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Compatibility:
Wolfhunter (4.1)
Dragon Bones (3.3)
Clockwork City (3.2)
Horns of the Reach (3.1)
Morrowind (3.0)
Homestead (2.7)
One Tamriel (2.6)
Shadows of the Hist (2.5)
Dark Brotherhood (2.4)
Thieves Guild (2.3)
Orsinium (2.2.4)
Updated:09/02/18 08:28 AM
Created:09/05/14 11:54 AM
Monthly downloads:26,848
Total downloads:342,522
Favorites:304
MD5:
4.1
Inventory Insight  Popular! (More than 5000 hits)
Version: 3.19a
by: manavortex, AssemblerManiac
One Inventory for all of the characters on your account!

BETA version: FCO Item Saver support
Download it from Baertram's dropbox if you want to try it out, or grab it directly from github.


What does it do?
  • tracks everything in your characters' Bags, Bank, Guild Banks, and CraftBag
  • keeps track of the Gold / AP / Telvar Stones / Writ Vouchers for each character
  • keeps track of the space used/available for each character
  • allows filtering your inventory by item type
  • lets you search the items by name, or by set name
  • adds data to item tooltip showing you where that item is located (all popups/tooltips, or only when over the Inventory Insight window)

Recently added features:
  • Now tracks items in the extended bank for ESO+ subscribers (it's still in 'Bank', but now it won't disappear or have no name in it's location)
  • Right click menu to link in chat (double-clicking an item still works)
  • Right click menu option to find all missing pieces of a motif from the current list
  • Motif check is now two different right click options. One for local, one for Chat. Both generate a link for the achievement with "known"/"unknown" chapters based on what's missing from the displayed list
  • Motif check also doesn't require filter to single motif anymore, it's based on whatever style you right clicked, and only that one
  • Can be configured to put the item location information directly into the tooltip, or leave it in the extra frame like previous versions
  • Right click menu now has two quick filter options, filter by item name and filter by set name
  • Writ Voucher count is now part of the Gold info popup (rightmost column)

Backlog:
  • Track multiple accounts: Voodoo might be possible

Where do I send massive qtys of gold or mats?
We gladly accept donations:
NA: @AssemblerManiac
EU: @manavortex
3.17 - 3.19
- Bunch of improvements -> FCO Item Saver integration now works properly! Thanks Baertram and AssemblerManiac for making it work.
- Delete Character bug fixed
- Nil index exception removed

3.16
- Dropdown is now scrollable

3.15
- fixed the error on logout

3.14
- tooltip divider will now always match frame color (stolen or not)
- nailed down some icons

3.13d
- 'all banks' filter now includes the regular bank as well as the subscriber bank

3.13c
- Added another check against nil in IIfADataCollection.lua

3.13b
- Set Name Only button now hidden again when minimized
- added command "toggle" (/ii toggle") to show/hide the main frame like binding to a key

3.13a
- bad reference in settings adapter fixed

3.13
- line 519 error fixed
- heavy armor selected dropdown list has proper slots listed
- mouseover on equipped items shows proper counts for poisons and weapons, both mainhand and offhand
- gui layout issues fixed
- item detail dropdown filter back where it came from (more or less)
- debug info in datacollection line 104 moved to line 102 so user can debug better
- misc task removals to minimize background task occuring while user actively mousing

3.12
- Hotfixes

3.11
- Nil fixes and crash fixes
- Nailed down the dropdown for armor types

3.10
- Complete overhaul of stack tracking (thanks AssemblerManiac)
- Adjusted AddOn's code to cope with lockpicks not being lockpicks (they are sneaky like that)

3.09a +b
- Hopefully a fix for the exception

3.08, 3.09
- Tracking changes

3.07
- Shields no longer show up under weapon filter
- All (?) tracking working again
- List is refreshed after changes

3.06
- More fixes on how data is handled, also database reset
- Will now reliably not track house data if you turn it off

3.05
- Housing Storage now tracked properly and in tooltip overlay

3.04a
- More fixes on the housing storage. We'll tackle the containers next.

3.04
- Everything seems to work?

3.03+a
- More fixes!

3.02b
- Reupload and error fixes

3.02
- Fixed indexing of trait and style material. Further work in progress.

3.01
- Hopefully fixed the data collection issues
- Fixed an error when trying to unignore nothing

3.0
- supports housing storage
- supports tracking furnishings in houses - enable in the settings
- performance gain thanks to votan's libAsync

2.19
- LibCustomMenu update

2.18
- Better Ebonshadow icon

2.17
- API bump
- Fixed the occasional LUA error when opening a guild bank
- Added icons for Clockwork, Dreadhorn, Bloodforge, Apostle and Ebonshadow

2.16a
- about that startup thing - it's been tested now, and works properly

2.16
- startup code on fresh install no longer throw errors
- min/close buttons locked to top right corner instead of top label

2.15
- version # in addon is consistent again
- error in CharCurrencyTooltip.lua at line 120 should be gone
- Name changed to "Inventory Insight" - it's been outta the ashes long enough, but the directory will stay the same

2.14
- Works with Horns of the Reach
- Added AP and WV bank info and totals to Gold Info popup
- Added style info/textures/missing motifs for Telvanni, Hlaalu, and Redoran

2.13
- Changes for bank space related to ESO+ subscriber changes

2.12
- Changed the way the Missing Motifs feature works (creates link for achieve, and 2 options now)
- New right click options (filter by item name, filter by set name)
- Improved text search processing (a "-" in Twice-born star doesn't fail to find anything anymore)
- Added writ vouchers to Gold Info popup

2.11
- Right click options for Link to chat and missing motif processing (when you're trying to build a set before learning it OR already know it and are building a set for someone else)

2.9
- New setting (Search Set Names) to control how the text filter works. If on, typing in the search filter will also show items with set names (it's additive, so it works by item name OR set name).
- New item on the list GUI. Directly above the text search area, there's a checkbox "Filter on Set Name only". When checked, ONLY items from Named Sets (crafted or dropped) will appear in the list, and any text in the search box will be looked for only in set names, not the name of an item.

2.8
- Sub filters added for furnishing items (limited use until ZoS sets the item type properties correctly)
- Heavy hands now shows up again in the "All" list (Thanks Danno8)
- Several other misc items that were missing when filtered have returned

2.7a
Added a filter category for furnishing items

2.7
- existing filters fixed (they should all be working exactly as they should)
- added sub filter for Recipes - now lets you filter on Food, Blueprint, Praxis, etc.
- new icons for added motifs, updated motif text to match real names
- items are renamed at every login, and after reloadui. If you change language, the names on the items will now reflect that change, instead of only after one has been removed from everywhere and re-added

2.6
- unofficial release

2.5a
New icons for Maomer and Hollowjack

2.5:
- Nil reference in startup squashed
- When filtering by materials, style mats now show up
- When filtering by Armor, gloves now show up
- No longer an out of date AddOn
- Item counts when transferring into backpack now get updated (or out, when a count is changing and doesn't end up zero)

Still need to make it possible to track items OUT of backpack when count becomes zero. Also will be adding timed update to repaint the display if it's not hidden while bulk transfers are in progress.

2.3: Can now display currency across your characters.
New icons for Ebony and Ashlander Styles.

2.2: Code cleanup

2.1: Added subfilters

2.0a:
Included a minor bugfix where amounts wouldn't be displayed correctly at the crafting station

1.9:
Fixed the style textures again - also, style of worn items will now be displayed correctly! Yay!
Included LibCustomTitles.
Optional Files (0)


Archived Files (71)
File Name
Version
Size
Author
Date
3.19
720kB
manavortex
08/31/18 01:33 PM
3.19
720kB
manavortex
08/31/18 01:33 PM
3.16
720kB
manavortex
04/14/18 01:07 PM
3.14
743kB
manavortex
03/25/18 08:01 AM
3.13d
716kB
manavortex
03/09/18 01:22 AM
3.13c
712kB
manavortex
03/08/18 08:47 AM
3.13c
712kB
manavortex
03/08/18 01:30 AM
3.13b
712kB
manavortex
03/07/18 12:55 AM
3.13a
712kB
manavortex
03/06/18 10:52 AM
3.13
712kB
manavortex
03/06/18 02:04 AM
3.11
743kB
manavortex
02/28/18 11:35 AM
3.10
743kB
manavortex
02/27/18 03:15 PM
3.09b
716kB
manavortex
02/27/18 01:09 AM
3.09a
716kB
manavortex
02/26/18 05:45 AM
3.09
716kB
manavortex
02/25/18 11:16 AM
3.07
715kB
manavortex
02/23/18 01:57 AM
3.06
715kB
manavortex
02/21/18 10:44 AM
3.05
715kB
manavortex
02/19/18 12:41 PM
3.04a
715kB
manavortex
02/18/18 10:22 AM
3.04
715kB
manavortex
02/17/18 07:25 AM
3.03a
714kB
manavortex
02/15/18 02:19 PM
3.03
714kB
manavortex
02/14/18 11:22 AM
3.02b
714kB
manavortex
02/14/18 08:12 AM
3.02a
714kB
manavortex
02/14/18 06:32 AM
3.02
707kB
manavortex
02/14/18 04:07 AM
3.01
707kB
manavortex
02/13/18 12:35 PM
3.0
707kB
manavortex
02/12/18 10:52 AM
2.19
696kB
manavortex
12/09/17 11:30 AM
2.18
695kB
manavortex
11/18/17 08:52 AM
2.18
696kB
manavortex
11/18/17 08:42 AM
2.17
707kB
manavortex
11/05/17 08:29 AM
2.16a
632kB
manavortex
08/18/17 01:23 PM
2.16
632kB
manavortex
08/18/17 09:05 AM
2.15
632kB
manavortex
08/15/17 01:00 PM
2.14
631kB
manavortex
08/15/17 10:46 AM
2.13
625kB
manavortex
06/01/17 02:34 PM
2.12
562kB
manavortex
05/11/17 10:10 PM
2.11
530kB
manavortex
04/16/17 09:38 AM
2.9
529kB
manavortex
03/07/17 10:40 AM
2.8
528kB
manavortex
03/01/17 09:02 AM
2.7a
506kB
manavortex
02/25/17 05:17 PM
2.7
528kB
manavortex
02/12/17 12:40 PM
2.5a
536kB
manavortex
10/21/16 07:58 AM
2.5
555kB
manavortex
10/20/16 08:48 PM
2.4
576kB
manavortex
09/27/16 03:25 PM
2.3
543kB
manavortex
08/26/16 09:52 AM
2.2
497kB
manavortex
08/18/16 01:43 PM
2.1
516kB
manavortex
08/03/16 10:34 AM
2.0a
670kB
manavortex
07/05/16 12:16 PM
2.0
670kB
manavortex
07/05/16 02:15 AM
1.9a
615kB
manavortex
05/01/16 03:21 PM
1.9
476kB
manavortex
04/03/16 10:48 PM
1.8
456kB
manavortex
01/09/16 10:12 AM
1.66
933kB
manavortex
11/05/15 02:50 PM
1.65
1MB
manavortex
11/04/15 06:30 AM
1.6
463kB
manavortex
11/03/15 11:49 AM
1.5a
466kB
manavortex
10/10/15 08:51 AM
1.5
467kB
manavortex
09/20/15 02:56 AM
1.4
467kB
manavortex
09/07/15 11:07 AM
1.3a
420kB
manavortex
04/25/15 08:34 AM
1.3
417kB
manavortex
04/25/15 04:13 AM
1.2
227kB
manavortex
03/12/15 12:23 PM
1.1
214kB
manavortex
12/17/14 10:35 AM
1.0
214kB
manavortex
11/22/14 08:01 AM
0.9a
254kB
manavortex
10/22/14 12:45 PM
0.9a
254kB
manavortex
10/22/14 12:41 PM
0.9
215kB
manavortex
10/07/14 08:03 AM
0.8a
214kB
manavortex
09/17/14 03:14 AM
0.8.1
214kB
manavortex
09/06/14 06:42 AM
0.8
211kB
manavortex
09/05/14 01:27 PM
0.8
212kB
manavortex
09/05/14 11:54 AM


Post A Reply Comment Options
Unread 09/17/18, 04:41 PM  
SilverWF
 
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Forum posts: 41
File comments: 327
Uploads: 2
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Originally Posted by AssemblerManiac
You want to have scene open, close IIfA, then close scene, and when you re-open scene, you want IIfA to magically know you want it open again too.
That's what I bolded up
I mean, you already has settings in the options of what scene must show IIFA window
So I mean, is it possible to not overwrite that settings when X was pressed?
That would break it for everyone else that knows the X means "don't show on this scene".

I'll think about adding an option that makes the X only "close for now".

Still not sure why anyone would want it to work this way. It's goes against how it's designed to work. Couldn't you just close scene without closing IIfA?
Sure I can.
But most of the time this window is collapsed for me. And pretty often I'm missclicking on the expand button, when want to expand it or collapse again and it closes
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Unread 09/17/18, 01:53 PM  
AssemblerManiac
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Forum posts: 46
File comments: 150
Uploads: 1
Originally Posted by SilverWF
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
What you're asking for goes against how IIfA works. If IIfA is visible when you close a scene, it'll be shown when you re-open it, and vice-versa. It would be too confusing for people if it stayed open and had to be change only through the config window.

If you bind it to a key, you can turn it on/off anywhere you like, quick and easy.
No, you didn't get me
I mean if it would return back after the IIFA window was closed with "Hide window" icon
I did understand exactly what you wanted.

You want to have scene open, close IIfA, then close scene, and when you re-open scene, you want IIfA to magically know you want it open again too.

But the way it works, when you hit the X of IIfA, it closes it, and changes the state to closed for the scene, so next time the scene is opened, IIfA doesn't know you want it open again because you told it to be closed for that scene.

How exactly would you propose "remember what I wanted, not what I told you to do" be implemented?

Bind it to a KEY so you can open it any time you want, and it will remember it's state for that scene permanently.

----- edit
I just realized you are an addon author also, and not a typical "just make it do what I'm thinking" user. If I'm totally wrong on what you're asking for, lemme know the specific use case step by step.
That's what I bolded up
I mean, you already has settings in the options of what scene must show IIFA window
So I mean, is it possible to not overwrite that settings when X was pressed?
That would break it for everyone else that knows the X means "don't show on this scene".

I'll think about adding an option that makes the X only "close for now".

Still not sure why anyone would want it to work this way. It's goes against how it's designed to work. Couldn't you just close scene without closing IIfA?
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Unread 09/17/18, 01:41 PM  
SilverWF
 
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File comments: 327
Uploads: 2
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
What you're asking for goes against how IIfA works. If IIfA is visible when you close a scene, it'll be shown when you re-open it, and vice-versa. It would be too confusing for people if it stayed open and had to be change only through the config window.

If you bind it to a key, you can turn it on/off anywhere you like, quick and easy.
No, you didn't get me
I mean if it would return back after the IIFA window was closed with "Hide window" icon
I did understand exactly what you wanted.

You want to have scene open, close IIfA, then close scene, and when you re-open scene, you want IIfA to magically know you want it open again too.

But the way it works, when you hit the X of IIfA, it closes it, and changes the state to closed for the scene, so next time the scene is opened, IIfA doesn't know you want it open again because you told it to be closed for that scene.

How exactly would you propose "remember what I wanted, not what I told you to do" be implemented?

Bind it to a KEY so you can open it any time you want, and it will remember it's state for that scene permanently.

----- edit
I just realized you are an addon author also, and not a typical "just make it do what I'm thinking" user. If I'm totally wrong on what you're asking for, lemme know the specific use case step by step.
That's what I bolded up
I mean, you already has settings in the options of what scene must show IIFA window
So I mean, is it possible to not overwrite that settings when X was pressed?
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Unread 09/16/18, 04:08 PM  
AssemblerManiac
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Forum posts: 46
File comments: 150
Uploads: 1
Originally Posted by SilverWF
Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
What you're asking for goes against how IIfA works. If IIfA is visible when you close a scene, it'll be shown when you re-open it, and vice-versa. It would be too confusing for people if it stayed open and had to be change only through the config window.

If you bind it to a key, you can turn it on/off anywhere you like, quick and easy.
No, you didn't get me
I mean if it would return back after the IIFA window was closed with "Hide window" icon
I did understand exactly what you wanted.

You want to have scene open, close IIfA, then close scene, and when you re-open scene, you want IIfA to magically know you want it open again too.

But the way it works, when you hit the X of IIfA, it closes it, and changes the state to closed for the scene, so next time the scene is opened, IIfA doesn't know you want it open again because you told it to be closed for that scene.

How exactly would you propose "remember what I wanted, not what I told you to do" be implemented?

Bind it to a KEY so you can open it any time you want, and it will remember it's state for that scene permanently.

----- edit
I just realized you are an addon author also, and not a typical "just make it do what I'm thinking" user. If I'm totally wrong on what you're asking for, lemme know the specific use case step by step.
Last edited by AssemblerManiac : 09/16/18 at 04:47 PM.
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Unread 09/16/18, 03:38 PM  
SilverWF
 
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Originally Posted by AssemblerManiac
Originally Posted by SilverWF
Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
What you're asking for goes against how IIfA works. If IIfA is visible when you close a scene, it'll be shown when you re-open it, and vice-versa. It would be too confusing for people if it stayed open and had to be change only through the config window.

If you bind it to a key, you can turn it on/off anywhere you like, quick and easy.
No, you didn't get me
I mean if it would return back after the IIFA window was closed with "Hide window" icon
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Unread 09/16/18, 08:46 AM  
AssemblerManiac
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Forum posts: 46
File comments: 150
Uploads: 1
Originally Posted by SilverWF
Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
What you're asking for goes against how IIfA works. If IIfA is visible when you close a scene, it'll be shown when you re-open it, and vice-versa. It would be too confusing for people if it stayed open and had to be change only through the config window.

If you bind it to a key, you can turn it on/off anywhere you like, quick and easy.
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Unread 09/16/18, 08:34 AM  
SilverWF
 
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Is it possible to return IIFA window after I pressed X sign on the window?
I mean, yea, I know that I need to go to the options and check an option there, but this is extremely annoying
It would be nice if a window would be auto-restored on the next open of the scene after I pressed X in the right upper corner
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Unread 09/14/18, 08:18 AM  
manavortex
 
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Re: Housing Options

Originally Posted by BS Artist
What does the option 'Collect furniture in houses' do? I assumed it meant that the add on would track furniture items placed in houses, but I tried it, and it doesn't appear that way after all...
it does precisely that. Could you try to wipe your saved variables? That had fixed the error for someone else.
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Unread 09/14/18, 07:46 AM  
BS Artist
 
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Housing Options

Hi everyone. I have a little question I was hoping someone could shed some light on for me.

What does the option 'Collect furniture in houses' do? I assumed it meant that the add on would track furniture items placed in houses, but I tried it, and it doesn't appear that way after all...
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Unread 09/10/18, 08:33 AM  
Onigar
 
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Originally Posted by AssemblerManiac
Originally Posted by Onigar
I just noticed that at the Guild Store interface the padlock icon is not unlocking to allow you to move the window. It is overlaying the item to be posted area.

I try to disable this interface in setting. that does work initially as does using the "x" to close it but as soon as I change to bag or craft bag the window reappears.

All other interfaces seem to work ok.
Is there an anchor icon? If it's anchored to the guild store frame, then you can't unlock it, you have to un-achor it to move it.

Are you running any guild store addons? I know IIfA works with AGS, but don't know about any others.
Thanks for your reply.

After I used the anchor icon to "dock" the window then this moves the window to the left and it is clear of the guild store window.

but as soon as i change the sell view from bag to craft bag for instance then the inventory window is again overlaying the item to be posted part of the guild store interface.

It is as if the on screen location is not being saved.

I use AGS, advanced filters, Arkadius Trade tools and gear set sort.
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Last edited by Onigar : 09/10/18 at 08:46 AM.
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Unread 09/10/18, 06:38 AM  
AssemblerManiac
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Forum posts: 46
File comments: 150
Uploads: 1
Originally Posted by Onigar
I just noticed that at the Guild Store interface the padlock icon is not unlocking to allow you to move the window. It is overlaying the item to be posted area.

I try to disable this interface in setting. that does work initially as does using the "x" to close it but as soon as I change to bag or craft bag the window reappears.

All other interfaces seem to work ok.
Is there an anchor icon? If it's anchored to the guild store frame, then you can't unlock it, you have to un-achor it to move it.

Are you running any guild store addons? I know IIfA works with AGS, but don't know about any others.
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Unread 09/10/18, 01:24 AM  
Onigar
 
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I just noticed that at the Guild Store interface the padlock icon is not unlocking to allow you to move the window. It is overlaying the item to be posted area.

I try to disable this interface in setting. that does work initially as does using the "x" to close it but as soon as I change to bag or craft bag the window reappears.

All other interfaces seem to work ok.
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Addons:
Currency Manager: http://www.esoui.com/downloads/info1998
Bag Manager: http://www.esoui.com/downloads/info2091
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Unread 09/02/18, 09:41 PM  
RavenMind
 
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Re: Re: Still Outdated

Originally Posted by AssemblerManiac
Mana just pushed up a replacement version. It looks like ESOUI somehow mis-built the zip file from 3.16 instead of 3.19. It should be available shortly.
Thanks for pushing 3.19 again. Beyond the trivial versioning nonsense, I'm hoping it will address the issues I laid out below.
(Edit: The FCOIS integration is working nicely, thank you!)

I agree with Snakefish's recommendation that you look at Baertram's FCOIS page & the reasoning behind the move he made. I wholehearted agree that mod authors, especially the prolific ones like yourself, mana, Votan, Harven, Dolg, etc. move toward having Users download libs separately. It's time to get people to start thinking about the addons they use, what it requires, and why. As a great guy once said, "..they got everything on a 'silver plate' and got used to it.."
Last edited by RavenMind : 09/04/18 at 02:25 AM.
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Unread 09/02/18, 08:31 AM  
AssemblerManiac
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Re: Still Outdated

Originally Posted by Snakefish
It still says it's out of date.
Is the API-Version: 100025?
Are there any "old" Libs in use?



You might want to take a look at this http://www.esoui.com/downloads/info6...ItemSaver.html mod
and what Baertram has done with the Libs.

Regards,
Sakefish
Mana just pushed up a replacement version. It looks like ESOUI somehow mis-built the zip file from 3.16 instead of 3.19. It should be available shortly.
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Unread 09/02/18, 04:14 AM  
Snakefish

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Still Outdated

It still says it's out of date.
Is the API-Version: 100025?
Are there any "old" Libs in use?



You might want to take a look at this http://www.esoui.com/downloads/info6...ItemSaver.html mod
and what Baertram has done with the Libs.

Regards,
Sakefish
Last edited by Snakefish : 09/02/18 at 04:17 AM.
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