This gives it a nice animation and allows you to chose its position even without using Inventory Grid View
- added filters to Item Saver's response for EVENT_INVENTORY_SINGLE_SLOT_UPDATE in order ignore superfluous calls during combat
- added more marker anchor positions bringing the total number of options from 4 to 9

v2.2.0.0 - Randactyl
- brought back marker texture previews in the settings panel and create set dialog
- added buttons to remove all items from a set
- fixed stale markers on equipment slots
- restored marker visibility and ability to save items from the quickslot inventory
- fixed the timer icon

v2.1.1.0 - Randactyl
- keep the "Default" set from having its user set options overridden with defaults on UI load

v2.1.0.0 - Randactyl
- alphabetically sort sets in the settings menu and context menu
- added option to defer the creation of the submenu until there are more than a specified amount of sets (1 - 5)
- added option to choose the default set
- made it more clear which options needed a reload by removing the "Apply" button
- alphabetically sort API returned set names
- removed outdated API functions
- added return values to ItemSaver_RegisterMarker and ItemSaver_AddSet

v2.0.2.1 - Randactyl
- updated libFilters to version 1.0r16
- updated API version

v2.0.2.0 - Randactyl
- fixed sets only being partially deleted
- added German strings
- strings will now default to English if the client's language is unsupported.

v2.0.1.1 - Randactyl
- removed errant chat spam

v2.0.1.0 - Randactyl
-fixed toggled filters applying to all sets

v2.0.0.0 - Randactyl
- added ability to save an unlimited number of save sets each with different markers and filtering rules
- expanded filtering options
- expanded API for getting information about saved items
- added API for registering custom marker textures
- updated LibStub to 1.0r4
- updated LibAddonMenu to 2.0r18
- updated libFilters to 1.0r15.2
- added LibCustomMenu 4.0.0
- updated API version

v1.3.0.0 - Randactyl
- add choices for save marker position

v1.2.0.1 - Randactyl
- updated API version
- updated embedded LAM version to 2.0r17

v1.2.0.0 - Randactyl
- added global function ItemSaver_ToggleItemSave(bagId, slotIndex) for other addons to use
- added Spanish translations from Kwisatz and German translations from Baertram
- updated libFilters to v1.0r13

v1.1.3.0 - Randactyl
- update libFilters to v1.0r12
- fix local function for increased compatibility

v1.1.2.3 - Randactyl
- update to libFilters v1.0r11. No functionality changes.

v1.1.2.2 - Randactyl
- update API version

v1.1.2b - Randactyl
- Update API version to 100009

v1.1.2 - Randactyl
- includes new version of libFilters which fixes runes being hidden if you've enabled the deconstruction filter.

v1.1.1 - Randactyl
- The two functions I removed in 1.1 broke the keybind. Sorry! My mistake :( They have been readded.
- Changed global function name from ItemSaver_IsSavedItem(bagId, slotIndex) to ItemSaver_IsItemSaved(bagId, slotIndex).
- Reordered function declarations so ItemSaver_IsItemSaved should no longer produce an error.

v1.1 - Randactyl
- Added French localization thanks to Khrill!
- Added Enchanting support via an update to libFilters
- Added four new global functions for use by addons that overhaul the deconstruction/store/research screens. These are detailed near the bottom of Item Saver's description
- Removed two unused functions and two unused variables

v1.0.5 - Randactyl
- Fixed all equipped items being marked/unmarked if you toggled an equipped item's save state
- Reset saved variables to ensure proper filtering

v1.0.4 - Randactyl
- Moved API version to 100008
- Updated settings to LAM-2.0r14

v1.0.3
-Updated to LibAddonMenu-2.0r8
-Updated to API 100007 and requisite README


v1.0.2
-Updated to LibAddonMenu-2.0


v1.0.1b
-Updated to libFilters1.0r7


v1.0.1
-Updated to libFilters1.0r6 to fix a bug related to initialization... again.


v1.0.0b
-Updated to libFilters1.0r5 to fix a bug related to initialization.


v1.0.0
-Incremented to 1.0.0, as this is mostly bug-free and feature complete now
-Fixed an error when attempting to save an empty equipment slot
-Added an option for a keybind; set your keybind in the Controls menu under "User Interface Shortcuts > Item Saver"
-Updated the API version number


v0.4.0b
-Removed git files from zip because I'm a noob
-Updated manifest because, again, I'm a noob :P
-Fixed the error when trying to research items
-Filters should now work correctly when toggling them from the settings menu.


v0.4.0
-Removed the "/itemsaver alternate" function. "/itemsaver filters" is still available for easy access.
-Added a settings menu in which you can customize your icon, color and filtering options.
-The "Save item" command should no longer show up for many windows that cause errors with it.
-Updated to libFilters 1.0r4


v0.3.1
-Added "/itemsaver alternate" for an alternate color/icon scheme
-Fixed the add-on-breaking bug that broke the deconstruction menu filter.
-The research list no longer needs to be reloaded when using "/itemsaver filters" to toggle the filter.


v0.3.0b
-Fix for nil value error in libFilters


v0.3.0
-Exported filter logic to libFilters
-Changed the wording in the context menu from "Mark" to "Save". This IS ItemSAVEr, after all, not ItemMARKer!
-Fixed an issue that caused the save context menu item to show up in the guild store browse and listing sections.


v0.2.2
-Applied filter on/off setting to the research window.
-Marked soul gems realized that they were born to be used by you and now offer their services for weapon charging even if you have them marked.


v0.2.1
-Added "/itemsaver filters" to toggle the hiding/filtering for marked items.
-Added saved setting for the filters, which defaults to OFF.


v0.2.0
-Added filtering to shops and deconstruction windows to make the marked items not show up at all in these windows.
-Marked items will be "redded out" in the Research window, and the mouse will be disabled for that item.
-With the previous two additions, added full support for the additional filters created by Advanced Filters.


v0.1.3
-Fixed interaction with InventoryGridView.
-Marker will now show up over the item in Grid View.


v0.1.2
-Fixed the error that happened when right clicking an inventory item.
-Added equipped item (paper doll) support for the markers.


v0.1.1
-Added the marker to the list that pops up when choosing an item to research.


v0.1.0
-Initial release
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.1.0.4
1kB
05/22/17 12:56 AM
Addon


Archived Files (54)
File Name
Version
Size
Author
Date
3.3.0.1
81kB
Randactyl
05/22/17 01:03 AM
3.3.0.0
81kB
Randactyl
01/26/17 05:05 PM
3.2.1.0
75kB
Randactyl
11/18/16 03:00 PM
3.2.0.1
71kB
Randactyl
10/04/16 05:46 PM
3.2.0.0
71kB
Randactyl
08/11/16 11:20 AM
3.1.0.0
69kB
Randactyl
07/28/16 06:01 PM
3.0.2.0
67kB
Randactyl
07/26/16 12:15 PM
3.0.1.0
67kB
Randactyl
07/25/16 05:41 PM
3.0.0.0
67kB
Randactyl
07/25/16 05:06 PM
2.5.1.0
65kB
Randactyl
07/23/16 02:28 AM
2.5.0.0
65kB
Randactyl
07/23/16 12:04 AM
2.4.0.0
63kB
Randactyl
07/01/16 02:20 PM
2.3.1.2
64kB
Randactyl
03/30/16 10:51 AM
2.3.1.1
59kB
Randactyl
03/07/16 06:14 AM
2.3.1.0
59kB
Randactyl
02/24/16 05:43 PM
2.3.0.0
59kB
Randactyl
02/24/16 04:47 PM
2.2.0.0
59kB
Randactyl
02/23/16 06:33 PM
2.1.1.0
57kB
Randactyl
01/31/16 12:28 PM
2.1.0.0
57kB
Randactyl
01/29/16 03:54 PM
2.0.2.1
55kB
Randactyl
11/02/15 03:38 PM
2.0.2.0
55kB
Randactyl
09/02/15 03:12 PM
2.0.1.1
368kB
Randactyl
09/01/15 04:03 PM
2.0.1.0
368kB
Randactyl
09/01/15 02:09 PM
2.0.0.0
55kB
Randactyl
08/31/15 02:14 AM
1.3.0.0
37kB
Randactyl
03/20/15 11:26 AM
1.2.0.1
37kB
Randactyl
03/03/15 11:38 AM
1.2.0.0
33kB
Randactyl
01/09/15 03:28 PM
1.1.3.0
33kB
Randactyl
12/18/14 05:42 PM
1.1.3.0
33kB
Randactyl
11/30/14 12:29 AM
1.1.2.2
33kB
ingeniousclown
11/03/14 10:21 AM
1.1.2b
33kB
ingeniousclown
09/20/14 11:39 AM
1.1.2
33kB
ingeniousclown
09/02/14 11:26 AM
1.1.1
33kB
ingeniousclown
08/15/14 11:38 PM
1.1
32kB
ingeniousclown
08/15/14 12:27 PM
1.0.5
32kB
ingeniousclown
08/06/14 07:22 PM
1.0.4
32kB
ingeniousclown
08/04/14 12:44 PM
1.0.3
32kB
ingeniousclown
06/26/14 09:36 PM
1.0.2
31kB
ingeniousclown
06/14/14 06:42 PM
1.0.1b
14kB
ingeniousclown
06/07/14 11:24 AM
1.0.1
14kB
ingeniousclown
06/06/14 08:21 PM
1.0.0b
14kB
ingeniousclown
06/01/14 02:28 PM
1.0.0
14kB
ingeniousclown
05/31/14 11:31 PM
0.4.0b
14kB
ingeniousclown
05/18/14 06:41 PM
0.4.0
61kB
ingeniousclown
05/18/14 02:44 PM
0.3.1
6kB
ingeniousclown
05/05/14 06:29 PM
0.3.0b
6kB
ingeniousclown
05/04/14 11:21 PM
0.3.0
6kB
ingeniousclown
05/04/14 09:46 PM
0.2.2
3kB
ingeniousclown
04/24/14 07:14 PM
0.2.1
3kB
ingeniousclown
04/23/14 06:55 PM
0.2.0
3kB
ingeniousclown
04/22/14 06:59 PM
0.1.3
2kB
ingeniousclown
04/20/14 01:34 AM
0.1.2
2kB
ingeniousclown
04/19/14 05:33 PM
0.1.1
2kB
ingeniousclown
04/19/14 12:56 PM
0.1.0
2kB
ingeniousclown
04/19/14 12:19 PM


Post A Reply Comment Options
Unread 06/23/17, 12:14 PM  
figblat

Forum posts: 0
File comments: 3
Uploads: 0
New User

Hello. I'm new to the game, and was having difficulties managing my inventory. I love this mod a lot! The FCO version is nice, too, but a bit too complicated for my tastes. This one allows me just enough control without being overly complex. Thanks very much for making it!

So far, I have run into only a couple issues. The first is the same issue someone else posted a few days ago:

Originally Posted by Majeure
The following error occurs when using a keybind to save an item to a set, and then immediately trying to deposit that item to the bank.

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:692: Attempt to access a private function 'PickupInventoryItem' from insecure code. The callstack became untrusted 1 stack frame(s) from the top.
stack traceback:
	EsoUI/Ingame/Inventory/InventorySlot.lua:692: in function 'TryBankItem'
	EsoUI/Ingame/Inventory/InventorySlot.lua:1485: in function 'INDEX_ACTION_CALLBACK'
	EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction'
	EsoUI/Ingame/Inventory/ItemSlotActionController.lua:31: in function 'callback'
	EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:615: in function 'ZO_KeybindStrip:TryHandlingKeybindDown'
	(tail call): ?
	(tail call): ?
The second problem is that I made a new set for "Deconstruction" items, and had all filters turned on except the deconstruction filter, which I thought would mean marked items would show up only in the deconstruction panel. However, items I mark for deconstruction don't show up! It's as if the "Deconstruct Filter" is stuck permanently on. I have not done extensive testing (I'm not qualified or skilled enough to know how to efficiently "test" this kind of thing), but I can't find a way to get marked items to show up in the deconstruction tab of crafting stations.

Thanks very much!
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Unread 06/16/17, 09:46 AM  
omegacat

Forum posts: 0
File comments: 3
Uploads: 0
Just noticed an odd problem today.

I have two items that I marked a while ago, using the default general setting, and one using a set that I made ,and I am *unable* to 'unsave' item.

I can mark a new item and then unmark it, but I cannot unmark these two items that were saved months ago.

Very strange.

I right click on the item, click 'unsave' and *nothing* happens.
Last edited by omegacat : 06/16/17 at 09:46 AM.
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Unread 06/13/17, 08:15 AM  
Majeure
 
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Forum posts: 5
File comments: 99
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Originally Posted by Randactyl
Originally Posted by Majeure
Items saved under Unique get overwritten by a General save of the same item elsewhere.

For instance, I have a category for items I plan to Deconstruct, and any future ones of that item. However, I just looted say an item I see I have a duplicate of on some other character, and proceed to deconstruct it, then once I logon on that other character with that Unique saved item, the indicator gets overwritten with the deconstruction one and it shows up on workbenches, then if I unsave the item, it will get back the Unique item.

I've accidentally deconstructed a BiS item or two that I've intended to keep due to this.
I changed the lookup precedence to be unique before general. Note that it may be a little weird if you have some item generally saved but then want to save a copy to a unique set, but you may have already grappled with that in the workflow you described.
That was quick, thanks!

And yeah, I don't mind that at all. This makes it do what it needs to imo. =)
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Unread 06/10/17, 11:07 AM  
Randactyl
 
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Forum posts: 253
File comments: 412
Uploads: 17
Originally Posted by Majeure
Items saved under Unique get overwritten by a General save of the same item elsewhere.

For instance, I have a category for items I plan to Deconstruct, and any future ones of that item. However, I just looted say an item I see I have a duplicate of on some other character, and proceed to deconstruct it, then once I logon on that other character with that Unique saved item, the indicator gets overwritten with the deconstruction one and it shows up on workbenches, then if I unsave the item, it will get back the Unique item.

I've accidentally deconstructed a BiS item or two that I've intended to keep due to this.
I changed the lookup precedence to be unique before general. Note that it may be a little weird if you have some item generally saved but then want to save a copy to a unique set, but you may have already grappled with that in the workflow you described.
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Unread 06/10/17, 08:09 AM  
Majeure
 
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Items saved under Unique get overwritten by a General save of the same item elsewhere.

For instance, I have a category for items I plan to Deconstruct, and any future ones of that item. However, I just looted say an item I see I have a duplicate of on some other character, and proceed to deconstruct it, then once I logon on that other character with that Unique saved item, the indicator gets overwritten with the deconstruction one and it shows up on workbenches, then if I unsave the item, it will get back the Unique item.

I've accidentally deconstructed a BiS item or two that I've intended to keep due to this.
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Last edited by Majeure : 06/10/17 at 08:13 AM.
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Unread 05/30/17, 11:27 AM  
Majeure
 
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The following error occurs when using a keybind to save an item to a set, and then immediately trying to deposit that item to the bank.

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:692: Attempt to access a private function 'PickupInventoryItem' from insecure code. The callstack became untrusted 1 stack frame(s) from the top.
stack traceback:
	EsoUI/Ingame/Inventory/InventorySlot.lua:692: in function 'TryBankItem'
	EsoUI/Ingame/Inventory/InventorySlot.lua:1485: in function 'INDEX_ACTION_CALLBACK'
	EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction'
	EsoUI/Ingame/Inventory/ItemSlotActionController.lua:31: in function 'callback'
	EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:615: in function 'ZO_KeybindStrip:TryHandlingKeybindDown'
	(tail call): ?
	(tail call): ?
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Unread 05/22/17, 09:39 PM  
Randactyl
 
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Originally Posted by Durnik
Yes, I did read what you wrote and yes, I know the difference in this addon and FCO and like this addon much better. I see in the new lua file "Default" has changed. Could someone add or change something in their existing savedvariable file to fix this?

I tried this but it didn't work. If I have to I will re-create it with a unique instead. I just used default because it was quick and first one in the drop submenu.
From...
["keybindSetMap"] =
{
},
["savedSetInfo"] =
{
["Default"] =
to

["keybindSetMap"] =
{
},
["savedItems"] =
{
[886113120] = "Default",
Okay, just making sure

There are no new files or any functionality changes at all. All I did was change the APIVersion so the game would not say this addon was out of date.

The default set saves items in the general format. You needed to have used unique to come out of this situation unscathed. Please use the UI to create and edit sets, I can't support manual saved variable edits. In fact, if you have manually edited IS saved vars, I would recommend you delete them and start from scratch.
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Unread 05/22/17, 08:15 PM  
Durnik

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Originally Posted by Randactyl
Originally Posted by Durnik
Originally Posted by choekstr
Anyone else lose all their item tagging? I still have my savedvariables file with all the data in it but it seems I have to re-train every item again
Mine are all reset also. Again.
So did you read what I wrote?

Originally Posted by Randactyl
Were you guys using the general (v. unique) marking format? Looks like ZOS must've changed some item IDs. I use 99% unique marks, hence my picture.

Unfortunately there's not really anything I can do. I don't know why they would change item IDs :/

My advice would be to use the unique marking format for all but consumables.
No one is going to be special. Any items saved with the general markings were reset due to ZOS shenanigans.
Also, make sure you're in the right place. The two people earlier were commenting on the wrong addon. Though at least one of them is taking the opportunity to switch.
Yes, I did read what you wrote and yes, I know the difference in this addon and FCO and like this addon much better. I see in the new lua file "Default" has changed. Could someone add or change something in their existing savedvariable file to fix this?

I tried this but it didn't work. If I have to I will re-create it with a unique instead. I just used default because it was quick and first one in the drop submenu.
From...
["keybindSetMap"] =
{
},
["savedSetInfo"] =
{
["Default"] =
to

["keybindSetMap"] =
{
},
["savedItems"] =
{
[886113120] = "Default",
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Unread 05/22/17, 07:30 PM  
Randactyl
 
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Originally Posted by Durnik
Originally Posted by choekstr
Anyone else lose all their item tagging? I still have my savedvariables file with all the data in it but it seems I have to re-train every item again
Mine are all reset also. Again.
So did you read what I wrote?

Originally Posted by Randactyl
Were you guys using the general (v. unique) marking format? Looks like ZOS must've changed some item IDs. I use 99% unique marks, hence my picture.

Unfortunately there's not really anything I can do. I don't know why they would change item IDs :/

My advice would be to use the unique marking format for all but consumables.
No one is going to be special. Any items saved with the general markings were reset due to ZOS shenanigans.
Also, make sure you're in the right place. The two people earlier were commenting on the wrong addon. Though at least one of them is taking the opportunity to switch.
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Unread 05/22/17, 07:26 PM  
Durnik

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Originally Posted by choekstr
Anyone else lose all their item tagging? I still have my savedvariables file with all the data in it but it seems I have to re-train every item again
Mine are all reset also. Again.
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Unread 05/22/17, 03:41 PM  
choekstr
 
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Originally Posted by Randactyl
Originally Posted by choekstr
I just use the standard: Right click, Add to Gear 1/2/3/etc or reserve research, mark for improvement, etc

So that is wrong to do?
Sounds like you're using the derivative addon called FCO ItemSaver. This would be a good opportunity to change over to the original addon, Item Saver (this one).
ahh, right on! You are correct. time to switch indeed!
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Unread 05/22/17, 03:39 PM  
jpdouble69

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False alert

You are correct, my bad. Sorry for the mess

Originally Posted by Randactyl
Sounds like you're using the derivative addon called FCO ItemSaver. This would be a good opportunity to change over to the original addon, Item Saver (this one).
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Unread 05/22/17, 03:26 PM  
Randactyl
 
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Originally Posted by choekstr
I just use the standard: Right click, Add to Gear 1/2/3/etc or reserve research, mark for improvement, etc

So that is wrong to do?
Sounds like you're using the derivative addon called FCO ItemSaver. This would be a good opportunity to change over to the original addon, Item Saver (this one).
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Unread 05/22/17, 03:25 PM  
Randactyl
 
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Originally Posted by jpdouble69
Hi Randactyl,
i haven't changed any format if i remember correctly. How can i set the icons from general to unique? I would test it right away, thanks!

Originally Posted by Randactyl
Were you guys using the general (v. unique) marking format? Looks like ZOS must've changed some item IDs. I use 99% unique marks, hence my picture.
When you create a set, change the dropdown under the name field from General to Unique. For existing sets, check the settings menu.
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Unread 05/22/17, 03:22 PM  
choekstr
 
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I just use the standard: Right click, Add to Gear 1/2/3/etc or reserve research, mark for improvement, etc

So that is wrong to do?
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