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Updated: 08/04/16 06:24 AM
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Compatibility:
Shadows of the Hist (2.5)
Dark Brotherhood (2.4)
Thieves Guild (2.3)
Orsinium (2.2.4)
Update 7 (1.7.0)
Update 6 (1.6.5)
Update 5 (1.5.2)
Update 4 (1.4.3)
Update 3 (1.3.3)
Craglorn (1.1)
Updated:08/04/16 06:24 AM
Created:03/14/14 02:30 PM
Downloads:1,266,266
Favorites:1,696
MD5:
Categories:Map, Coords, Compasses, Data Mods, TradeSkill Mods
2.5
HarvestMap (EsoheadMarkers)  Popular! (More than 5000 hits)
Version: 3.3.1
by: Shinni [More]
AddOn description

HarvestMap (formerly known as EsoheadMarkers) displays ressource nodes, chests and fishing spots on map and compass.

Features:
  • displays (already discovered) harvest nodes and chests on map and compass
  • heatmap mode, which displays the ressource density on the map
  • farming helper which will calculate a farming tour with a very high ressource per time ratio
  • filters for each pin type (chests/ore/herbs etc)
  • size and color settings for each pin/ressource type
  • import already discovered nodes from other players

What exactly does this addon do?

Whenever you harvest crafting materials, lockpick a chest, fish at a fishing hole, this addon will save the location and place a pin on your map and compass.
So if you need a certain ressource later, you can just open your map or look at your compass to find them.
This addon does NOT come with any data, this addon will only display the pins you found yourself. However, you can import other players' data. See How to import other players' data? in the below FAQ for more information.
Alternatively Iphitos created a website to which you can upload your save files. The website will automatically merge your data with the data of all the other players who used the site.
Link: www.teso-harvest-merge.de

FAQ and Tutorial
Content
  1. How to use filters/hide pins of a certain type?
  2. How to delete a pin?
  3. How to use the heatmap mode?
  4. How to use the farming helper?
  5. How to set advanced settings like pin size, pin color, respawn timer, removal of outdated data?
  6. How to improve loading times?
  7. How to improve ingame performance/fps?
  8. How to import other players' data?
  9. How to export my own data?
  10. Why are there so many folders in the .zip archive?
  11. No new pins appear, when I harvest something. / I discovered a bug!
  12. List of known bugs and current developement

1. How to use filters/hide pins of a certain type?

When you open the map, there are five icons on the right side: A quest marker, a key, a funnel, a pin and a ressource icon.
If you click on the funnel (third icon), it will open the filters panel. Here you can enable/disable each pin type.


2. How to delete a pin?

When you open the map, there are five icons on the right side: A quest marker, a key, a funnel, a pin and a ressource icon.
If you click on the funnel (third icon), it will open the filters panel. Further below at the filter panel there is the "Delete HarvestMap pins" option. If you check this checkbox, it enables deleting pins.
While this box is checked, you can delete pins on the map by clicking on them.
Make sure to disable the deletion mode again, so you won't delete any pins by accident later on.


3. How to use the heatmap mode?

When you open the map, there are five icons on the right side: A quest marker, a key, a funnel, a pin and a ressource icon.
If you click on the funnel (third icon), it will open the filters panel. Further below at the filter panel there is the "Heatmap mode" option. If you check the checkbox, it will enable the heatmap mode.


4. How to use the farming helper?

When you open the map, there are five icons on the right side: A quest marker, a key, a funnel, a pin and a ressource icon.
If you click on the ressource icon (fourth icon), it will open the farming helper's panel. On this panel you can select the minimum length of the farming tour and which ressources are to be farmed.
If the tour is longer, then the chances that the ressources have respawned when you revisit them are higher. Longer tours however will have a lower ressource per time ratio, because they will have to visit less optimal ressource locations to reach the minimum length.
Clicking on "Calculate Tour" will start the calculation. This will take a while and your game will run with like 5 fps while calculating a farming tour. You can see the progress on the loading bar below.

5. How to set advanced settings like pin size, pin color, respawn timer, removal of outdated data?

Press ESC and go to Settings -> Addon Settings -> HarvestMap
Here you can set many advanced options.

6. How to improve loading times?

HarvestMap collects a lot of data and loading this data can result in long loading screens.
Disabling the HarvestMap-Import addon can reduce the load time. This part of the HarvestMap addon is only needed for importing/exporting data, so you don't need to have it active most of the time.

You can also disable one or more of the HarvestMap-XX-zones addons, to reduce the loaded data.
All data from Aldmeri Dominion zones are saved in the addon HarvestMap-AD-Zones.
Likewise the data from Daggerfall Covenant zones or Ebonheart Pact zones are saved in HarvestMap-DC-Zones or HarvestMap-EP-Zones.
If you are for instance currently not interested in pins on AD or DC maps (ie you are doing your cadewell's silver/gold in EP), you can disable the HarvestMap-AD-Zones and HarvestMap-EP-Zones addon.
This reduces the loaded data without deleting it: if you want to see the pins for the other zones again, simply reactivate the other addons.

7. How to improve ingame performance/fps?
  • Setting the respawn timer to 0 can improve the performance, as HarvestMap doesn't have to check for nearby ressource locations every few frames.
  • Disabling the compass can improve the performance as well, as the game doesn't have to compute and display nearby pins' locations on the compass.
  • Displaying a lot of pins at once will decrease the performance as well. The heatmap mode has a better performance while the map is open, than displaying each individual pin on the map.
  • Minimaps will usually result in performance problems when used together with HarvestMap, as they have to display a lot of pins and recalculate their position in every frame. There isn't much that can be done to improve this issue:
    1) If you don't mind having the ressource locations only displayed on the compass but not on the minimap, you could enable the heatmap mode.
    2) The minimap addons have a different impact on performance. You might want to compare the AUI minimap, Fyrakin's minimap and Votan's minimap and use the one with the lowest performance impact.

8. How to import other players' data?

There are two different ways to import data:
a) Use Iphitos' HarvestMerge website to generate save files with ALL currently known spawn points. (recommended)
b) Import the data from another player's HarvestMapImport.lua file.

For a) visit www.teso-harvest-merge.de and upload your save files. The save files can be found in My Documents/Elder Scrolls Online/live/SavedVariables (The folder live is called liveeu if you're on the EU megaserver).
The website takes your save files and merges them with all the other currently known ressource spawn points. You can then download the extended save files and place them in the SavedVariables folder.
The game needs to be closed while you are copying the extended save files into your folder.

b) If another player exported their data (see How to export my own data?), they can send you the file HarvestMapImport.lua located in My Documents/Elder Scrolls Online/live/SavedVariables.
While you are logged out, copy the other player's HarvestMapImport.lua file into your folder My Documents/Elder Scrolls Online/live/SavedVariables. You can savely overwrite the old file in the SavedVariables folder, if there is one.
(If you are playing on the EU server or on PTS the folder "live" is called "liveeu" or "pts".)

After copying this file, login with a character (copying the file while logged in has no effect!) and enable the "HarvestMap-Import" addon if you haven't already.
The go to ESC -> Settings -> Addon Settings -> HarvestMap-Import.

In this menu you can select which types of pins (ie which ressources) and which zones you want to import.
You start the import process by clicking on the "Import" button. The chat will tell you the import progress.

While importing, HarvestMap is disabled. It will display pins on the map again after the progress hits 100%.

9. How to export my own data?

a) If you are using Iphito's HarvestMerge website, your data is added to the database automatically.
b) If you want to export your data into a HarvestMapImport.lua file, so you can share your data with a friend, make sure the addon HarvestMap-Import is enabled.
Then go to ESC -> Settings -> AddonSettings -> HarvestMap-Import.
Hit the "Export" button to start the export process. You will receive a loading screen.
After the loading screen go to the folder My Documents/Elder Scrolls Online/live/SavedVariables.
(If you are playing on the EU server or on PTS the folder "live" is called "liveeu" or "pts".)
The file "HarvestMapImport.lua" contains your exported data. You can share it with other players.

You can disable the HarvestMap-Import addon after you exported your data to reduce the loading time after you log in.

10. Why are there so many folders in the .zip archive?

HarvestMap is split into 5 smaller addons: HarvestMap, HarvestMap-AD-Zones, HarvestMap-DC-Zones, HarvestMap-EP-Zones and HarvestMap-Import.

The first one is the base addon which does all the data gathering and displays the pins on your map/compass.

The HarvestMap-XX-Zones addons are just containers for your data.
See How to improve loading times? for more information.

The HarvestMap-Import addon handles the import/export of data via HarvestMapImport.lua files.
See How to import other players' data? and How to export my own data? for more information.

11. No new pins appear, when I harvest something. / I discovered a bug!

No new pins appear, when I harvest something.
If you harvested a ressource but no pin appeared on the map, check your addon settings:
Go to ESC -> Settings -> Addon Settings -> HarvestMap
Make sure your respawn time is set to 0 in the addon's options. If the respawn timer has a value greater than 0, the newly created pin will be immediately hidden, because the ressource has to respawn yet.
If the respawn time was set to 0 when you harvested something and you still didn't get a new pin on the map, check the very bottom of the options panel and enable debug messages.
Now harvest a ressource and post the debug output (they're in the chat window) to the comment section on esoui:
www.esoui.com/downloads/info57.html#comments
(You might want to post a screenshot instead of typing the chat output.)
With the debug messages I might be able to find and fix the error.

I discovered a bug!
If your bug isn't in the list of known bugs below, post a comment in the comment section.
If possible please state what you did, what you expected to happen and what happened instead.


12. List of known bugs and current developement
(last updated on July 30th)
Bugs: (in arbitrary order, this isn't sorted by priority or anything)
  • the heatmap is not displayed on the minimap
  • french localization is missing
  • all pins are hidden on the AUI minimap, when the respawn timer tries to hide one pin (bug in libMapPin)
  • pins which were hidden by the respawn timer, do not reappear on Fyrakin's minimap
  • the filter settings in the addon menu and in the map menu sometimes become out of sync
Current developement: (in arbitrary order, this isn't sorted by priority or anything)
  • fixing above bugs (well... some of them)
# 3.3.1
- updated russian localization (by KiriX)

# 3.3.0
- internal chages which can be used in the future to repair node positions, ie when a map is changed by ZOS in the future.
- SoH compatible
- updates lib addon menu
- added links in the addon menu which opens the addon page on esoui and to Iphitos' database

# 3.2.8
- fixed UI error on heist maps

# 3.2.7
- fixed UI error when using the heatmap mode


# 3.2.6
- fixed missing pins in delves
- fixed text overlapping in the farming helper window (english localization)
- fixed nodes which were saved on their global instead of local coordinate
- fixed nodes being saved at their global coordinate instead of their zone coordinate
- fixed heatmap being opaque when viewing it for the first time


# 3.2.5
- i forgot to upload the file for 3.2.4
- fixed a bug which would corrupt the data of an already discovered node when harvesting at their location again


# 3.2.4
- fixed duplicate nodes on small maps


# 3.2.3
- fixed deleted pins reappearing on small maps
- fixed existing pins not being updated when harvesting at their location again
- completed the german localization (though the localization for the Harvest-Import subaddon is still missing)
- added gold coast to the import settings
- Delayed the heatmap initialization until it is viewed for the first time per play session.
As a result the map has to handle about 1.3k controls less when the heatmap is never used, which should improve the peformance.


## 3.2.2
- fixed crash while using the farming helper when harvesting a ressources for which MM has no data
- fixed crash which occured when starting the farming helper after discovering a new ressource location


## 3.2.1 (change log in comparison to the last live version 3.1.13)
- added a statistics window to the farming helper (it displays the number of harvested nodes per minute)
- statistics window will display gold/minute instead of nodes/minute if master merchant is installed and active
- added skip-next-node-button to the farming helper
- the tour of the farming helper is now displayed on the minimap (Fyrakin's minimap and AUI's minimap are supported)
- changed the default state to disabled for the pin types in the farming helper
- the tour can now be removed/the calculation can be aborted
- fixed a bug which would save a node on the zone map when harvested in a city
- the message "Moving old data to the correct save files" now only appears when the debug output is enabled
- changed tooltips to fit the new scaling mechanic when "Show only discovered items" is disabled in the options
- added timestamps to item ids, in the future this will allow the "remove outdated data" option to also remove outdated tooltips, if "Show only discovered items" is enabled in the options.
- cleaned up the save file a bit to reduce the filesize:
- node names are no longer saved. The tooltips are handled via item ids since verison 3.1.0, so the node names don't need to be saved.
- item ids are no longer saved for enchantment nodes. With the DB update any rune can be found in a "Runestone" node so saving the exact items would just result in a bloated save file.
- added lib GPS to properly calculate the distance of pins as a result the following changes/bugfixes were made:
- fixed pin duplicates on small maps (ie cities or dungeons)
- removed the min pin distance setting
- the farming helper arrow no longer disappears when walking next to a city
- length settings and results of the farming helper are now based on kilometers instead of relative to the map size


## 3.2.0 (my current indev version for the Dark Brotherhood PTS)
Download
- the farming helper arrow no longer disappears when walking next to a city
- changed the default state to disabled for the pin types in the farming helper
- the tour can now be removed/the calculation can be aborted
- added a statistics window to the farming helper (it displays the number of harvested nodes per minute)
- added skip-next-node-button to the farming helper
- the message "Moving old data to the correct save files" now only appears when the debug output is enabled
- changed tooltips to fit the new scaling mechanic when "Show only discovered items" is disabled in the options
- added timestamps to item ids, in the future this will allow the "remove outdated data" option to also remove outdated tooltips, if "Show only discovered items" is enabled in the options.
- cleaned up the save file a bit to reduce the filesize:
- node names are no longer saved. The tooltips are handled via item ids since verison 3.1.0, so the node names don't need to be saved.
- item ids are no longer saved for enchantment nodes. With the DB update any rune can be found in a "Runestone" node so saving the exact items would just result in a bloated save file.


## 3.1.13
- fixed the error that would appear when looting an enemy or writ container

## 3.1.12
- slight changes to the compass library, which should fix Wandamey's issue
- slight changes to the AceSerializer library, which should fix disappearing nodes on macs.

## 3.1.11
- halfed distance to a ressource that had to be reached for the farming helper to update
- added a bunch of new debug messages to help with finding bugs
- set load order of HarvestMap and the minimap addon
- added a log function which saves deserialization errors
- removed recurrence quest

## 3.1.10
- fixed a bug where the addon could crash when harvesting something

## 3.1.9
- hotfix for CustomCompassPin library bug

## 3.1.8
- updated CustomCompassPin library
- fixed a bug where pins would get stuck on the map, when entering/leaving a city
- fixed the bugs which appeared when trying to find a 5th note for the recurrence quest
- the quest is now disabled by default, but can be enabled in the addon options
(the quest will be removed next week)
(edit: I lied, it was removed the next month, ha!)

## 3.1.7
- added an option to display pins above POI pins
- added an option to let the respawn timer only hide harvested pins
- added an option to hide the arrow of the farming helper
- the color and size setting for the justice container pins is now displayed correctly in the options menu
- changing the filter settings next to the map, didn't update compass pins
- item id's weren't saved which resulted in wrong tooltips
- updated lib addon menu


## 3.1.6
- added justice pin type which tracks safeboxes and heist objectives
- changed thieves trove icon yet again (the old trove icon is now used by the justice pins)
- possible fix to the disappearing trove pins
- added missing lib addon menu files to the toc file
- updated compass library
- fixed empty tooltips while having the debug mode enabled
- added a filter panel to the farming helper's interface

## 3.1.5
- replaced the trove pin texture, hopefully this fixes some instances of trove pins not being displayed on the map/compass
- addon shouldn't crash with unoficial translations anymore (i couldn't test this)
- added russian localization (by KiriX)
- added a rotating arrow which displays direction and distance of the next ressource of the farming route
- the map pin which displays the next ressource of the farming route doesn't get stuck on the map when looking at a different zone anymore
- optimized the result of the farming helper a bit, the path's will now have a slightly better ressource/time ratio
- pins that reappear after being hidden by the respawn timer no longer get stuck on the map

## 3.1.4
- updated lib addon menu and lib stub
- fixed tooltips for chests, fishing pins, troves and heavy sacks
- added a bunch of (optional) debug messages
- fixed one issue of serialized and deserialized data becoming out of sync

## 3.1.3
- map will properly load in gamepad mode
- added a pin which displays the next pin of the farming tour
- fixed pins not reappearing after being hidden by the respawn timer
- fixed "Soie Ancestrale" being displayed as "Ahnenseide"
- added an option to display only the discovered ressources in the pins' tooltip
- updated lib addon menu library
- fixed the formatting of some debug messages

## 3.1.2 (features in comparison to 3.0.7)
- added thieves troves
- added option to delete old/outdated pins
- map pin tooltips now display the crafting material you are expected to find:
For instance if you are in Auridon with an AD character, the tooltip will display iron.
If you are in Auridon with an EP character (cadwell's gold), the tooltip will display calcinium instead.
- added a respawn timer. This option will hide pins, if their location was recently visited.
- added a heatmap mode. In This mode you will see a heatmap displaying the ressource density instead of individual pins. This mode also increases the performance a lot, however it is incompatible with minimaps (for now).
- added a farming helper (beta version). This feature will calculate framing tours with a very high ressource per time ratio.
- fixed fish pins being displayed as chests
- fixed locations not being saved after harvesting something with a low framerate


## 3.1.1 (second Thieves Guild PTS beta)
Download
- fixed some wrong node name localizations
- added heatmap mode which needs less performance than map pins
The heatmap can be enabled in the map's filter panel.
- added respawn timer (hides recently visited pins)



## 3.1.0 (first Thieves Guild PTS beta)
Download
- fixed fishing pins that were marked as chests
- added thieves troves
- added an option to delete old/outdated data
- changed the way the addon handles different languages.
everything is now using itemIDs instead of item/node names, which should make the addon more robust against translation errors.
however this change may result in tooltips saying "Unknown item" in de/fr games, since the itemId -> item name table isn't complete for those languages.



## 3.0.7
- delayed pin refresh, until loot window is closed. another try to fix the aui bug.

## 3.0.6
- update libmap pin library
- fixed AUI bug, where pins disappeared after looting something

## 3.0.5
- hopefully fixed the rare crash on reloadui bug
- changed the name of the HarvestMapImport/HarvestMapImport.lua to prevent confusion with the save file in SavedVariables/HarvestMapImport.lua

## 3.0.4
- fixed wrothgar import
- added export feature

## 3.0.3
- locked doors are no longer marked as chests
- fixed error with Fyrakins Minimap, where pins on the map would disappear

## 3.0.2
- fixed the following conflict with AUI:
when using a wayshrine in a city, harvestmap added pins to the map which were never removed when changing the map.

## 3.0.1
- updated lib map pin library. this could fix the AUI conflict.

## 3.0.0
- rewritten most of the addon, a lot of bugfixes and performance improvements
- probably added tons of new bugs too :P

## 2.7.7
- updated LibMapPins-1.0, LibAddonMenu-2.0, LibStub
- changed api version

## 2.7.6
- updated LibMapPins-1.0 library [Garkin]
- optimized import routine for importing data from HarvestMerge [Garkin]

## 2.7.5

Updates
- Updated TOC; Checked change notes no routines were effected
- Updated Map Names from Esohead

## 2.7.4
- Added Update 6 support
- updated libraries
- lockbox support

## 2.7.3
- Only added Update 5 support, no other bugfixes

## 2.7.2
Update
- split refactoring into parts to prevent timeout.

## 2.7.1
Feature
- Using libMapPin for EMM support (by Garkin)

Bugfix
- ESO 1.4 changed the craglorn map. Pins had to be moved a bit.

## 2.7.0

Updates
- 2.6.6 data structure change is now optional
(It used to convert the data automatically, which could crash the client. The player can try to convert via the addon options)

Feature
- added import of other account's data, can be used to retrieve data from ESO update whipes.

## 2.6.7

Updates
- Converted settings from LibAddonMenu-1.0 to LibAddonMenu-2.0

## 2.6.6

Updates
- Node data are now saved using the AceSerializer-3.0 library

## 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 (84)
File Name
Version
Size
Author
Date
3.3.0
314kB
Shinni
08/01/16 07:56 AM
3.2.8
317kB
Shinni
06/12/16 03:23 PM
3.2.7
317kB
Shinni
06/12/16 04:49 AM
3.2.6
317kB
Shinni
06/11/16 11:57 AM
3.2.5
320kB
Shinni
06/08/16 04:42 AM
3.2.4
320kB
Shinni
06/05/16 04:24 PM
3.2.2
319kB
Shinni
06/04/16 04:00 AM
3.2.1
319kB
Shinni
05/31/16 05:44 AM
3.1.13
301kB
Shinni
05/06/16 04:26 AM
3.1.12
301kB
Shinni
05/05/16 03:08 PM
3.1.11
301kB
Shinni
05/04/16 04:32 PM
3.1.10
308kB
Shinni
04/02/16 06:43 PM
3.1.9
308kB
Shinni
04/02/16 08:29 AM
3.1.8
308kB
Shinni
04/02/16 07:16 AM
3.1.7
307kB
Shinni
03/26/16 11:24 AM
3.1.6
296kB
Shinni
03/24/16 11:46 AM
3.1.5
300kB
Shinni
03/13/16 03:08 PM
3.1.4
309kB
Shinni
03/10/16 07:44 PM
3.1.3
308kB
Shinni
03/10/16 12:02 PM
3.1.2
283kB
Shinni
03/07/16 12:14 PM
3.0.7
150kB
Shinni
02/01/16 09:44 AM
3.0.6
155kB
Shinni
01/31/16 08:01 AM
3.0.5
154kB
Shinni
12/21/15 09:17 AM
3.0.4
154kB
Shinni
11/26/15 02:37 PM
3.0.3
154kB
Shinni
11/19/15 12:30 PM
3.0.2
154kB
Shinni
11/03/15 01:29 PM
3.0.1
154kB
Shinni
11/03/15 12:29 PM
3.0.0
154kB
Shinni
11/02/15 01:59 PM
2.7.7
166kB
Shinni
09/02/15 11:29 AM
2.7.6
158kB
Shinni
04/20/15 10:21 AM
2.7.5
158kB
Shinni
04/16/15 12:27 PM
2.7.4
159kB
Shinni
03/07/15 07:17 AM
2.7.3
154kB
Shinni
11/10/14 07:10 AM
2.7.2
154kB
Shinni
09/19/14 12:41 PM
2.7.1
154kB
Shinni
09/17/14 10:24 AM
2.7.0
147kB
Shinni
09/09/14 01:18 PM
2.6.5
121kB
Shinni
06/26/14 12:38 PM
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
06/08/14 10:42 PM
2.5.5
114kB
Shinni
06/07/14 02:05 PM
2.5.4
113kB
Shinni
06/06/14 10:06 PM
2.5.3
112kB
Shinni
05/31/14 06:31 PM
2.5.2
111kB
Shinni
05/31/14 08:57 AM
2.5.1
111kB
Shinni
05/30/14 11:00 PM
2.5.0
111kB
Shinni
05/30/14 10:24 PM
2.4.9
111kB
Shinni
05/30/14 10:20 AM
2.4.8
78kB
Shinni
05/29/14 07:58 PM
2.4.7
76kB
Shinni
05/28/14 11:55 AM
2.4.6
71kB
Shinni
05/22/14 03:12 PM
2.4.5
69kB
Shinni
05/15/14 08:52 PM
2.4.4
68kB
Shinni
05/11/14 10:15 AM
2.4.3
62kB
Shinni
04/29/14 08:57 PM
2.4.2
60kB
Shinni
04/27/14 03:00 PM
2.4
60kB
Shinni
04/27/14 11:36 AM
2.3.4
58kB
Shinni
04/26/14 02:38 PM
2.3.3
57kB
Shinni
04/26/14 09:11 AM
2.3.2
58kB
Shinni
04/23/14 04:25 PM
2.3.1
57kB
Shinni
04/19/14 11:50 PM
2.3.1
57kB
Shinni
04/12/14 05:30 PM
2.3
57kB
Shinni
04/12/14 03:11 PM
2.2
45kB
Shinni
04/10/14 02:52 PM
2.1.4
45kB
Shinni
04/10/14 08:35 AM
2.1.3
45kB
Shinni
04/10/14 07:01 AM
2.1.2
45kB
Shinni
04/10/14 04:39 AM
2.1.1
45kB
Shinni
04/10/14 03:15 AM
2.1
44kB
Shinni
04/09/14 07:03 PM
2.0
45kB
Shinni
04/09/14 05:50 PM
1.5.2
29kB
Shinni
04/06/14 12:15 PM
1.5.1
29kB
Shinni
04/06/14 07:43 AM
1.5
29kB
Shinni
04/06/14 07:02 AM
1.4
62kB
Shinni
04/05/14 11:07 AM
1.3.1
12kB
Shinni
04/04/14 02:55 AM
1.3
12kB
Shinni
04/03/14 03:42 AM
1.2
9kB
Shinni
04/01/14 03:49 PM
1.1
8kB
Shinni
04/01/14 12:02 PM
1.0
8kB
Shinni
04/01/14 06:12 AM
0.6
4kB
Shinni
03/15/14 05:34 AM
0.5
3kB
Shinni
03/14/14 02:30 PM


Post A Reply Comment Options
Unread 08/22/16, 06:43 AM  
Iphitos

Forum posts: 5
File comments: 47
Uploads: 0
Originally Posted by Upyachka
Hi all, is it possible to download generated database now? or its blocked due to bugs? i do not see any link on http://www.teso-harvest-merge.de/
To download you will have to upload your own HarvestMap files from SavedVariables folder first.

Then HarvestMerge will extract your own settings & nodes from them (depending on internet connection, load on server and nodes in your own files this can take up to 2-3 minutes)

After that HarvestMerge will (based on your settings) merge all nodes in the database into new HarvestMap files, zip them an then present you your download link.

Hint:
If you freshly installed HarvestMap then you will not have any HarvestMap files in SavedVariables folder. To get them: log into the game, make your settings for HarvestMap, collect a few nodes, log out of the game. Now you will have the needed HarvestMap files in your SavedVariables folder.
Last edited by Iphitos : 08/22/16 at 06:46 AM.
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Unread 08/20/16, 12:36 PM  
Upyachka

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Hi all, is it possible to download generated database now? or its blocked due to bugs? i do not see any link on http://www.teso-harvest-merge.de/

Oh... great, it lost all runestone marks after export =(
Last edited by Upyachka : 08/20/16 at 03:56 PM.
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Unread 08/19/16, 03:27 AM  
Helediron

Forum posts: 0
File comments: 28
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Import triggered lua error:
bad argument #1 to 'next' (table/struct expected, got nil)
stack traceback:
[C]: in function 'next'
user:/AddOns/HarvestMap/HarvestMap.lua:716: in function 'Harvest.ImportFromMap'
user:/AddOns/HarvestMapImport/HarvestMapImportBase.lua:41: in function 'fun'
user:/AddOns/HarvestMap/HarvestMapUpdate.lua:37: in function 'Harvest.UpdateUpdateQueue'
user:/AddOns/HarvestMap/HarvestMap.lua:469: in function 'Harvest.OnUpdate'
It seemed to import data though. Version 3.3.1. Export was from other account in same machine. The other account received updated maps from harvest-merge. Exported and imported everything.
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Unread 08/18/16, 02:08 AM  
Moonshadow66

Forum posts: 0
File comments: 5
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Re: Re: Re: Re: Re: FYI: Lost pins after using HarvestMerge

Originally Posted by Iphitos
Originally Posted by Moonshadow66
This problem I have, too, but it's an "ok"-one
The big problem is that the zones Coldharbour, Craglorn, Cyrodiil, and all DLC zones are completely empty (except for the few nodes I gathered after they disappeared from the maps).
When I upload/download the merged files, it only shows my old account name which is not valid anymore, so I thought it loads into nowhere somehow, but I have no clue how to tell the addon(s) what the new name is. How do I change this to see if it works then?
Log out of the game.

Copy all HarvestMap files from your >>> SavedVariables folder <<< somewhere (as a backup that you most likely can delete later).

Log into the game.

Optionally make any settings (like colors, etc) in HarvestMap addon.

Loot a few ressources.

Log out of the game.

You will now have new HarvestMap files in your SavedVariables folder.

Upload the files to HarvestMerge (www.teso-harvest-merge.de)

After merge has been done, put the merged files from the ZIP you will get into your SavedVariables folder.

Should work...
Omg, it works, all pins are back on every map! Thank you so much for your help, you're awesome! :-)
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Unread 08/17/16, 11:18 AM  
Iphitos

Forum posts: 5
File comments: 47
Uploads: 0
Re: Re: Re: Re: FYI: Lost pins after using HarvestMerge

Originally Posted by Moonshadow66
This problem I have, too, but it's an "ok"-one
The big problem is that the zones Coldharbour, Craglorn, Cyrodiil, and all DLC zones are completely empty (except for the few nodes I gathered after they disappeared from the maps).
When I upload/download the merged files, it only shows my old account name which is not valid anymore, so I thought it loads into nowhere somehow, but I have no clue how to tell the addon(s) what the new name is. How do I change this to see if it works then?
Log out of the game.

Copy all HarvestMap files from your >>> SavedVariables folder <<< somewhere (as a backup that you most likely can delete later).

Log into the game.

Optionally make any settings (like colors, etc) in HarvestMap addon.

Loot a few ressources.

Log out of the game.

You will now have new HarvestMap files in your SavedVariables folder.

Upload the files to HarvestMerge (www.teso-harvest-merge.de)

After merge has been done, put the merged files from the ZIP you will get into your SavedVariables folder.

Should work...
Last edited by Iphitos : 08/17/16 at 11:19 AM.
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Unread 08/15/16, 01:55 AM  
Moonshadow66

Forum posts: 0
File comments: 5
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Re: Re: Re: FYI: Lost pins after using HarvestMerge

Originally Posted by Iphitos
Originally Posted by Moonshadow66
Hello and thanks for your post/reply,
unfortunately, this didn't help on my end, these zones I mentioned in an earlier post are still empty. I think the issue lies in my old account name which the addon is still recognizing for some reason, and I have no idea how to change that in addons. It still worked after the name change, until I merged the files.
If only parts of a map are empty than this is related to an issue with very old data in HarvestMap.
E.g.: in Deshaan near the S/E wayshrine is an empty part now (which has the outline of Deshaan on the world map).

These nodes can not be restored currently and we will have to wait until new uploads will fill those empty spaces again (if someone looted nodes in these areas).
This problem I have, too, but it's an "ok"-one
The big problem is that the zones Coldharbour, Craglorn, Cyrodiil, and all DLC zones are completely empty (except for the few nodes I gathered after they disappeared from the maps).
When I upload/download the merged files, it only shows my old account name which is not valid anymore, so I thought it loads into nowhere somehow, but I have no clue how to tell the addon(s) what the new name is. How do I change this to see if it works then?
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Unread 08/14/16, 01:43 PM  
Iphitos

Forum posts: 5
File comments: 47
Uploads: 0
Re: Re: FYI: Lost pins after using HarvestMerge

Originally Posted by Moonshadow66
Hello and thanks for your post/reply,
unfortunately, this didn't help on my end, these zones I mentioned in an earlier post are still empty. I think the issue lies in my old account name which the addon is still recognizing for some reason, and I have no idea how to change that in addons. It still worked after the name change, until I merged the files.
If only parts of a map are empty than this is related to an issue with very old data in HarvestMap.
E.g.: in Deshaan near the S/E wayshrine is an empty part now (which has the outline of Deshaan on the world map).

These nodes can not be restored currently and we will have to wait until new uploads will fill those empty spaces again (if someone looted nodes in these areas).
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Unread 08/11/16, 02:26 PM  
Moonshadow66

Forum posts: 0
File comments: 5
Uploads: 0
Re: FYI: Lost pins after using HarvestMerge

Originally Posted by Iphitos
Hi all,

sorry for the long time without any posts from me to issues with HarvestMerge... I was on vacation

Concerning the reported problem with empty maps after using HarvestMerge:

This problem only occured when someone has set the maxTimeDifference in HarvestMap addon to a value other then the default value (0/infinite).

Edit 2016-08-11:
This has been fixed
Just upload your files to http://www.teso-harvest-merge.de again.

Greetings
Iphitos
Hello and thanks for your post/reply,
unfortunately, this didn't help on my end, these zones I mentioned in an earlier post are still empty. I think the issue lies in my old account name which the addon is still recognizing for some reason, and I have no idea how to change that in addons. It still worked after the name change, until I merged the files.
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Unread 08/10/16, 08:23 AM  
marthis

Forum posts: 0
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Runestones on map

Is there a way to display runestones on the map?
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Unread 08/04/16, 12:55 AM  
Iphitos

Forum posts: 5
File comments: 47
Uploads: 0
FYI: Lost pins after using HarvestMerge

Hi all,

sorry for the long time without any posts from me to issues with HarvestMerge... I was on vacation

Concerning the reported problem with empty maps after using HarvestMerge:

This problem only occured when someone has set the maxTimeDifference in HarvestMap addon to a value other then the default value (0/infinite).

Edit 2016-08-11:
This has been fixed
Just upload your files to http://www.teso-harvest-merge.de again.

Greetings
Iphitos
Last edited by Iphitos : 08/10/16 at 11:48 PM.
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Unread 08/03/16, 10:26 PM  
holycannoli

Forum posts: 0
File comments: 3
Uploads: 0
Originally Posted by Sp00sty
To Be Clear: I have tried helping in posts below and want to make sure I haven't confused people as there are TWO different options to get other players pins into your game. I apologize if I have when trying to answer to both methods. I may have used the word import in both instances without clarifying.

1) Use the Import function of the addon to import a HarvestMapImport.lua saved variable file into your game. The HarvestMapImport.lua file has to be provided to you by another player or source. The Website does NOT produce that file. My link below does have a copy you can use.

2) Use the website to produce new copies of the HarvestMap.lua, HarvestMapAD.lua, HarvestMapDC.lua and HarvestMapEP.lua saved variables files to COPY over your existing Harvest Map Saved Variables. Back up your old files just to be safe first.
#2 is what I did and it works fine. Everything works as (I think) it should. Nothing to import as it wasn't necessary.

Good mod.
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Unread 08/03/16, 12:30 PM  
Sp00sty

Forum posts: 43
File comments: 109
Uploads: 0
Re: Korean Language in popups

Originally Posted by jr.returns
Hi

Firstly this is a great mod.

Unfortunately I now seem to be getting some popup text in Korean. I can't be sure but I think HarvestMap might be responsible. The problem is most visible when clicking on a way shrine, I get a popup with any node information being written in English and the way shrine written in Korean.

Regards
John
That's probably not HarvestMap but the Patch Bug as noted here:

https://forums.elderscrollsonline.co...omment_3232033
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Unread 08/03/16, 10:22 AM  
jr.returns

Forum posts: 0
File comments: 3
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Korean Language in popups

Hi

Firstly this is a great mod.

Unfortunately I now seem to be getting some popup text in Korean. I can't be sure but I think HarvestMap might be responsible. The problem is most visible when clicking on a way shrine, I get a popup with any node information being written in English and the way shrine written in Korean.

Regards
John
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Unread 07/30/16, 04:22 PM  
GIJhen

Forum posts: 0
File comments: 16
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Originally Posted by Sp00sty
Originally Posted by GIJhen
Originally Posted by holycannoli
Here's my problem: the website http://www.teso-harvest-merge.de/ isn't giving me an import file but instead these 4 files: HarvestMap.lua, HarvestMapAD.lua, HarvestMapDC.lua, HarvestMapEP.lua

How do I import them? The import button does nothing.

EDIT: It's more than that I can't get any pins to show on the map, and only blacksmithing, enchanting and heavy sacks show on the compass no matter what settings I try.


Take the 4 files and paste them into your eso/live/savedvariables folder, then indie the game go to addon settings harvest merge and then hit the import button
Why do you have to use the Import Function with those files? The addon even states in-game that the Export/Import function works against a HarvestMapImport.lua file and not the other individual saved variables files. Copying those files is like copying someone else's saved variables.

That is what I am trying to keep from confusing people with. The Website produces the individual Saved Variables Files that already contain all the merged pins that are read by the addon.

If that is not the case then the instructions and the addon text needs to be re-written.

I dont know maybe ive just been doing it wrong this whole time? lol
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Unread 07/30/16, 02:52 PM  
Sp00sty

Forum posts: 43
File comments: 109
Uploads: 0
Originally Posted by GIJhen
Originally Posted by holycannoli
Here's my problem: the website http://www.teso-harvest-merge.de/ isn't giving me an import file but instead these 4 files: HarvestMap.lua, HarvestMapAD.lua, HarvestMapDC.lua, HarvestMapEP.lua

How do I import them? The import button does nothing.

EDIT: It's more than that I can't get any pins to show on the map, and only blacksmithing, enchanting and heavy sacks show on the compass no matter what settings I try.


Take the 4 files and paste them into your eso/live/savedvariables folder, then indie the game go to addon settings harvest merge and then hit the import button
Why do you have to use the Import Function with those files? The addon even states in-game that the Export/Import function works against a HarvestMapImport.lua file and not the other individual saved variables files. Copying those files is like copying someone else's saved variables.

That is what I am trying to keep from confusing people with. The Website produces the individual Saved Variables Files that already contain all the merged pins that are read by the addon.

If that is not the case then the instructions and the addon text needs to be re-written.
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