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Updated: 06/26/14 12:38 PM
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Craglorn (1.1)
Updated:06/26/14 12:38 PM
Created:03/14/14 02:30 PM
Downloads:498,896
Favorites:1,065
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Categories:Map, Coords, Compasses, Data Mods, TradeSkill Mods
HarvestMap (EsoheadMarkers)  Popular! (More than 5000 hits)
Version: 2.6.5
by: Shinni, Sharlikran
HarvestMap (formerly known as EsoheadMarkers) displays harvest nodes and chests on map and compass.

When updating from EsoheadMarkers, please remember to delete the old addon!

Features:
  • Displays (discovered) Harvest Nodes, Chests, Fishing Holes, Solvents on map and compass
  • Compatible with all languages (French translation by Kalmeth and wookiefrag)
  • Single account settings to customize your characters role in game, or toggle to use Account Wide settings
  • Filters for each Pin type (chests + a pin type for every kind of harvest node)
  • Filters out false Nodes and Crates, Barrels etc. from Alchemy
  • Shows basic statistics after import
  • Filter options to customise what HarvestMap tracks and imports
  • Size and color settings for each pin type
  • Field of view and distance settings for the compass
  • Import your already discovered nodes from Esohead via the chat command /harvest import [The Addon Name]

Slash Commands:

/harvest reset
CAUTION! Completely resets all gathered data!

/harvest reset DATATYPE
Resets a specific type of data

Valid types are:
"nodes" - All the valid data used by HarvestMap. It is not recommended to reset this.
"mapinvalid" - All invalid data from maps that HarvestMap could translate. This can be reset after importing data.
"esonodes" - All valid data from maps that HarvestMap could not translate. This can be kept for future updates.
"esoinvalid" - All invalid data from maps that HarvestMap could not translate. This can be reset after importing data.

/harvest datalog DATATYPE
Datalog will return the number of nodes of that data type in the database. For example "/harvest datalog nodes" will tell you how many nodes and what kind are being used by HarvestMap.

/harvest import addon
Imports data from Esohead, EsoheadMerge, Harvester, and HarvestMerge.

"esohead" - Esohead
"esomerge" - EsoheadMerge
"harvester" - Harvester
"merger" - HarvestMerge

Read before posting in the comments!
  • I have a question!
    Please read the FAQ.
    If your question wasn't answered, feel free to ask in the comment section.
  • What happened to EsoheadMarkers?
    I expect many people to ask this question, so I will answer it here as well.
    The Esohead addon is to buggy to be used by a Gatherer, also it only works for English clients.
    That's why I decided to reprogram this addon, so it works independently without Esohead.
    Don't worry, you can still use your already gathered data. The chat command /import imports your already gathered Esohead data. (Esohead needs to be active while importing!)
    Note that HarvestMap does not display SkyShards as did EsoheadMarkers, so you may want to use Skyshards by Garkin.
    (They're finally compatible, yay!)
  • Do I still need the Esohead addon?
    The addon needs to be active for /import to work. After you imported your old data, you don't need Esohead anymore for this addon.
    It would still be great if you continued to use Esohead and upload you data.
  • I have a suggestion / feature request!
    Look if someone had the same idea in the feature section. If you are the first, add the request in the said section. In the feature section of the author portal you can also post notes or discuss requested features.
    I tend to lose track of all the requests in the comment section, so please post it in the author portal.
  • I found a bug!
  • The addon crashes!
    Look in the bug section, if someone already notified me about the bug. If it's a new bug, post it in this section and remember to add the error message (or a screenshot of it), if there is one.

    Also, I seems minion doesn't delete the old EsoheadMarkers folder. Please delete it or at least disable EsoheadMarkers as the old addon isn't compatible with the new one and will result in crashes.

Map Pins and Other mods:

Mods like ZrMM are completely separate from HarvestMap. HarvestMap can't tell ZrMM or, any mod for that matter, how to draw the pins and what size they should be. HarvestMap uses the standard Zenimax API to draw the map pins. Please refer all questions to the mod author.

Importing the Esohead.lua file:

NOTE: For over a month it has been repeatedly mentioned in multiple places that the Daily Merge file has grown to be too large to simply copy to your SavedVariables folder and import. You will not be able to log in or the game will crash because of the file size. Unfortunately it does not effect everyone.

There is no simple way to explain how to manually edit the file. If any part of the file is edited incorrectly it will not work at all. The tutorial for EsoheadMerge goes over how to properly edit the file. However, you may have to edit out small parts of it multiple times until you are able to log in before you can import the file. This is a known, and yet unresolved Zenimax bug and issue and has nothing to do with this mod or Esohead.
  • You must be logged out of ESO to copy files to your SavedVariables folder. Log in only after you have copied the Esohead.lua file to your SavedVariables folder, and have edited the user name of the file.
  • Download the latest versions of both Esohead and HarvestMap and extract them to your Addons folder
  • Go to this link and get the newest file
  • Open the Esohead.lua file you downloaded and change the account name from ["@ESOMerge"] to your own account name. Account names are case sensitive.
  • Backup your previous Esohead.lua in your SavedVariables folder
  • Copy the downloaded Esohead.lua file to your SavedVariables folder
  • Log into ESO and at the Character selection screen go to ADD-ONS and make sure both Esohead and HarvestMap Active
  • Log into one of your Characters
  • After your char loads, type /harvest import [The Addon Name]
  • Log out and replace the downloaded Esohead.lua with your backup, or delete it since it is no longer needed

EsoheadMerge Tutorial:

Watch this video for a complete overview of everything related to importing and merging Esohead files. I cover importing into EsoheadMerge rather then HarvestMap because the video is a prerequisite to doing any kind of merging or importing. I will cover HarvestMerge and HarvestMap in a separate video. It won't go into the details covered in this one so you will need to have watched this first.
  • How to manage your Esohead files
  • Uploading to the merge site
  • Downloading from the merge site
  • Editing the account name
  • Editing the file when is too big and prevents you from logging into ESO.
  • Importing into EsoheadMerge

One other thing not mentioned in the video is that sometimes Zenimax does not report your user name to mods. When that happens you should try changing the username to [""] which is a blank user name. It is the least likely resolution but works sometimes. However, once the Zenimax servers provide the username it causes me to wonder. Although, I have never had this issue it stands to reason that if the nodes are imported under a blank user name, they may not show up after your user name is properly reported to the mod. If the nodes are unavailable you will have to import again in order for them to show up under your username. When that happens you will have a file that is twice as large as it needs to be and will cause long load times. The file should be backed up and carefully edited to remove the false profile with the [""] blank user name.

HarvestMerge Tutorial:

Watch this video for information on HarvestMerge and HarvestMap. [NEW VERSION]
  • Explanation of differences between HarvestMerge and EsoheadMerge
  • Brief overview of editing the account name and importing
  • Brief overview of managing information between all the mods
  • Brief overview of the settings panel
  • How to import with and without filters
  • Which mods to keep enabled and which mods you could disable

Unless you are already aware of how to import and merge files then you should have watched the other video on EsoheadMerge. I go over details about the map names and localization but I don't go into exactly the same details as I do in the EsoheadMerge video.

Filter Options:

The default value for filters is OFF. When the Import filter is OFF then the mod will import from the Daily Merge file. When the Gather filter is OFF then new nodes not already in your database will be recorded and show up on your map.

The tooltip says to Enable, or to turn it ON, to filter that kind of node. When either of them are ON it will prevent importing or recording of new nodes.

Long Load Times:

Remember you should always backup your HarvestMap.lua before importing the Daily Merge file or, doing any kind of experimenting with the settings. Depending on how many nodes you are importing long load times are unavoidable. You will notice I added a report when you import nodes from the Daily Merge file. With a brand new HarvestMap.lua you will notice that you are importing over 14,000 nodes. Once that happens your HarvestMap.lua file will be about 6.5MB in size. If your load times are long then limit what is imported. Go to settings and turn the filters ON for anything you don't really care about. Otherwise if you want to track everything, then you will have to tolerate the long load times.

One other thing to remember is that when you are done importing the Daily Merge file it is no longer needed. You can and should delete it because the file from 4/30/2014 is 6.5MB and the latest file is over 8MB. That will also increase your load times significantly.

Only a few Pins on the Map after importing from the Daily Merge file:

When you import from the Daily Merge file you will get only what is in the file. If you look at "The Rift" for example and you see 10 Pins then that is all that was there. Please open the Daily Merge file and search for the map name you want to check before posting. If you don't see that many locations then there weren't any more nodes that could have been added. You didn't do anything wrong and the import did not fail. The daily merge only has what people have uploaded to the site.

Currently the Merge File is so large you can't use it to record new data and then upload that to the merge site. What you can do is upload small files with data that might be new. The merge site will take care of it from there. You should never play with the Esohead.lua Daily Merge file in your SavedVariables folder because it will never look at the map names that are not for the language you are using in the game. For example if you use the English version it will only look at "Bleakrock Village" not "Ödfels^N,in". So you are causing Esohead to take more time to look for duplicate nodes and increasing your login time.

What I am encouraging people to do is backup your usable data into HarvestMerge. After that you have a backup of everything you use in HarvestMap delete your current Esohead.lua file or the Daily Merge file if it's still there. I recommend this so that you can keep the file small. Then when you try to upload the information the file will be small enough that the Merge Site will accept it. The site will process any new data once per day so if your information is not duplicated then it will be added to the large Daily Merge file. This is the only way to keep getting new information.

Duplicate Nodes:

Shinni's condensed nodes

Without condensing the nodes


Nodes appearing in a location slightly different from the node

What Shinni did was start adding the Node Name to the "Pin" rather then make a new Pin for each and every node. This is based off of the Profession type. When HarvestMap goes through the nodes it starts by looking for duplicate nodes of the same type and if none are found then it records one. That will be one Pin with One node name on the tooltip. Then each Node Name for the same location is then added to that node. For example if there are 3 Alchemy nodes close to each other, you will have one Pin with a tooltip showing the three names. The Pin will always be in the location of the first node found, so it will always look like the node is slightly out of place.

So the Nodes and the Pins will never line up. If I changed this your Map would be littered with pins in slightly different locations. It would cause significant performance issues drawing a bunch of unnecessary Pins. So I won't change that. Trust me I tried it once and saw what it did and said, "Wow Shinni had a good idea there, that's neat."

Problem with Duplicate Chest and Fishing Hole Pins

This can't be prevented because Esohead.lua Daily Merge has a lot of duplicate pins in it because ALL versions prior to 0.1.10 (which has my updates) recorded duplicate pins. Especially for both Chests and Fishing Holes, Esohead could record up to 12 of them for the same spot if you ran around one in a circle. With 0.1.10 or 0.1.11 all the Chests and Fishing Holes use the same value that HarvestMap does so that they aren't duplicated so much.

HarvestMap will see all the Chest locations whether or not it is a duplicate of another Chest. When HarvestMap finds the first Chest it looks to see if there is one close to it, if none are in range then it places the Chest. Once it finds one within range it will ignore that one and consider it a duplicate. However, there could have been 2 or more locations and one of them was more accurate and would have been a better choice. If there were a way to delete all the Chest pins there is a chance that when you import the Daily Merge file, the duplicate node could reappear.

The Daily Merge file can not be cleansed of locations that are not accurate. You can have one Pin on the map in approximately the correct location but, it would be difficult to have one "accurate" Chest or Fishing Hole Pin on the map "IF" you import the Daily Merge file. This is partially due to a limitation of the API. We can only get the location of the player not the target of the player. I noticed it seems to work on NPCs but it won't work for anything like harvest nodes, Chests, or Fishing holes.

Reducing duplicate Chest and Fishing Holes

I added two new sliders to HarvestMap so that users can make adjustments and reduce duplicate pins. Open the settings for HarvestMap and toward the top of the list the slider you could try changing is "Minimum Reticleover Distance". When you import form Esohead.lua and you have set the value larger then 49 that could help eliminate some duplicate chests. However, with a larger value if the location of your player is more accurate it won't be recorded because you are in range of the first pin.

What can be done

What I am finding is that the Esohead.lua from the Daily Merge has a lot of data that I can't keep out of HarvestMap/HarvestMerge. If I keep trying to do too much it will mess things up. So for the next few revisions of HarvestMap and HarvestMerge I will be simplifying how I do things. However, whatever pins are still there, duplicate or not, and nearly in the same place or not, will have to remain there. If there was a way to delete the Pin, the next time you imported the Daily Merge file you would get it back and have to manually delete it again.

Troubleshooting:

Sometimes people post that they don't see pins on the map, or the compass. There are also posts that they can't log in with Esohead or HarvestMap installed. Another common post is that importing nodes doesn't work. I have posted common ways to resolve import issues above. There is no one reason for the other two so you can try these suggestions and see if they help. These steps are provided as suggestions and not all of them are related to your issue nor will all of them resolve your issue. Use any steps that seem related to your issue. I am not responsible for any adverse results that occur as a result of trying these steps. I expect that users have enough computer knowledge to try the steps themselves or a friend you can ask for help to preform the steps with you.

1. EsoheadMarkers is not compatible with HarvestMap. I am not sure how well Minion updates mods. Because of that I recommend that you go to your Addons folder. It is usually located in C:\Users\[YourUserName]\Documents\Elder Scrolls Online\live\AddOns. If you see a folder named EsoheadMarkers delete the folder then delete HarvestMap. Download 2.4.3 and manually install a new copy of HarvestMap to the Addons folder.

2. Esohead is for collecting data for the Esohead site in order to build a database of information relating to Elder Scrolls Online. You only need that mod to import nodes you have discovered and nodes that other people have found using a file from a site that merges user submissions. You can try disabling the mod temporarily for troubleshooting or you can backup and delete the Esohead.lua file in your SavedVariables folder.

Note: If you are going to delete the Esohead.lua file from your SavedVariables folder don't forget to submit it to help improve the sites database of information.

The Esohead.lua save file is usually located in your C:\Users\[YourUserName]\Documents\Elder Scrolls Online\live\SavedVariables folder. If the game is not loading copy that file to another location or use an archive program like 7Zip and make a zip file. Then when you are sure you Ziped up the file or if you are sure copying the file was successful, delete Esohead.lua.

3. HarvestMap also keeps a file in your SavedVariables folder named HarvestMap.lua. That folder is usually located in C:\Users\[YourUserName]\Documents\Elder Scrolls Online\live\SavedVariables. If the game is not loading copy that file to another location or use an archive program like 7Zip and make a zip file from it. Then when you are sure you Ziped up the file or if you are sure copying the file was successful, delete HarvestMap.lua.

4. Sometimes ESO gets a bit "buggy" and doesn't internally save the current account name. (Happens often after a new update)

Close the game and open the file SavedVariables/HarvestMap.lua, it should look something like this:
Lua Code:
  1. Harvest_SavedVars =
  2. {
  3.     ["Default"] =
  4.     {
  5.         ["@YourAccountName"] =
  6.         {
  7.             ["$AccountWide"] =
  8.             {
Replace ["@YourAccountName"] with [""] and everything should work again.

Note that a few hours later the game may know your account name again, so you will have to replace [""] with ["@YourAccountName"] again.

5. Your account name is case sensitive. So to see what your actual account name is backup your HarvestMap.lua file in SavedVariables and delete it. After TESO makes a new one look at your account name. If you have been putting ["@Youraccount"] but TESO is reporting it as ["@YOURACCOUNT"] make sure you use the same account name TESO is reporting to HarvestMap.

6. Sometimes the pins don't show up on the compass or the map because the option is turned off. So be sure you look at the HarvestMap settings.
## 2.6.5

Updates
- Changed version number

## 2.6.4

Updates
- Changed version number
- Added disclaimer to Readme as requested by Zenimax

## 2.6.3

Feature
- Added Map filters[1]

[1]Map filters are organized by Alliance. These filters do not apply to gathering, only importing.

This is the initial release of this new feature but it does the job quite well. If you would like to leave feedback on the new filter please be specific about the change or update you would like. Understand that I don't want to make a large list of maps and only filter certain things when a bunch of conditions are met.

## 2.6.2

Bugfix
- Fixed bug that caused an exception when importing with debug mode on

## 2.6.1

Bugfix
- Fixed bug that allowed containers from Esohead.lua files to be added as Solvent nodes.[1]

[1]The easiest way to fix this is to use your HarvestMerge data and import into HarvestMap with the solvent filters ON. Then turn the filters back OFF when you import other Esohead.lua files. You will only loose the valid "Pure Water" nodes but those are very easy to find. Once you import the HarvestMerge with the filters on, I would reset your HarvestMerge data and import from HarvestMap so you don't import the solvent nodes again in the future.

## 2.6.0

Updates
- Added Node Name translation.[1]

Bugfix
- Updated how HarvestMap handles different nodes in the same location.[2]

[1] This prevents the tooltip from having the node name in each language and translating two from German or French to english.
[2] For example High Iron Ore, Orichalcum Ore and Calcinium Ore spawning in the same spot. The tooltip should properly reflect the nodes that have spawned it its location.

## 2.5.9

Minor Update
- Simplified duplicate node detection routine

## 2.5.8

Minor Update
- Updated Custom Compass Pins only

## 2.5.7

Bugfix
- Changed the coefficient from the incorrect value of 0.00001 to 0.000001

With the old value the result would have been 0.00025 and it should be 0.000025. This would have made some nodes insert into other nodes when they shouldn't have. I am sorry for the mistake and any nodes lost. Please restore and import backups using HarvestMerge. HarvestMerge was unaffected since it did not get the update to have a slider to adjust the range of duplicate nodes.

## 2.5.6

Feature
- Added slider options so users can fine tune the range at which the nodes are considered duplicate nodes
This will let users adjust the setting without manually editing files or waiting for me to release a new version with different values.

- Added new slash command "/harvest reset defaults"
Allows users to reset their settings to the original defaults. This does not reset nodes or collected data. If you had AccountWide settings ON you will need to toggle it ON again.

## 2.5.5

Updates
- Updated localization routines[1][2]
- Updated auto update routines for when localization has changed

[1] Upon further investigation versions 2.4.7, 2.4.8, and 2.4.9 would not have handled Cgarlorn data correctly due to lack of localization information from Esohead.com. This has been resolved. All versions of harvestMap 2.5.0 or newer handle Craglorn data. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.
[2] Upon further investigation HarvestMerge version 0.1.4 had some Craglorn support. HarvestMerge versions 0.1.5 or newer handle Craglorn data. HarvestMerge will automatically move Craglorn data to the pool of usable data for importing into HarvestMap.

## 2.5.4

Bugfixes
- Updates to resolve HarvstMap refreshing pins too frequently [Garkin]
- Updated Custom Map Pins using data for maps other then the current one [Garkin]
- changed "Violet Copninus" to correct spelling of "Violet Coprinus"

Updates
- Verified some Craglorn map names.[1]
- Updated localization info

[1] It was reported that Craglorn data was made unavailable after 2.4.7. I could still use backups of HarvestMap.lua from 2.4.0 to 2.4.6 and 2.5.0 or higher. All versions of HarvestMpa 2.5.0 or higher have proper Craglorn support. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.

## 2.5.3

Bugfix
- Duplicate node verification was too strict

## 2.5.2

Bugfix
- Fixed issue with HarvestMerge skipping chests and fishing holes in certain cases.

## 2.5.1

Bugfix
- Fixed importing with all filters on. Some items were still being imported.

## 2.5.0

Updates
- Updated importing routines. If you use HarvestMerge you will have to update to 0.1.5 in order to import information.
- Attempted to make counters more accurate.
- Updated Craglorn Support[1]

[1] It was reported that Craglorn data was made unavailable after 2.4.7. I could still use backups of HarvestMap.lua from 2.4.0 to 2.4.6 and 2.5.0 or higher. All versions of HarvestMpa 2.5.0 or higher have proper Craglorn support. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.

## 2.4.9

Updates
- Added more craglorn support and other map localization from Esohead
- Updated node recording routines. You should not get duplicate fishing and chest nodes.

## 2.4.8

Updates
- Added craglorn support to localization files

## 2.4.7
- Added importing features for Esohead, EsoheadMerge, Harvester, and HarvestMerge
- Added advanced slash commands
- Most of the save file is now part of an array similar to Esohead allowing use of advanced slash commands
- Updated report when importing data
- Filter settings apply to importing from the 4 different addons allowing you to minimize the data saved
- False nodes and containers are places in separate categories that can now be reset

Notes:

1) If you had previously activated "AccountWide" settings, you will have to set that again due to save file changes. I highly recommend checking the filter settings also.
2) If you leave the data in the backup categories as I make more localization improvements, that data can be updated and placed into the usable data as long as it isn't duplicate information.

Code for slash commands borrowed from Esohead, used with permission

## 2.4.6
- Updated TOC
- Added wmrojer's suggestion for dealing with different map sizes

## 2.4.5
- Updated Libs for Compatibility with other Addons

## 2.4.4
- Updated Libs for Compatibility with other Addons
- Updated Solvent Icon

## 2.4.3
- Added update routine for better node management. Nodes that are not harvested will be saved in an unused section of the HarvestMap.lua save file. This section can be deleted after you see that most of the data is either from an unlocalized Map, or the node is a Crate, Urn, Bottle, Barrel, or bookshelf etc.

## 2.4.2
- Forgot to update foreign language Tool-tips. New Tool-tips need translation.

## 2.4.1
- Updated Tooltip to make them more clear

## 2.4
- Toggle between Account Wide settings, or single account settings (UI WILL RELOAD!!!)
- Filter on Import, per profession (no clean or purge command yet)
- Import feature now filters out Crates, Barrels and such from alchemy
- Import feature now skips False Nodes. For Example, Nodes that are Jute, with a mining ID number, under the Mining Group.
- Import feature now gives basic statistics after import
- Ability to set which harvest nodes are recorded by harvest map
- Added Fishing Hole Tracking
- Added Solvent Tracking (Water Sack and pure Water only)
- Updated localization of Harvest Nodes for French and German. UI translations for the menu are needed.
- Updated Debug messages so any unknown nodes can be properly added
- Attempted to fix in combat FPS loss.

## 2.3.4
- fixed a bug where the pins of the zone map would be drawn in a city or vice versa

## 2.3.3
- Hotfix for Pins without a defined color

## 2.3.2
- added filters to the filter panel (right of the map)
- addon settings are no longer account wide

## 2.3.1
- 2.3 broke the compass
- 2.3 broke chest import from esohead

## 2.3
- data from all clients can now be imported from esohead regardless of the clients' language.
- if you have clients of different languages installed, the gathered data is now shared
- and their tooltips are translated

## 2.2
- if there is a short delay between harvesting and looting a node, the node wasn't collected.

## 2.1.4
- forgot to delete some debug outputs
the chat shouldn't be spammed anymore
- changed some strings in the localization

## 2.1.3
- addon now works with autoloot disabled

## 2.1.2
- added debug function
- too many anchors should be fixed

## 2.1.1
- added French translation
- fixed a bug, where chest pin weren't instantly added to the map/compass

## 2.1
- fixed a chest bug
- changed CustomCompass library version to 1.1

## 2.0
- removed Esohead dependency
- renamed the addon to HarvestMap, as there is no connection to Esohead anymore
- removed skyshard support
The purpose of this addon is now to display recollectable/respawnable content.
If you miss the skyshard feature, use SkyShards by Garkin.
- removed fishing nodes (Sorry!)
They will be added again, but currently they are to buggy.

## 1.5.2
- compass now compatible with the new way of handling skyshard

## 1.5.1
- the pins weren't refreshed when a skyshard was collected
- a pin in Khenarthi's Roost was misplaced.

## 1.5
- fixed runestone bug (the texture file had a wrong name)
- skyshards are now connected to their respective achievement.
This change was already longer in development but it was hard to get the data.
I was able to finish it today thanks to SkyShards.
If you're using EsoheadMarkers only for the skyshard function, you probably want to use the other addon!
This also fixes the following bugs and implements requested features:
- dungeon pins are correctly marked as collected
- skyshards have their journal entry as tooltip
- you can now see, if a skyshard is inside a dungeon
- skyshards should work on non English clients. (But only those on the zone map, not on the dungeon map)

## 1.4
- added fishing nodes
- added filters for fishing nodes
- added new icons with higher resolution because of the compass
(size settings will be reset!)
- this also fixed an issue where it looked like there were two icons for every chest.
- fixed an error which caused the addon to crash if the character logs in on a pvp map.
- added a skyshard to Marbruk
- fixed an error where chests wouldn't appear on the map until the next refresh
- zip file has now version info

## 1.3.1
- fixed skyshard in mathiisen
- fixed bug where the default pins could get a random color

## 1.3
- added colors for highlighting certain pintypes (Requested feature)
- added (beta) compass

## 1.2
- debug mode for skyshards implemented
- filter for uncollected skyshards added

## 1.1
- fixed a filter bug
- pin size can now be changed via /pinsize [category] [size]

## 1.0
- chest pins added
- skyshards don't have to be collected via Esohead anymore
- already discovered skyshards can be filtered

## 0.6
- filters added
(Filters can be changed in the default Filterframe.)

## 0.5
- first release
Optional Files (0)


Archived Files (47)
File Name
Version
Size
Author
Date
2.6.4
121kB
Shinni
06/25/14 02:15 PM
2.6.3
120kB
Shinni
06/21/14 09:26 AM
2.6.2
119kB
Shinni
06/16/14 01:30 PM
2.6.1
119kB
Shinni
06/15/14 11:59 AM
2.6.0
118kB
Shinni
06/14/14 08:09 AM
2.5.9
116kB
Shinni
06/11/14 12:21 AM
2.5.8
116kB
Shinni
06/09/14 07:16 PM
2.5.7
116kB
Shinni
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Old 07/23/14, 07:57 PM  
Sharlikran
 
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If anyone does share files it will be easiest to install HarvestMerge and merge all your files into that. Then any user can import nodes from HarvestMerge into HarvestMap.
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Old 07/23/14, 05:46 PM  
Escal

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Re: eso-merge website down?

Originally Posted by IronbarSinister
It's been down for me, for about 14 hours now.

http://eso-merge.nameless-gaming.org

Anyone else?
It's been down to me for over a week, anyone willing to share their locations file?
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Old 07/23/14, 05:07 PM  
IronbarSinister

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eso-merge website down?

It's been down for me, for about 14 hours now.

http://eso-merge.nameless-gaming.org

Anyone else?
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Old 07/18/14, 11:54 AM  
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This is fantastic, used it for some time, wanted to say great work!
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Old 07/11/14, 08:08 AM  
Sp00sty

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Sharlikran,

I have never imported ESOhead daily without first modifying the file as I note below. I will try to do just a straight import without any modifications and see if I get that same error. I'll post results later today to see if my notes below avoid the "please enable ESOHEAD" error.
Last edited by Sp00sty : 07/11/14 at 08:09 AM.
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Old 07/10/14, 11:13 PM  
Sharlikran
 
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Re: Trying to import

Originally Posted by Acer1961
When I try to import from esohead, I get an error saying please enable ESOHEAD , which is already enabled
I hope that TESO didn't break this as well. First it was account names, hopefully the mod names are not broken. You may be out of luck. TESO has been breaking things left and right. Sorry the code works and will only say that when it's not active. The bug is either from you screwing up somewhere or TESO.

I will have to delete your question and this answer after about 24 hours (or whenever I get to it) since it does not contribute to any work around for the issue created by the 1.2.3 Patch.
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Last edited by Sharlikran : 07/11/14 at 10:17 PM.
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Old 07/10/14, 04:17 PM  
Acer1961

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Trying to import

When I try to import from esohead, I get an error saying please enable ESOHEAD , which is already enabled
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Old 07/04/14, 04:24 AM  
Tiger62651

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Found a fix to get it working now. Requires little knowledge of knowing where your nodes are and common sense.

1. Goto your saved variables folder and rename the HarvestMap.lua to HarvestMapBackup.lua.
2. Make sure there is no HarvestMap.lua file the game needs to make a new file.
3. Load the game and go grab 1 node, only 1 node no more then log out. Verify the map is marked before you log out.
4. Go back to the saved variables folder and open the new HarvestMap.lua file in notepad++
5. Open the HarvestMapBackup.lua in notepad++
6. In HarvestMap.lua scroll down till you find the 1 node you found, should be near the bottom.
7. In the backup file find "nodes" and press the - below it to collapse the section and copy the section, may be about 10k+ lines. Refer to the video of how to edit the daily merge file if you need to know how to figure this out.
8. In the new file just paste over the 1 node you found and save it.
9. Load game and all your nodes will be back plus now it will continue to mark your map. Only thing now would be just resetting your settings.

This worked fine for me now and been couple days and has marked my map and logging in and out keeps what I now marked and previous marks.

Enjoy
Last edited by Tiger62651 : 07/04/14 at 04:28 AM.
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Old 07/03/14, 10:34 PM  
Sp00sty

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Okay here as of tonite 7-3-14 2230hr CST US

I LOGGED INTO ESO
I performed /merger import harvestmap (Total 5797 nodes)
(NOTE: HarvestMap.lua previously edited for [[ and ]] replace with " AND Account name as [""]
I LOGGED OUT OF ESO.
I Copied out both HarvestMap.lua and HarvestMerge.lua to separate location for safety.
I Downloaded ESOhead daily merge for 7-3-14 English. From HERE
USING NOTEPAD++ I DELETED @ESOMerge and left [""].
USING NOTEPAD++ I Replaced ALL [[ and ]] with "
I Placed edited esohead.lua into SavedVariables folder.
I Placed ESOhead mod in Addons folder.
I LOGGED INTO ESO. I Activated ESOhead Addon.
I performed /harvest reset -- Deleted current harvestmap data
I SET ALL DESIRED HarvestMap IMPORT FILTERS (Only VR AD zones, Craglorn, Cyrodiil, Coldharbor, No FISH)
I performed /merger import esohead (Final total 15940 nodes, HarvestMap+Esohead daily)
I performed /harvest import HarvestMerge (Final total 4868 nodes)
I LOGGED OUT OF ESO. I Archived HarvestMap.lua and HarvestMerge.lua to safety location.

I LOGGED INTO ESO. I have all desired maps, good nodes. Still have to limit node display to one or two types to avoid stutter but all nodes are viewable if turned on.

Hope this is proper format and adds to help others. Feel free to delete post and format for better readability
Last edited by Sp00sty : 07/03/14 at 10:40 PM.
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Old 07/02/14, 11:45 AM  
Sharlikran
 
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Status of Save Files in TESO:

EDIT: The latest Patch 1.2.5 does not resolve the SavedVariables issue. Expect it to continue to be an issue.
EDIT2: After patch 1.2.5 there is an unconfirmed chance that new nodes will not be recorded and may give an error about an account mismatch.

Munox posted that he is seeing system messages appear simular to, "Wrong account", "Couldnt find account". Those are not error messages from HarvestMap. This just shows that the Save Files and the TESO server are not working as intended. If what he says is true then it may prevent users from recording new nodes. That would be an even bigger setback to what is already happening.

I continue to monitor this post: List of known issues with 1.2.3.

Current Issue:

I'm noticing that nobody is posting anything any different. Everyone says that they don't see pins and can't import anything. Then they say they read the instructions and watched the videos but that isn't working. If you don't read the previous posts you won't know that TESO broke the save file functionality. You won't know that you can't use your account name as mentioned in the old instructions and videos because that is what was broken after the 1.2.3 Patch from TESO. You won't know that you have to try using a blank [""] user name.

Nothing is wrong with the mod, you installed it correctly, and if you are importing from esohead using "/harvest import esohead" then you are doing it correctly. It may not work because of the save game issues and it will say all 0s.

Going forward I am going to require that you post what you are doing to get the mod working for you. Give a detailed list of steps of what you did to get HarvestMap to work.

Important: One suggestion mentioned to edit you character name to get this working. That step is totally unnecessary because the information under your user name only has the settings for the mod. Settings such as pin color and filters. All the nodes are under ["$AccountWide"] and are visible to all your characters. For now, so the mod will work for you, go ahead and do it. Just know that it's not needed.


Examples:

I read a previous post
I download the file from the link provided at https://www.dropbox.com/s/amp5fip1io...HarvestMap.lua
I was logged out of TESO
I replaced my HarvestMap file with the one provided
I checked that the account name was [""] as mentioned in previous posts
I searched for the character name "T'rekk" and changed it to one of my character names. (See note above)
I logged in and had pins

I was logged out of TESO
I restored a backup of my HarvestMap.lua file into the SavedVariables folder
I edited my account name from ["@AccountName"] to [""] as mentioned in previous posts
I logged in and it worked

I was logged out of TESO
I deleted the HarvestMap.lua file in the SavedVariables folder
I copied the Esohead.lua Daily Merge file into the SavedVariables folder
I edited out the SkyShard section as mentioned in the video
I changed ["@ESOMerge"] to [""] because I saw in previous posts that the save files are broken
I cold not log in because TESO kept timing out or TESO would crash
I watched the video again and I edited out some of the maps with the "^" in the name until I could log in.
I used "/harvest import esohead"
Everything is working now

I was logged out of TESO
I edited my HarvestMerge.lua file in the SavedVariable folder and changed ["@AccountName"] to [""] as mentioned I would need to do in previous posts
I deleted my HarvestMap.lua file
I logged in and used "/harvest import merger" to import from HarvestMerge into HarvestMap
This worked for me

My goal is to clean up the tread so that people can read helpful posts so they are able to use the mod until TESO releases a fix for this issue. If you did not post steps to get this working then I have deleted your post post if it was dated 6/27 or later. I'm not trying to be mean, or disrespectful. All the posts stating that it's not working are just cluttering up the thread. If you performed different steps NOT already mentioned then post what you did to get HarvestMap working for you.

I care about the users of this mod and I want people to be able to find things they can try to get this working so I felt it was a necessary. I hope TESO resolves this soon.
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Last edited by Sharlikran : 07/08/14 at 04:44 PM.
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Old 06/29/14, 07:42 PM  
Nangasaur

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Originally Posted by Augmenti-DeMontia
Could you guys please post the fix, i.e. approx lines to copy our data from, to the approx lines to copy our data to, in the save variable .lua?


Thanks for any help or links!
Actually, here. I just created a dropbox account just for this.

https://www.dropbox.com/s/amp5fip1io...HarvestMap.lua

Open it up in notepad, search for my character name: T'rekk

Change that to your character name. It has all my settings (I've got some of the display icons turned off on my map), so you'll need to login to the game and re-enable some of the gather point icons in the addon's settings.
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Old 06/29/14, 04:23 PM  
Nangasaur

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I got mine to work by just coping my old node data into a brand new lua. The location where the data is stored now is different from the old data file format.
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Old 06/27/14, 08:23 PM  
Sharlikran
 
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Originally Posted by kiralia
Is there any way that I can reduce the size of the nodes on the minimap further?

On lightweight minimap the smallest setting is nice and small but on zrmm the smallest setting is still as large as any other pin. Since zrmm doesnt seem to be being updated but is the better map I would like to be able to make the harvest pins smaller than other pins but your smallest setting on the slider is still too large there.

I realise its not a problem with your add-on but with zrmm but was hoping you might be able to tell me how to fix it?

Thanks in advance.
ZrMM is completely separate from HarvestMap. This question has been asked before. HarvestMap can't tell ZrMM how to draw the pins and what size they should be. Please direct all ZrMM related questions to the Author of either version.
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Old 06/27/14, 01:01 PM  
kiralia

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Is there any way that I can reduce the size of the nodes on the minimap further?

On lightweight minimap the smallest setting is nice and small but on zrmm the smallest setting is still as large as any other pin. Since zrmm doesnt seem to be being updated but is the better map I would like to be able to make the harvest pins smaller than other pins but your smallest setting on the slider is still too large there.

I realise its not a problem with your add-on but with zrmm but was hoping you might be able to tell me how to fix it?

Thanks in advance.
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Old 06/27/14, 07:09 AM  
Sharlikran
 
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Originally Posted by Tiger62651
Just read article and doesn't say anything about the saved variables files, just the addon settings not working as intended.
Myself and the people in this thread take it to be all encompassing because the Saved Variables file contains anything an author chooses to put in it. For example the Settings menu for HarvestMap with all the sliders and filters would not show up by default. An author has to make it and all the values from the settings the user chooses goes in that file. The account name specifies which section to use each time someone logs in. Then people that share a computer don't share settings.

Originally Posted by Tiger62651
But here is how I fixed mine. I will describe best I can but everyone will be in different spot.

Make a backup up HarvestMap.lua. Open up HarvestMap.lua, at this point it will be different for everyone. Have to read and look. Search for "nodes". My sections that shows up on map was about 288 lines down, again everyone will be different. In my file there was only 2 occurrences of "nodes".
The ["nodes"] section should only appear once per account. One time under your account name and once under [""]. Currently because the account name isn't reported to the mod the section under [""] is what is being used.

Originally Posted by Tiger62651
First one being what games appears to be looking at now, (which is [""]) 2nd one near the end of the file. Write this line number down. Then search for the 2nd nodes and this will be your collection area. Should see listed out the zone name, and node name with few other lines. Mine was about line 1467. Below the nodes line you will see data line, click the - next to the { below the data line. As in his video to remove the unwanted stuff from global shared file, just highlight area and copy it, paste it above on the line you wrote down. you will be copying over whats up there. If everything works right you will have your nodes back on your map. Don't delete old section, ESO may revert back to it. This is patch fix for time being.
Most of the extra sections are for troubleshooting. I can't print out 20,000 messages to the chat window and get any usable information. The ["oldData"] and ["oldMapData"] should be empty as long as you didn't somehow have a UI error and the variables ["internalVersion"] and ["dataVersion"] were updated. If some kind of error like Esohead crashing TESO occurred, then the update routines wouldn't have been able to do their job.
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Last edited by Sharlikran : 06/27/14 at 07:27 AM.
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