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Morrowind (3.0)
Updated:07/11/17 10:17 PM
Created:06/21/17 01:14 PM
Monthly downloads:100
Total downloads:13,507
Favorites:14
MD5:
LazyThief  Popular! (More than 5000 hits)
Version: 0.3.1
by: sulexa [More]
LazyThief Features:
-Auto loots all stolen items in containers when you're in sneak and you're not visible.
-Parameters for minimum quality of all stolen items.
-Management of all stolen items. (you can choose between do not take the item, destroy the item, or take the item and mark it as junk)
-Auto sell/launder

This is my first add-on, I wanted something to help me in my thief life.

Futures plans :
-Improved settings panel
-Pickpocket wait time indicator (little loading element who said you how much time left before you can pickpocket again the same target)

And many more thing to come!

If you encounter a bug or you have idea of fonctionality that will help your thief life, don't hesitate to let a comment.

Special Thanks to Harven for his help.
LazyThief 0.3.1 :
-Corrected auto sell/launder (All inventory slot are know checked)

LazyThief 0.3 :
-Rework settings interface
-Added autoSell/Launder
-Added new type

Already 500+ downloads, Amazing. I have some troubles with the interface at the moment, that's why the update take so long and the interface is still unfinished.

LazyThief 0.2.2 :
-Added new types : Trophy, Raw material and Lure

Already 200+ download of this addon i really appreciate to see my work used :D
Special thanks to the two player who send me the debug message for help me to improve the addon.
(And thanks for the donations which was with the message)


LazyThief 0.2.1 :
-Added new type : Container
-Added version number to .txt and .lua files

LazyThief 0.2 :

-Now LazyThief work with all stolen items (stolen from a container, pickpocket, stolen on a table...)
-Added Item management you can now choose what to do for the unwanted item (you can choose between do not take the item, destroy an item, or take an item and mark it as junk)
-Added a lot of item categories which was missing from the 0.1, i think there are all in now, you will have a message if you find something missing. (please send it to me ingame or in the forum)
-Reworked settings interface, your settings are reset, they will not reset with next version.
Archived Files (3)
File Name
Version
Size
Uploader
Date
0.3
46kB
sulexa
07/10/17 05:13 PM
0.2.2
44kB
sulexa
06/26/17 09:33 AM
0.1
43kB
06/21/17 01:14 PM


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Unread 01/11/22, 03:43 AM  
Jammet
 
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Stolen items are just gone

A lot of the time, this addon just "eats" everything taken. It's not super important to me but I thought I'd report this for you. Only after completely disabling it or restarting the whole game, I get this to function the way it's supposed to, sometimes.

And it's configured to simply auto-close containers and confirm taking things, nothing else. Nothing else at all.
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Unread 07/23/20, 10:31 AM  
bleakraven

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leads

What kind of config should I have to auto loot Leads from lockboxes?
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Unread 10/20/17, 10:21 AM  
wolfstar

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Originally Posted by Kyoma
Hmmm, was looking at the code and you have a huge amount of non-local functions. Which is kinda bad as it pollutes the global namespace and might create problems with other addons.
Would that be why I sometimes looted even when not stealthed? It was always worrisome whenever I wanted to look at a container and wound up stealing in full view of people and incur a bounty and get attacked. Now that Master Thief has been updated again, I went back to that.
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Unread 08/10/17, 05:56 PM  
wolfstar

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Could you do account-wide comparisons of recipes? I found it really useful in Master Thief to know which toons knew or needed a recipe, and I'm really missing that in this addon.
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Unread 07/19/17, 09:05 PM  
sulexa
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I will try to answer and to summarize what i will do

Originally Posted by M-ree
Here's the function Sulexa uses in this mod:

itemDefaultType = GetItemLinkItemType(itemStolen)

Is it the wrong function for the purpose? I see that you use it returning values to two variables, but the first one seems to be the same you reference.
This is perfectly fine, if i have only one variable the first one of GetItemLinkItemType will be store in it.
If i want the two i need to do that : itemDefaultType, specializedType = GetItemLinkItemType(itemStolen)
And if i only want the second i need to do that : _, specializedType = GetItemLinkItemType(itemStolen)


I will continue using ZOS constant for itemType because there is no really other good solution, i don't want to make a big database of all the items you can steal in the game. (It will take ages to do)

I will add an array with item exception like decorative wax, like that we will correct that for now and have a way to correct that for other items in the future.
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Unread 07/18/17, 06:03 PM  
M-ree

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Originally Posted by Dolgubon
Originally Posted by M-ree
Well, here we have to disagree. I had to edit over half a dozen add-ons which started giving errors or stopped working as should because the "hardcoded" names changed.

And can you explain why it gives itemtype 10 then on stealing decorative wax?

Here's the function Sulexa uses in this mod:

itemDefaultType = GetItemLinkItemType(itemStolen)

Is it the wrong function for the purpose? I see that you use it returning values to two variables, but the first one seems to be the same you reference.

(I don't know LUA or ESO specifics to code stuff myself, only know general stuff enough to be able to debug/fix things even without that.)
Maybe wait for authors to update their addons? I think you're referring to the changes to how styles work on the PTS? If so, that's because something more fundamental has changed. But in general, using the constant and not the value of it is bad. Using constants provides higher readability, and it is much more resistant to changes in the game's code. ZOS will use those pre defined constants, and so if they want to change the name of a constant they'll need to change stuff in multiple places. If they just want to change the value that's a very simple change. To put it another way, you've encountered one situation where hardcoded stuff might be better, but you never noticed the 100s of other situations where it wasn't better, because those constants were used.

After checking a bit more, it appears that Decorative Wax (and only decorative wax) has the wrong item type assigned to it. The other furnishing mats do indeed have the correct item type of ITEMTYPE_FURNISHING_MATERIAL. That said, I believe ZOS is already aware of it, and it should be fixed for the next major patch. (check here for more info: http://www.esoui.com/forums/showthread.php?t=6871)


In the meantime, using the ItemID would work for determining if it is decorative wax.
I don't use PTS. It's add-ons which are mostly not getting updated.

And yeah, as I said, usually, you wanna rely on globals... But for some reason, in ESO, their names have changed a few times.

Wax seems to be the only one that appears in containers. I think it might be possible it got the type 10 not as a mistake, but on purpose, *IF* the containers just have "pick a random type 10 thing" somewhere in their script...
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Unread 07/18/17, 04:41 PM  
Dolgubon
 
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Originally Posted by M-ree
Well, here we have to disagree. I had to edit over half a dozen add-ons which started giving errors or stopped working as should because the "hardcoded" names changed.

And can you explain why it gives itemtype 10 then on stealing decorative wax?

Here's the function Sulexa uses in this mod:

itemDefaultType = GetItemLinkItemType(itemStolen)

Is it the wrong function for the purpose? I see that you use it returning values to two variables, but the first one seems to be the same you reference.

(I don't know LUA or ESO specifics to code stuff myself, only know general stuff enough to be able to debug/fix things even without that.)
Maybe wait for authors to update their addons? I think you're referring to the changes to how styles work on the PTS? If so, that's because something more fundamental has changed. But in general, using the constant and not the value of it is bad. Using constants provides higher readability, and it is much more resistant to changes in the game's code. ZOS will use those pre defined constants, and so if they want to change the name of a constant they'll need to change stuff in multiple places. If they just want to change the value that's a very simple change. To put it another way, you've encountered one situation where hardcoded stuff might be better, but you never noticed the 100s of other situations where it wasn't better, because those constants were used.

After checking a bit more, it appears that Decorative Wax (and only decorative wax) has the wrong item type assigned to it. The other furnishing mats do indeed have the correct item type of ITEMTYPE_FURNISHING_MATERIAL. That said, I believe ZOS is already aware of it, and it should be fixed for the next major patch. (check here for more info: http://www.esoui.com/forums/showthread.php?t=6871)


In the meantime, using the ItemID would work for determining if it is decorative wax.
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Unread 07/18/17, 04:07 PM  
M-ree

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Originally Posted by Dolgubon
Originally Posted by M-ree
Originally Posted by Dolgubon
Actually, all the furnishing mats have a different itemtype. ITEMTYPE_FURNISHING_MATERIAL is the item type.
Either not really, or it seems to have the same numeric value as provisioning ingredients. When stealing from containers, Decorative Wax has item type of 10, which is the same as provisioning ingredients.

As I mentioned, I added following lines into this mod's getLootItems function specifically to track items it doesn't process correctly:

if(itemAllowed >= 1) then
d("Item stolen: "..itemStolen..", type "..itemDefaultType)
LootItemById(lootId)
else
d("Item ignored: "..itemStolen..", type "..itemDefaultType)
end

Generally, relying on predefined constants like "ITEMTYPE_FURNISHING_MATERIAL" mentioned above is, unfortunately, a bad idea because you don't know what they are and how they relate to each other. Moreover, in ESO, they have a habit of changing, including getting their names change. I had to manually fix some add-ons, e.g., when crafting style identifier names got changed.
So actually, NOT relying on predefined constants is the bad idea. In ESO, they have the general habit of not changing. Hardcoding constants means that if the constant value is changed, you will need to change stuff. Hardcoding the style identifier names? You're making extra work for yourself. Also, crafting styles is one of the few situations where it's been changed, and the change is for the better - it'll make it easier for crafting addons to deal with crafting styles in the future.


Also, no, they have different item types.


local itemLink = GetLootItemLink(lootId, 0)
local itemType, specializedType = GetItemLinkItemType(itemLink)

itemType will be 62, and this item type is shared by the furnishing crafting materials, but not shared by other non furniture specific crafting materials.
Well, here we have to disagree. I had to edit over half a dozen add-ons which started giving errors or stopped working as should because the "hardcoded" names changed.

And can you explain why it gives itemtype 10 then on stealing decorative wax?

Here's the function Sulexa uses in this mod:

itemDefaultType = GetItemLinkItemType(itemStolen)

Is it the wrong function for the purpose? I see that you use it returning values to two variables, but the first one seems to be the same you reference.

(I don't know LUA or ESO specifics to code stuff myself, only know general stuff enough to be able to debug/fix things even without that.)
Last edited by M-ree : 07/18/17 at 04:08 PM.
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Unread 07/18/17, 12:58 PM  
Dolgubon
 
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Originally Posted by M-ree
Originally Posted by Dolgubon
Originally Posted by sulexa
Originally Posted by M-ree
Originally Posted by sulexa
Originally Posted by M-ree
* I don't know how to tell them apart easily, but furniture crafting mats are same type and rarity as basic provisioning mats.


You can steal furniture crafting mats too?


At the moment, you can steal the Decorative Wax. Unfortunately, it shares both the item type and rarity with normal provisioning mats.


Maybe they don't share the same advanced item type if not the only solution is to compare it to a new made database of all the furniture crafting mats. Not that easy, i will look into that.
Actually, all the furnishing mats have a different itemtype. ITEMTYPE_FURNISHING_MATERIAL is the item type.


Either not really, or it seems to have the same numeric value as provisioning ingredients. When stealing from containers, Decorative Wax has item type of 10, which is the same as provisioning ingredients.

As I mentioned, I added following lines into this mod's getLootItems function specifically to track items it doesn't process correctly:

if(itemAllowed >= 1) then
d("Item stolen: "..itemStolen..", type "..itemDefaultType)
LootItemById(lootId)
else
d("Item ignored: "..itemStolen..", type "..itemDefaultType)
end

Generally, relying on predefined constants like "ITEMTYPE_FURNISHING_MATERIAL" mentioned above is, unfortunately, a bad idea because you don't know what they are and how they relate to each other. Moreover, in ESO, they have a habit of changing, including getting their names change. I had to manually fix some add-ons, e.g., when crafting style identifier names got changed.


So actually, NOT relying on predefined constants is the bad idea. In ESO, they have the general habit of not changing. Hardcoding constants means that if the constant value is changed, you will need to change stuff. Hardcoding the style identifier names? You're making extra work for yourself. Also, crafting styles is one of the few situations where it's been changed, and the change is for the better - it'll make it easier for crafting addons to deal with crafting styles in the future.


Also, no, they have different item types.


local itemLink = GetLootItemLink(lootId, 0)
local itemType, specializedType = GetItemLinkItemType(itemLink)

itemType will be 62, and this item type is shared by the furnishing crafting materials, but not shared by other non furniture specific crafting materials.
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Unread 07/18/17, 01:54 AM  
M-ree

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Originally Posted by Dolgubon
Originally Posted by sulexa
Originally Posted by M-ree
Originally Posted by sulexa
Originally Posted by M-ree
* I don't know how to tell them apart easily, but furniture crafting mats are same type and rarity as basic provisioning mats.
You can steal furniture crafting mats too?
At the moment, you can steal the Decorative Wax. Unfortunately, it shares both the item type and rarity with normal provisioning mats.
Maybe they don't share the same advanced item type if not the only solution is to compare it to a new made database of all the furniture crafting mats. Not that easy, i will look into that.
Actually, all the furnishing mats have a different itemtype. ITEMTYPE_FURNISHING_MATERIAL is the item type.
Either not really, or it seems to have the same numeric value as provisioning ingredients. When stealing from containers, Decorative Wax has item type of 10, which is the same as provisioning ingredients.

As I mentioned, I added following lines into this mod's getLootItems function specifically to track items it doesn't process correctly:

if(itemAllowed >= 1) then
d("Item stolen: "..itemStolen..", type "..itemDefaultType)
LootItemById(lootId)
else
d("Item ignored: "..itemStolen..", type "..itemDefaultType)
end

Generally, relying on predefined constants like "ITEMTYPE_FURNISHING_MATERIAL" mentioned above is, unfortunately, a bad idea because you don't know what they are and how they relate to each other. Moreover, in ESO, they have a habit of changing, including getting their names change. I had to manually fix some add-ons, e.g., when crafting style identifier names got changed.
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Unread 07/17/17, 11:12 PM  
Dolgubon
 
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Originally Posted by sulexa
Originally Posted by M-ree
Originally Posted by sulexa
Originally Posted by M-ree
* I don't know how to tell them apart easily, but furniture crafting mats are same type and rarity as basic provisioning mats.
You can steal furniture crafting mats too?
At the moment, you can steal the Decorative Wax. Unfortunately, it shares both the item type and rarity with normal provisioning mats.
Maybe they don't share the same advanced item type if not the only solution is to compare it to a new made database of all the furniture crafting mats. Not that easy, i will look into that.
Actually, all the furnishing mats have a different itemtype. ITEMTYPE_FURNISHING_MATERIAL is the item type.
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Unread 07/17/17, 02:48 PM  
sulexa
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Originally Posted by M-ree
Originally Posted by sulexa
Originally Posted by M-ree
* I don't know how to tell them apart easily, but furniture crafting mats are same type and rarity as basic provisioning mats.
You can steal furniture crafting mats too?
At the moment, you can steal the Decorative Wax. Unfortunately, it shares both the item type and rarity with normal provisioning mats.
Maybe they don't share the same advanced item type if not the only solution is to compare it to a new made database of all the furniture crafting mats. Not that easy, i will look into that.
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Unread 07/17/17, 08:26 AM  
M-ree

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Originally Posted by sulexa
Originally Posted by M-ree
* I don't know how to tell them apart easily, but furniture crafting mats are same type and rarity as basic provisioning mats.
You can steal furniture crafting mats too?
At the moment, you can steal the Decorative Wax. Unfortunately, it shares both the item type and rarity with normal provisioning mats.
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Unread 07/16/17, 10:28 PM  
M-ree

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Originally Posted by Devolus
Can you please explain what is considered: Treasure, Tool, and Trophy when it comes filtering them out for the addon?
Treasure (type 56) are the loot you sell to the fence. Tools (type 9) are lockpicks and I think that's it for lootables. Trophy (type 5) are mostly treasure maps, maybe some other lootables, too, but nothing off the top of my head.
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Unread 07/16/17, 10:12 PM  
Devolus

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Can you please explain what is considered: Treasure, Tool, and Trophy when it comes filtering them out for the addon?
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