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Updated: 09/20/16 06:08 PM
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Compatibility:
One Tamriel (2.6)
Shadows of the Hist (2.5)
Updated:09/20/16 06:08 PM
Created:12/21/14 01:50 AM
Monthly downloads:147
Total downloads:20,934
Favorites:73
MD5:
Categories:Bags, Bank, Inventory, Auction House & Vendors, Mail, Miscellaneous, Utility Mods
Circonians FilterIt  Popular! (More than 5000 hits)
Version: 5.1
by: circonian, silvereyes
What does it do?
See pictures for a few examples of what the filter bars & marks look like.
Filter Bars
It creates filter bars with buttons that you can click to view only the items you want to see in your inventory windows. Like view only 1h axes, only medium armor, only provisioning ingredients, exc...
There are filter bars for your backpack, bank, guild bank, mail, trade, repair, enchanting extraction window, deconstruction, improvement, pattern filters for clothier station (to show only light or only medium armor patterns, also works with the set armor station patterns), and more...
Filters will turn red and become disabled if there are no items of that filter type to be displayed.

Special filters under the inventories "Show ALL" buttons:
  • Filter/Show only items that have "Save For .." marks on them.
  • Filter/Show only set-items.
  • Filter/Show only items that your current character needs for research.
  • Filter/Show only items that your other characters need for research. There is an option to allow you to choose which researchable item types (blacksmithing, woodworking, clothier, recipes) will be shown for each character under this filter so you can exclude characters/crafting skill types that you do not want to view researchable items for.

Level Filters
There is a dropdown box that contains level filters & item counts for each level filter.
In the drop down box, for level filters, it will also tell you how many items you have UNDER YOUR CURRENT INVENTORY TAB, for the given level range. For example if you have the weapons tab selected in your inventory and you see the following in the level filter drop down box:
2-10 (1)
Would mean there is (1) item level 2-10 under the current inventory filter (weapons)

Save For Marks
The following is a list of the current marks you can add to items (by right clicking on them)
Save for: Trading House, Trade, Vendor, Mail, Alchemy, Enchanting, Provisioning, Deconstruction, Improvement, Refinement, Research, & Save.

When an item is marked it will only show up in the window that it is marked for. This is to prevent you from selling, deconstructing, trading, mailing, exc.. an item that has been marked to be saved for another action. Items marked with the plain "Save" mark (the padlock) will only show up in the backpack, bank, & guild bank.

Two exceptions:
Research Station - Items with marks other than "Save for Research" can show up in the research dialog box, but are disabled and can not be researched. This was intentional in case you didn't realize an item could be researched and marked it for something else. This way you'll see it in the research window.
Provisioning Station - Items with marks other than "Save for Provisioning" can still show up in the recipe list. This was necessary or else the game would automatically hide the recipes. But the crafting station will tell you you don't have enough materials to craft the recipe (the craft option will not be available).
Auto-Marks
There are three options that allow you to choose if you wish Researchable items, Ornate Items, & Intricate items to be marked automatically when you pick up a new item. It will only automatically marks NEW items you pick up. This is so you can choose to unmark or change the marks on them if you wish.

There is also an option that allows you to set a keybind to automark items already in your inventory. It works on the backpack, bank, & guild bank. The inventory must be open when you press the hotkey. WARNING: If an item meets the criteria for an auto-mark and already has a mark on it, that mark will be overwritten with the auto-mark.

Protection
When an item is marked it will not show up in other windows. So as an example, if an item was marked for improvement a user could not manually sell it to the vendor, mail it, trade it, deconstruct it, exc... It would not be visible for selection in any other windows. The destroy option is removed from the right click context menu for items that are marked & you can not drag them to the main window to destroy them.

It also has code built in to help protect marked items from other addons (scroll down to read details about what it protects against). The code is there to prevent other addons from deconstructing, selling, mailing, exc... items that you have marked for something else.
HOWEVER, IF YOUR USING AN ADDON THAT AUTOMATICALLY DESTROYS, DECONSTRUCTS, SELLS, EXC.. ITEMS CONSULT THAT ADDONS DEVELOPER TO SEE IF THE MARKED ITEMS WILL BE SAFE. I did my best to protect items, but there could always be something I did not think of.

Developers scroll down for more detailed information on how FilterIt protects its items.
Future Plans:
None

Protection Against Other Addons & Developer Information:
When an item is marked it will not show up in other windows. So as an example, if an item was marked for improvement a user could not manually sell it to the vendor. It would not be visible for selection.

The following is mainly information for other developers who wish to use FilterIts "Save For ..." marks in their addons.
Marked information is stored as an integer in the items inventory slot data under: FilterIt_CurrentFilter

FilterIt uses my LibFilterIt library and the marked information that is stored in the slot data corresponds to the LibFilterIt filterType applied to that item.
As an example if an item in the backpack, slot 68, was marked to be "Saved for Mail" you would find:
Lua Code:
  1. PLAYER_INVENTORY.inventories[INVENTORY_BACKPACK].slots[68].FilterIt_CurrentFilter
would contain the integer 8, which corresponds to the (is equal to the value stored in) LibFilterIt filterType: FILTERIT_MAIL
You can find a list of LibFilterIts filters at the libraries addon page here: LibFilterIt Library
If an item has no mark, FilterIt_CurrentFilter will be nil.

FilterIt protects its marked items by blocking the following actions:

-- Mail Protection:
QueueItemAttachment(..) -- Blocks Attaching Items to Mail Slots
ZO_InventorySlot_OnReceiveDrag -- Blocks Dragging an item to a mail Slot (even though they should not even be visible in the mail window so this should not even be possible to try...this is just extra protection in case some addon finds a way to make the items visible)

-- Sell/VendorProtection:
SellInventoryItem(..) -- Blocks Selling A Single Item by Code
SellAllJunk() -- Blocks Selling All Junk by code & by the keybind strip (button)

-- Destroy Protection:
DestroyItem(..) -- Blocks Destroying A Single Item by Code
DestroyAllJunk() -- Blocks Destroying All Junk by code and Blocks the keybind strip "Destroy All Junk Hotkey" (button).
EVENT_MOUSE_REQUEST_DESTROY_ITEM -- Prevents items from being destroyed by dragging an item to the main window
AddSlotAction(..) -- Prevents the Destroy option from appearing in the context menu when you Right-Click on marked items.

-- Alchemy Protection:
ZO_SharedAlchemy:SetSolventItem(..) -- Prevents Solvents from being added to Alchemy crafting slots.
ZO_SharedAlchemy:SetReagentItem(..) -- Prevents Reagents from being added to Alchemy crafting slots.
CraftAlchemyItem(..) -- Blocks Alchemy Crafting by Code

-- Enchanting Protection:
ZO_SharedEnchanting:SetRuneSlotItem(..)-- Prevents adding items to the rune slots
ZO_SharedEnchanting:SetExtractionSlotItem(..) -- Prevents adding items the the extraction slot
CraftEnchantingItem(..) -- Prevents Crafting Runes Into Glyphs by Code
ExtractEnchantingItem(..) -- Prevents Extracting Glyphs by Code

-- Provisioning Protection:
CraftProvisionerItem(..) -- Prevents Crafting Provisioning Items by Code & by the "Craft" keybindStrip (button) at the provisioning station.

-- Improvement, Deconstruction, & Research Protection:
ImproveSmithingItem(..) -- Prevents Improving Items by Code
ExtractOrRefineSmithingItem(..) -- Prevents Refining & Deconstructing Items by Code
ResearchSmithingTrait(..) -- Prevents Researching Items by Code
ZO_SmithingResearch:Research -- Disables items in the SMITHING_RESEARCH_SELECT dialog box
If one of these actions is attempted on a marked item a ZO_Alert message will be played to the user & the action will fail for that item. If it is an action on multiple items like SellAllJunk() it will not interrupt the selling process, it will only prevent the marked items from being sold. All other non-marked junk items will still get sold.
Version 5.1
- PTS compatibility for update 12 One Tamriel
- LAM update to r22

Version 5.0
- PTS compatibility for update 11 Shadows of the Hist
- New quick slot collectibles filters for hair, markings, and adornments
- Recategorized Scroll of Mara as consumable utility
- LAM update to r21

Version 4.1
- Quick Slot Items: Level and category filters added
- Quick Slot Collectibles: Category filters added

Version 4.0
- API Update: Now compatible with Dark Brotherhood 2.4
- VR Removal: Level filters now support champion points instead of VR levels.
- Poisons: Consumables subcategory filter for poisons.
- Crown Store Items: Added crown store items to their appropriate subcategories.
- Icons and tooltips: Re-branded consumable trophies to "Utility" with new icon. Replaced containers icons with more standard container instead of gunny sack. Re-branded miscellaneous trophies to "Trophy / Treasure" with new icon, to avoid confusion about treasure maps appearing in the filter.

Version 3.9
- API Update: No changes, just an API update

Version 3.8
- Misc. Collectible Filter: Added a collectible filter to the misc tab.

Version 3.7
- Bug Fix: Fixed a type-o in code changes from version 3.6 causing a bug that popped up an error when researching an item with a research mark.

Version 3.6
- Bug Fix: Fixed a bug that was preventing users from placing "Save For xxx" marks on items from the crafting inventory station windows. This required quite a bit of code changes. I did try to check everything, but if you have any problems please post it in the comments section.

Version 3.5
- Bug Fix for Guild Bank Deposit Filters: A new inventory layout was added in the last update which was causing the guild bank deposit filters to not work properly. It has been fixed. Updated LibFilterIt to version 0.8.

Version 3.4
- Bug Fix: Fixed a problem that was causing an error when repeatedly withdrawing items from the bank due to protected game code.

Version 3.3
- Bug Fix: Due to code changes in the update some old FilterIt code was preventing the alternate inventory free space label from showing while banking. It has been fixed.

Version 3.2
- No Changes: For some reason the version downloaded when you click on download still said version 3.0. I may have uploaded the wrong version or forgot to update the version number. Since I am unsure of the cause, to avoid conflicting version numbers, I have increased to version number to 3.2 & re-uploaded it. There are no other changes.

Version 3.1
- Addon Compatability Fix: Updated API #.
- Added LibCommonInventoryFilters: Updated Lib version to 1.2

Version 3.0
- Addon Compatability Fix: Fixed some code that was preventing the inventory menu bars from displaying properly if another addon attempted to add buttons to them.
- Added LibCommonInventoryFilters: An addon compatability library used to decide which menu bars should get shown at the Trading House when using multiple addons with trading house menu bars.

Version 2.9
- Destroy All Junk Delay: The delay setting added in 2.8 is now used as a delay for both Destroying & Selling All Junk.

Version 2.8
- Sell All Junk Delay: Added an adjustable setting to add a delay between selling items when the games built in "Sell All Junk" button/keybind is used. If your game crashes while selling all junk try increasing this value.

Version 2.7
- Auto-Marks Total Count Chat Msg: When applying the auto marks to an open inventory by using the "Force Automarks" keybind, everything was working & marking items correctly, but the total counts of items marked that was printing out to the chat window for: Ornate & Intricate items was reversed. The number of intricate items was actually printing out as the number of Ornate items marked & vice-versa. It has been fixed.

Version 2.6
- Addon Compatability Bug Fix:

Version 2.5
- Right Click Context Menu Update: Updated libCustomMenu & converted the right-click context menu items into a submenu item.
- Trading House Sell: Added filters for the Trading House Sell panel (only sell not browse). If you are running Awesome Guild Store, they will not be displayed so they wont interfere with AGS.

Version 2.4
- Provisioning Item Filter Change: Provisioning items that were marked with something other than "Save for Provisioning" WERE hidden from the crafting window. To help track down & eliminate a compatibility problem with other addons, that feature has been removed. Recipes that use marked ingredients will now show up, but they are still protected. If you attempt to craft a recipe with an ingredient that has a mark other than "Save for Provisioning" you will get an alert msg & the item will not be crafted.

Version 2.3
- Fence & Launder Filter Fix: Added support for the games new fence & launder layout code. The fence/launder filters should now work again.

Version 2.2
- Context Menu Update: Added Votans LibCustomMenu to use for creating context menu items to prevent possible "insecure" errors caused by the context menus control pool. Thanks for the Lib Votan !!

Version 2.1
- Save For Marks Fix & Item Protection Code Update - Phase 1: A bug was found where, in rare instances, code could be run by an addon that would wipe out the "Save For Marks" on items. The marks would still have the visual appearance (icon), but were no longer protected. It has been fixed.

ALSO in this update, Phase 1, the "Save For Marks" protection code has been updated so that even if some addon finds another way to wipe out the mark data the items will still be protected. By that I mean, for example, an item with a mark other than "Save For Vendor" can not be sold...even if some addon manages to find another way to wipe out the items mark data.

Phase 2 of this update, to come later, will update the "visibility" code, to ensure items are not visible in windows where they should not be (even if the mark data gets wiped out by an addon). Although I fixed the bug and it shouldn't happen anymore, the mark data should repopulate itself if it gets wiped out...this will just be an extra layer of protection I will be adding in the next update.

Version 2.0
- Sell All Junk & Stolen Items: Fixed an alert message that would tell you that you cannot sell stolen items when attempting to sell all junk....if you had a stolen item marked as junk. It should no longer give this message, although you still cant sell them to a normal merchant, the game will not allow it. This just prevents you from seeing the spamming message.

Version 1.9
- GAME BUG -- Search Box: There is a bug in the game code where if you equip an item and already have an item equipped in that slot the item that gets unequipped will not show up in a search (it will actually show up if you search for the name of the item you equipped).
This is a bug in the games code. I have added some temporary code to override it and patch the bug until ZOS fixes it.

Version 1.8
- AVA Repair Kits: Moved AvA Repair kits so they show up under the repair filter with normal repair kits.
- Added a Fish Filter: Added a fish filter to show fish & fish collectibles.

Version 1.77
- Quest Search Box: Changed some code to hide the search box when on the Quest tab.

Version 1.76
- Inventory Grid View: Added some code to reposition the Marked icons if you are running inventory grid view.
- Color Setting: I found the default red color hard to see if IVG was running so I added an option to adjust the color of the Marked Icons .
- Size Setting: With IVG running the icons seemed to large to me, they covered up a quarter of the items icon, so I added a setting to adjust the size of the marked icons.

Version 1.75
- Removed Costume Subfilter: I've been told costumes no longer go into your inventory so I remvoed the costume subfilter.

Version 1.74
- Fence Filter Icon: Changed the Fence Filter Icons so they are not the same as the Stolen Filter Icons that are under the "ALL" and "JUNK" tabs...since they do not do the same thing.
- Button Press: Fixed a minor graphics issue that was preventing the buttons from staying in a pressed state when you clicked on a subFilter, I don't think anyone even noticed. Its hard to tell the difference.

Version 1.73
- Armor Stolen Item SubFilter Fix: Apparently I did not fix the problem with stolen cosmetic items showing up under the jewelry subFilter, I finally found something to test it with. It should be fixed now.
- Stolen Item SubFilter Change: To accommodate the laundered items that do not have their own subFilters like paintings, gravy boats, dolls, stiched gloves, exc.. I changed the Stolen Item subFilters. They are now called "Fence" since it contains items that are stolen & those that have been laundered by the fence, but do not have their own separate subFilter.
The main "All Stolen Items" filter under the inventories "All" button has not been changed, it only shows items that are currently marked as stolen. This is intentional.

Version 1.72
- Repair Kit Filter: Added a requested Repair Kit filter under the consumable button.
- Stolen Item Filters: Added more stolen Item filters. Rather than just having the one "Show All Stolen Items" that I previously added (its still there), there is now also "Stolen Item" filters under each category (armor, weapons, comsumables, materials, misc, exc...).
- Stolen Costumes: Stolen costumes were showing up under the jewelry filter. This is because they have the same item type & armor type as jewelry. I added an equip type check so only jewelry should show up under jewelry now. The stolen costumes should show up under the "Stolen Item" filter under armor the armor category.
- Fixed the Invisible Set Items Filter: When I added the stolen item filter under the "All" button I accidentally overwrote the Set Items Filter & made it disappear. It should now be visible again.

Version 1.71
- Another Layout Fix: I missed the layout for one of the fence windows, fixed it.

Version 1.7
- Layout Fix: Fixed a layout problem with vendors where the vendor headers were overlapping the sub filters.

Version 1.6
- Updated API Version Number:
- Added Stolen Item Filter: Added a filter for stolen items under the inventories show "All" button.

Version 1.581
- Small Code Change: I made a small code change to help rule FilterIt out as the cause of a problem others are having with some addon when changing horses at the stable.

Version 1.58
- Research Dialog: I thought this was fixed, but apparently it was only partially fixed. I'm very busy at work for the next couple of days and don't have time to fix it properly right now, but to prevent users from having problems I'm applying a quick temporary fix until I have time to find a better solution.
- Instead of marked items showing up in the research window and being disabled (so you can't click on them), now if an item is marked for something other than research it just wont show up in the research dialog.: This should prevent the problem users were having where other window dialogs were getting diabled rows that you couldn't click on.

Version 1.57
- Bug Fix: Force AutoMarks: Fixed a bug preventing intricate items from being marked when you use the hotkey for "Force AutoMarks" to automatically mark items in your inventory.

Version 1.56
- Slash Command: You can now use the slash command /filterit to open the settings menu.

Version 1.55
- Research Dialog Bug Fix: There was a bug where if you had a locked that showed up in the research dialog box, it would disable the button for that row (it was supposed to), but it was not re-enabling the button if you changed to a different research item that was not locked. It has been fixed.

Version 1.54
- Added FILTERIT_ALL Protection String: When the protection code protected an item marked with "Save" (filterType: FILTERIT_ALL) and displayed an alert message it was giving a message of: "Unknown Reason" due to a missing protection string for that filter. It has been fixed.

Version 1.53
- Updated LibNeed4Research Library: Added an error check to the library. See library change log for details.

Version 1.52
- Code Update: Rewrote some code to better handle errors in the protection functions caused by other addons.

Version 1.51
- Adjusted Filter Redout: The filter redout feature that turns the filter buttons red & disables them when there are no items under the filter has been rewritten. It previously only updated when a filter button was pushed, which causes some rare instances where the filters would not update properly. The Filters have been rewritten to now update any/every time the inventory list updates so anytime the list changes it will update itself...so there should be no more problems.
- Set-Items Filter: Added a filter under the ALL tab of the inventories to filter only set-items.
- Added Level Filters: Added Level Filters
- Added Level Filter Item Counts: Added Level Filter item counts. In the drop down box, for level filters, it will also tell you how many items you have [color="Red"]UNDER YOUR CURRENT INVENTORY TAB, for the given level range. For example if you have the weapons tab selected in your inventory and you see the following in the level filter drop down box:
2-10 (1)
Would mean there is (1) item level 2-10 under the current inventory filter (weapons)

Version 1.50
- Auto-Marks: [color="Red"]These are ACCOUNT-WIDE SETTINGS.
Added an auto-marking feature for researchable, ornate, & intricate items (three separate options). When turned on [color="Red"]NEW ITEMS YOU PICK UP will be automatically marked Save for Research (Unknown Researchable Items), Save for Vendor (Ornate items), Save for Deconstruction (Intricate Items). It only auto-marks new items. This allows you to unmark or change the marks on the items if you wish.
- So the Research Auto-Mark does not mark every item you pick up for research (due to alts that do not craft) I've set it up so that it will only Auto-Mark items with "Save for Research" if the option is turned on AND the character that needs it has the "Other Char. Research" option turned on.:
- Auto-Marks Manual Scan Hotkey: If you wish to apply the auto-marks to items that you already have in an inventory (backpack, bank, guild bank) I created a hotkey you can set up to manually scan the currently OPEN inventory and apply the auto-marks.
- WARNING: If you run a manual scan and an item matches an auto-mark option it will overwrite any marks already on the item.:
- WARNING: Running a manual scan on guild banks with very large inventories may take several seconds.:
- Enable/Disable Filters: Fixed a rare bug in which rare items that are filtered, by the game, under strange buttons (an uncommon place for them) were causing some filters to become enabled even if no items where present under that filter.
- Trading House Bug Fix: Apparently no one noticed, or bothered to mention...the trading house filter was refusing to show any items, preventing you from selling anything on the trading house. It has been fixed.

Version 1.48
- Bug Fix: Bank/Guild Bank deposit filters were broken when I updated code for layout filters. It is fixed.

Version 1.48
- Bug Fix: Filtering Layout Changes: Due to the backpack having different layouts, with the same inventory, if you clicked a filter in your backpack and then opened a different layout of the backpack (like mail, trade, vendor, exc..) and opened the same tab the button (armor, weapons, consumables, exc...) the filter you previously selected would still be pressed (intentional) but the items would not be properly filtered until you changed the filter. It has been fixed.
- Bug Fix: Tab Selection With Empty Filters: Due to the backpack having different layouts, with the same inventory, if you previously had an inventory tab filter selected (like motifs under the consumable tab) and opened a different backpack layout (like mail, trade, vendor, exc...) in which all motifs were filtered (hidden) the button would turn red & become disabled (intentional), but the button would still be selected even though there were no items to show.
Now if you switch inventory tabs to a tab that has a selected filter that is now empty due to your current backpack layout, it will switch to the show ALL filter.
- Bug Fix: Initial Filter Selection: The first time you opened any inventory tab (All, armor, weapons, exc...) the sub menu filter button "show all" button is selected, but it was not getting highlighted. It has been fixed.

Version 1.47
- Woodworking Deconstruction/Improvement ALL Filter: Added a show ALL filter for woodworking deconstruction & improvement.
- Clothier Research Filters: Added Light & Medium armor filters to the clothier research menu bar to show only light or only medium armor items for research.
- Need For Research: Other Chars. Filter: Added settings menu with options to allow you to specify which researchable item types, for that character, you would like to be visible under the "Other Char. Research" filter, while you are playing other characters.
- Save Mark: Added a "Save" mark that allows you to mark an item to be saved. It will not show up in any of the normal windows: vendor, deconstruction, mail, exc... It still shows up in backpack, bank, & guild bank.
Same special rules apply for research (will show up, but can't be researched) & provisioning (craft station will just say you have 0 of them and wont allow you to craft using that item).
- Equipped Item Marks: Added Mark icons to the equipment slots.
- Research Bug Fix: Found & Fixed an error that when you attempted to double click on an item trait for research would cause an error message if all of your research slots were full.

Version 1.46
- Crash Fix For the: LibNeed4Research Library: There is apparently a recipe that has either a bugged recipeResultItemLink or it has strange characters in it that was causing the game to crash, for characters that new that recipe, when the new library attempted to save the link (so it can remember you know that recipe). My characters do not know that recipe & the data for recipes can only be accessed if your character knows the recipe so I had no way of knowing this would happen.
Unfortunately the only way to fix it was to rewrite the library to stop saving recipe links and it means the only way to be sure everyone else's copy of the addon wont crash with the new library is to wipe the saved vars to remove all of the links.
- Crash Fix For the LibFilterIt Library: Rewrote the provisioning part of the LibFilterIt library...it had the same problem LibNeed4Research had.
- Bug Fix: The Trade filters should now work again.
- Bug Fix: Fixed a bug causing errors with equipped items.
- Bug Fix: Fixed a bug with the alchemy station protection code.
- Provisioning Alteration: Due to code changes and to help prevent problems, if a provisioning ingredient is marked with something other than "Save For Provisioning" the provisioning crafting station will just say you don't have enough ingredients to craft the item. It still has the secondary protection to block crafting if another addon attempts to craft a recipe by code.
- Code Improvements: Rewrote the filter functions to condense the code, less code (filter functions needed) & less calls need to be made.
- Protection Code: Made a few more improvements to 'attempt' to prevent errors caused by other addons attempting to perform actions on marked items that FilterIt is blocking.

Version 1.45
- Bug Fix: stopped some error messages from appearing that are caused by other addons trying to delete marked items that are getting blocked.

Version 1.44
- Library Update Bug Fix: Found a bug in the new research library and fixed it.

Version 1.43
- CraftAlchemyItem(..) Fix: Woops, just realized I forgot something. The new CraftAlchemyItem(..) protection was blocking all attempts to craft alchemy items. It has been fixed.

Version 1.42
- Added Some More Protection Code: Added some more code to protect marked items from other addons using: CraftAlchemyItem(..), ExtractEnchantingItem(..), & CraftEnchantingItem(..)

Version 1.41
- Mail Protection: Made adjustments to mail protection to fix compatibility problems with other addons.

Version 1.4
- Trading House: Fixed a type-o that was allowing items that were marked with something other than "Save For Trading House" to show up in the trading house window.

Version 1.3
- Research Filters: Added two research filters under each inventories ALL tabs to filter/show only:
* Items needed for research by your current character
* Items needed for research by other characters
- Show All Button SubMenu Filter Bar Fix: Fixed a minor bug preventing the bank & guild bank "Show All" buttons filter bar from showing up the very first time you open the bank/guild bank.
- Re-Fixed the Unique Nirnroot Wine Filter: When making special adjustments for the unique item Nirnroot Wine (so it would show up under a subfilter) I forgot there were two different trophy filters which caused all drinks to show up under the "Consumable -> Trophies" filter. It has been fixed.

Version 1.2
- Search Box Bug: Fixed a bug causing the search box to show up over the top of filters in some instances.
- Item Improvement Bug: Fixed a bug preventing items from being improved..I think. I dont have any mats to test improving items, but I did find a bug. It should work now.

Version 1.1
- Nirnroot Wine: Added a special exception for Nirnroot Wine in the misc tab filters. The item should now filter under the "Trophies" filter...even though its not actually a trophy. It is probably the only drink item in the game placed under the misc tab, so creating a separate filter for "Misc -> Drinks" would be a waste, they should have made it a trophy anyhow.
- Added Alchemy Protection: Added protection to prevent items from being added to the Alchemy craft slots via: SetReagentItem(..) & SetSolventItem(..)
- Changed the Alert Messages for DestroyAllJunk() & SellAllJunk(): so it doesn't spam once for every marked item when protecting them. Instead it will only display a single alert message regardless of how many marked items were blocked from being sold/destroyed.
- Changed The Provisioning Protection: Previously FilterIt hid recipes if the ingredients were marked for something other than provisioning. I decided that was not a good idea and changed it to just block the crafting process. The recipes will now show even if the ingredients are marked for something else and the "Craft" keybind strip button will be lit up, but if you attempt to craft the item it will fail & you will receive an alert message. This will also help prevent other addons from attempting to craft using ingredients that are marked for something other than provisioning.
Archived Files (56)
File Name
Version
Size
Author
Date
5.0
128kB
circonian
07/17/16 10:19 PM
4.1
126kB
circonian
06/28/16 10:47 PM
4.0
122kB
circonian
06/20/16 09:47 PM
3.9
121kB
circonian
11/03/15 03:15 PM
3.8
121kB
circonian
09/26/15 12:41 AM
3.7
121kB
circonian
09/12/15 11:01 AM
3.6
121kB
circonian
09/11/15 07:10 PM
3.5
121kB
circonian
09/09/15 04:20 PM
3.4
121kB
circonian
09/06/15 09:10 AM
3.3
121kB
circonian
09/05/15 05:19 PM
3.2
120kB
circonian
09/05/15 11:45 AM
3.1
120kB
circonian
08/30/15 12:35 PM
2.9
117kB
circonian
08/10/15 04:24 AM
2.8
117kB
circonian
08/09/15 03:00 PM
2.7
109kB
circonian
07/29/15 11:50 AM
2.6
109kB
circonian
07/22/15 07:26 PM
2.5
109kB
circonian
07/22/15 03:41 PM
2.5
106kB
circonian
07/15/15 05:14 PM
2.3
105kB
circonian
07/04/15 12:44 AM
2.2
104kB
circonian
05/09/15 10:06 PM
2.1
102kB
circonian
04/27/15 11:25 PM
2.0
102kB
circonian
04/25/15 06:54 PM
1.9
102kB
circonian
04/08/15 10:34 PM
1.8
102kB
circonian
03/31/15 04:56 PM
1.76
102kB
circonian
03/28/15 02:54 AM
1.75
101kB
circonian
03/11/15 05:51 PM
1.74
101kB
circonian
03/11/15 01:42 AM
1.73
101kB
circonian
03/09/15 05:03 PM
1.72
101kB
circonian
03/08/15 08:51 PM
1.71
100kB
circonian
03/04/15 10:33 PM
1.7
100kB
circonian
03/04/15 03:36 PM
1.6
100kB
circonian
03/03/15 04:00 PM
1.581
85kB
circonian
02/09/15 10:41 PM
1.58
85kB
circonian
02/09/15 10:07 PM
1.57
85kB
circonian
02/07/15 09:34 PM
1.56
85kB
circonian
02/06/15 03:37 AM
1.55
85kB
circonian
02/05/15 01:58 AM
1.54
85kB
circonian
01/22/15 04:12 PM
1.53
85kB
circonian
01/19/15 06:18 PM
1.52
85kB
circonian
01/18/15 08:39 PM
1.51
85kB
circonian
01/16/15 09:57 PM
1.50
82kB
circonian
01/03/15 08:23 PM
1.49
79kB
circonian
01/01/15 06:19 PM
1.48
79kB
circonian
01/01/15 11:26 AM
1.47
78kB
circonian
01/01/15 05:27 AM
1.46
49kB
circonian
12/29/14 02:15 AM
1.45
50kB
circonian
12/24/14 10:13 AM
1.44
50kB
circonian
12/23/14 11:29 AM
1.43
51kB
circonian
12/22/14 11:11 PM
1.42
51kB
circonian
12/22/14 10:28 PM
1.41
50kB
circonian
12/22/14 04:38 PM
1.4
50kB
circonian
12/22/14 04:10 AM
1.3
50kB
circonian
12/22/14 01:51 AM
1.2
50kB
circonian
12/21/14 06:20 AM
1.1
50kB
circonian
12/21/14 05:29 AM
1.0
49kB
circonian
12/21/14 01:50 AM


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Unread Yesterday, 09:30 PM  
Gamer1986PAN

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Originally Posted by Dingodan
In my oppinion this was the best Filter Tool. It's so bad that it won't get any Update for Morrowind.
I was a big fan of this addon aswell. But now, since you can unique mark weapons on FCO Item Saver - that Addon does great work. At first its a little hard to learn how it works, but once u have made it its great. For now i just do some Basics with it, but its programmed to do much more. Once i have the time i will learn how to do it because i like what you be able to do with FCO...

Originally Posted by Granpafishy
Is there no way to make a patch for this?
The Problem is, that this Addon here is very complex. And FCO is supported with much more addons wich brings us to the point, that it is better for you to use FCO Item Saver...
One thing i miss from Circonians Filter it, was the chance to split light and medium armor on the Clothier. Hope Advanced Filters bring that Option one day as well...
Last edited by Gamer1986PAN : 06/24/17 at 09:48 PM.
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Unread 06/14/17, 10:54 AM  
Granpafishy

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Is there no way to make a patch for this?
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Unread 06/03/17, 09:32 AM  
Dingodan
 
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In my oppinion this was the best Filter Tool. It's so bad that it won't get any Update for Morrowind.
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Unread 05/30/17, 10:58 AM  
iarao

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Re: Rest in Pease, my most favorite add-on

Originally Posted by Bogdan.Kobzar
The ease and simplicity of using this add-on has survived up until now with Morrowind, i will miss it. I've alread looked at others, but, they pale. Thank you for having created this, all good things must end...

addendum--the other one(s) to save/protect items from deconstruction don't work, painfully discovered with a bunch of cp160 epic glyphs.

i too am so sorry it is going away. an absolutely wonderful filter.
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Unread 05/22/17, 03:56 PM  
Bogdan.Kobzar

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Rest in Pease, my most favorite add-on

The ease and simplicity of using this add-on has survived up until now with Morrowind, i will miss it. I've alread looked at others, but, they pale. Thank you for having created this, all good things must end...

addendum--the other one(s) to save/protect items from deconstruction don't work, painfully discovered with a bunch of cp160 epic glyphs.
Last edited by Bogdan.Kobzar : 05/24/17 at 04:56 PM.
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Unread 04/07/17, 11:10 AM  
Baertram
 
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If you want to mark items that look the same, but are different in their enchantment etc. you can use this addon:
http://www.esoui.com/downloads/info300-ItemSaver.html



Originally Posted by Gamer1986PAN
Originally Posted by Baertram
If you want to mark items with different marker icons (at the same time) and want to filter them you can try:
FCOItemSaver
Thats not what i want. Because i know you are german i post the problem in german now:

Sagen wir du hast drei Gürtel vom Branntzauberweber in gleicher Qualität z.B. Episch und Göttlich mit gleicher Verzauberung also vollkommen identisch. Mit Circonians Filterit kann ich z.B. 1 auf Aufwerten setzen, 1 davon mit dem Schloss sichern (weil ich z.B. 2 DDs habe, für die ich das Set sammeln will aber einen noch nicht so aktiv spiele und deswegen nur einen davon aufwerten will) und den 3ten kann ich auf Zerlegen setzen. Bei FCO Item-Saver haben danach alle 3 Items die Markierung für Aufwerten, Sperren und Zerlegen.
Beim FilterIt hier hat genau das Item das ich markiert hab nur diese eine Markierung.
Wenn du das im FCO auch so umsetzen kannst werde ich gerne wechseln, da ich manche möglichkeiten beim FCO gerne verwenden würde, aber die unabhängige Markierung beim FilterIt gewinnt hier für mich...

Für mich (als Programmierinterssierten ohne irgendwelchen Kenntnisse) liest es sich so im Code, als ob das hier aus der Datei "FilterIt_Protection.lua" hauptsächlich dafür sorgen würde, dass jedes Item seine eigenen Markierungen hat und diese in der saved variables abgespeichert werden.
Code:
local function GetItemSaveForMark(slotData)
	local sUniqueId = Id64ToString(GetItemUniqueId(slotData.bagId, slotData.slotIndex))
	
	return FilterIt.AccountSavedVariables.FilteredItems[sUniqueId]
end
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Unread 04/03/17, 06:13 PM  
Gamer1986PAN

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Originally Posted by Baertram
If you want to mark items with different marker icons (at the same time) and want to filter them you can try:
FCOItemSaver
Thats not what i want. Because i know you are german i post the problem in german now:

Sagen wir du hast drei Gürtel vom Branntzauberweber in gleicher Qualität z.B. Episch und Göttlich mit gleicher Verzauberung also vollkommen identisch. Mit Circonians Filterit kann ich z.B. 1 auf Aufwerten setzen, 1 davon mit dem Schloss sichern (weil ich z.B. 2 DDs habe, für die ich das Set sammeln will aber einen noch nicht so aktiv spiele und deswegen nur einen davon aufwerten will) und den 3ten kann ich auf Zerlegen setzen. Bei FCO Item-Saver haben danach alle 3 Items die Markierung für Aufwerten, Sperren und Zerlegen.
Beim FilterIt hier hat genau das Item das ich markiert hab nur diese eine Markierung.
Wenn du das im FCO auch so umsetzen kannst werde ich gerne wechseln, da ich manche möglichkeiten beim FCO gerne verwenden würde, aber die unabhängige Markierung beim FilterIt gewinnt hier für mich...

Für mich (als Programmierinterssierten ohne irgendwelchen Kenntnisse) liest es sich so im Code, als ob das hier aus der Datei "FilterIt_Protection.lua" hauptsächlich dafür sorgen würde, dass jedes Item seine eigenen Markierungen hat und diese in der saved variables abgespeichert werden.
Code:
local function GetItemSaveForMark(slotData)
	local sUniqueId = Id64ToString(GetItemUniqueId(slotData.bagId, slotData.slotIndex))
	
	return FilterIt.AccountSavedVariables.FilteredItems[sUniqueId]
end
Last edited by Gamer1986PAN : 04/03/17 at 06:49 PM.
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Unread 04/02/17, 06:36 AM  
Baertram
 
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This addon's error message seems to be related to this secure error thread: http://www.esoui.com/forums/showthread.php?t=6926

If you want to mark items with different marker icons (at the same time) and want to filter them you can try:
FCOItemSaver

And for additonal filters in your inventories you can use:
Advanced Filters

Originally Posted by Gamer1986PAN
Since this is the only addon that can Mark similar items in different marks like 1 save and the other decon i wont let this addon fell. Can someone tell me how to fix the problem when you try to quickslot any costume or items like the mudball?

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:2452: attempt to access a private function 'PickupCollectible' from insecure code
stack traceback:
	EsoUI/Ingame/Inventory/InventorySlot.lua:2452: in function '(anonymous)'
	EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
	(tail call): ?
	(tail call): ?
	ZO_RepairWindowList1Row1_DragStart:4: in function '(main chunk)'
That Error only appears when using Filterit...
Last edited by Baertram : 04/02/17 at 06:36 AM.
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Unread 03/31/17, 05:54 AM  
Gamer1986PAN

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Since this is the only addon that can Mark similar items in different marks like 1 save and the other decon i wont let this addon fell. Can someone tell me how to fix the problem when you try to quickslot any costume or items like the mudball?

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:2452: attempt to access a private function 'PickupCollectible' from insecure code
stack traceback:
	EsoUI/Ingame/Inventory/InventorySlot.lua:2452: in function '(anonymous)'
	EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
	(tail call): ?
	(tail call): ?
	ZO_RepairWindowList1Row1_DragStart:4: in function '(main chunk)'
That Error only appears when using Filterit...
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Unread 02/04/17, 11:06 AM  
silvereyes
 
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Project abandoned

FYI, I posted a request on the forums for someone to take over this project. I'm not planning to maintain it anymore, since I don't even use it.

If anyone is interested in taking over, please reply on the following forum post, or send me a PM. I would be happy to assign you as an admin.
http://www.esoui.com/forums/showthread.php?t=6739
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Unread 01/14/17, 09:48 PM  
silvereyes
 
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Originally Posted by Graesyn
Awesome add-on, and we all greatly appreciate it being kept alive after the author's departure from ESO/Coding. Feature Request - Is there any chance of getting it to show on the Controller UI side of things?
I highly doubt that, even if someone else takes over the project. This project is pretty heavily invested in they keyboard/mouse UI. The gamepad UI is completely different and would require building all the filters essentially from scratch.
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Unread 01/10/17, 02:33 AM  
Graesyn

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Awesome add-on, and we all greatly appreciate it being kept alive after the author's departure from ESO/Coding. Feature Request - Is there any chance of getting it to show on the Controller UI side of things?
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Unread 12/07/16, 02:28 PM  
silvereyes
 
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Originally Posted by Gamer1986PAN
Is it possible to filter "bound" and "unbound" Equip?
No, that's not one of the filters, unfortunately.

Honestly, I would love to see someone pick this addon up and overhaul it with tons of simultaneous GUI filters in the spirit of AwesomeGuildStore. I don't have the time to take on a project like that, though, so if you need more than just level filters and categories, I recommend Advanced Filters for the time being.
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Unread 12/06/16, 11:52 AM  
Gamer1986PAN

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Is it possible to filter "bound" and "unbound" Equip?
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Unread 11/14/16, 01:44 PM  
QuadroTony
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found incompatibility with Item Saver

quick slots subfilters not working, showing all items under every filter
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