Results: 77Comments by: iwontsay
File: HarvestMap11/01/22
as of update 36 Nodedetection when...
Posted By: iwontsay
as of update 36 Nodedetection when enabled will cause the game to CTD within 30 seconds of gameplay, can you please fix this? No he can't as it's a ZOs bug and the official ESO forums already tell you that, and to disable all addons at the moment, if you experience any crashes. Thanks for your understanding that this is nothing a...
File: InventoryManager05/25/20
Re: UI Error...
Posted By: iwontsay
Receiving the following error.. Has occurred when doing daily writs, and also when looting in PVE. EsoUI/Libraries/Globals/GlobalVars.lua:47: attempt to index a nil value stack traceback: EsoUI/Libraries/Globals/GlobalVars.lua:47: in function 'GetControl' |caaaaaa suffix = "Flash" |r EsoUI/Ingame/Inventory/In...
File: InventoryManager05/05/20
Re: pull out surveys and treasure maps
Posted By: iwontsay
Hi, I'm trying to get the following rules to work, to have my bank alt pull any survey report or treasure map from the bank into their inventory, but nothing happens when I open the bank. Is there something wrong with the rules or are these kind of items simply not supported by the addon? ---- Retrieve from own bank ... (rules: 2...
File: InventoryManager05/04/20
Re: glyphs storage
Posted By: iwontsay
Addon not helpful for me. It fail first task I gave "store glyphs to bank" That rule setting (quote missing) reminds me of a dictionary entry: Recursion (n.): Look up -> Recursion. Maybe you should, perchance, define WHAT you want to put in the bank in that rule list?
File: InventoryManager05/03/20
Re: launder/fence
Posted By: iwontsay
if you set up rules to launder or fence, and run out of daily fence/launder amount, the addons will stop processing any other rules.is there no way to have it just skip the one that's maxed and continue with the rest? There are more reasons why a sale could fail. Most prominent is that an item is character bound. Sadly, ESO report...
File: InventoryManager04/01/20
There had been a longstanding negle...
Posted By: iwontsay
There had been a longstanding neglect in InventoryManager as well; in the identification of what kind of items belong to which crafting skill (to determine whether we are at the correct crafting station for that specific item or not) had the jewelry items missing.
File: InventoryManager03/04/20
Not really an issue but weird behav...
Posted By: iwontsay
Not really an issue but weird behaviour: A dryrun returns me a lot of "would pull from bank because of rule #" for items that are actually not in the bank but on the character already? It is sort of intended. This way you don't need to keep the bank open (and risk misplaced rules messing up things with your pristine bank account)...
File: InventoryManager03/04/20
Feature/Update request: change fr...
Posted By: iwontsay
Feature/Update request: change from d() to LibChatMessage https://www.esoui.com/downloads/fileinfo.php?id=2389#comments d() is (and is intended as) a low level debug output, something I'd rather not have dependent on any other library. It is never intended to be used as text output in any production code, whatsoever.
File: InventoryManager02/26/20
Regular Expressions Has anyone m...
Posted By: iwontsay
Regular Expressions Has anyone managed to get regular expressions to work in the Filter text section of the add-on? I've compiled a list of items in regex format for the Covetous Countess quest, but can't seem to get the add-on to recognize any of the items, unless I list them one at a time. Using string.Match(), it should u...
File: InventoryManager02/24/20
might be unrelated, but since the l...
Posted By: iwontsay
might be unrelated, but since the latest ( or second latest?) update I get crashed upon opening the bank (right at the point where Inventory Manager usually calculates and starts acting) gonna try to get a crash without inventory manager active... Strange, as I haven't done anything on the item processing itself in the most re...
File: InventoryManager02/24/20
After the update not all items wher...
Posted By: iwontsay
After the update not all items where being processed. I found this in the `DelayedProcessor.lua` on line 114 if #list > 90 then break end I commented it out and all works fine again. This line has been in there for ages and it is put there intentionally. It is in the code that gathers the 'laundry list' of actions to...
File: InventoryManager02/14/20
Hadn't been in ESO for too long, tr...
Posted By: iwontsay
Hadn't been in ESO for too long, truly. :( Just found the time to fix the most prevalent issues, as in.... * Unknown trait detection on recipes/styles/... * Guild names in Rule editing Version 2.4.2 is still pending review at the time I write this notice. In addition, saved settings and rules will be migrated to an ID ba...
File: InventoryManager09/01/19
Re: Issues Selling/Fencing
Posted By: iwontsay
This is one of my favorite addons due to the ability to customize the rules for various inventory actions etc, that is very nice to have in-game. Thanks for creating this great utility. I honestly never play without it. Recently I have been experiencing issues using the 'Sell at shop or fence ...' section. That set of rules does n...
File: InventoryManager08/12/19
The recent error with the initializ...
Posted By: iwontsay
The recent error with the initialization is a consequential one, the roots lie in the FCO ItemSaver itself - Baertram is already notified. If you really, really need to fix it right now, you can do the following. In FCOItemSaver\FCOIS_API.lua, edit the following two lines: Line 1215, replace if gearToIcon or #gearToIcon <...
File: InventoryManager11/18/18
I know this has probably been asked...
Posted By: iwontsay
I know this has probably been asked a million times before, but I'd like to be able to set a specific number of some items (soul gems, potions, food/drink) to keep in my bag, and have the rest in the bank. Then withdraw or deposit to hit the target. If I have asked before, I'm sorry, and I have forgotten the answer. :) It has....
File: InventoryManager11/14/18
Re: Feature request
Posted By: iwontsay
here you can find the update zip if someone is interested (I will mail the dev if he is interested in merging these changes). The changelog is something like: Version 2.3.0 * Added Alliance Points and Writ Vouchers currencies * Changed withdraw/deposit logs in chat Peace :banana: Pretty sure I'll get to it the coming week...
File: InventoryManager10/23/18
Re: Settings tab not saving settings
Posted By: iwontsay
- As Ovinnik mentioned below, the preferences one can change via the Settings-tab don't stick (save for the Maximum Gold & Auto-Sell Junked Items settings, for me). Will be addressed as stated below. - I find that in order for junked items to actually auto-sell, for me at least, there needs to be a rule to "Sell all junk" unde...
File: InventoryManager10/23/18
Did you allow items marked for deco...
Posted By: iwontsay
Did you allow items marked for deconstruction within FCOIS to be able to be deconstructed? Check the FCOIS settings -> protective settings -> Deconstruction -> Allow deconstruction of "marked for decon" items (or similar ooption). Hey. Finally got back to this: I had that set to allow deconstruction of "marked for decon", inde...
File: InventoryManager10/23/18
Back in town and with time to addre...
Posted By: iwontsay
Back in town and with time to address these issues. Projected fixes: LibNeed4Research - Make Jewelry great again Settings tab - Set values not being saved API bump Due to the nature how bank movements work - rather than pumping out the item moves with a timed loop it actually waits for the previous transaction to be commenc...
File: InventoryManager05/31/18
I guess i figured it out. But i en...
Posted By: iwontsay
I guess i figured it out. But i encountered the next problem: If the InventoryManager goes through the selling list and comes across an item which can't be sold because it's locked by the game, the whole selling process stops. So all the other items marked for sale do not sell. Could you fix that by just skipping items which can't...
File: InventoryManager05/27/18
The rule "Sell at shop or fence" do...
Posted By: iwontsay
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore. Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all. I did a /im dryrun and it correctly lists items for sale, but at the merchant nothing happens. https://gyazo.com...
File: InventoryManager05/27/18
The rule "Sell at shop or fence" do...
Posted By: iwontsay
The rule "Sell at shop or fence" doesn't work - it isn't selling anything to a vendor anymore. Just checked. Still works fine for me. You could check using "/im dryrun" if there are items supposed to be sold at all.
File: InventoryManager05/26/18
The CS author basically said that f...
Posted By: iwontsay
The CS author basically said that from 74 to 75 there was no change in the mentioned functions, and that something fundamental must be broken in Inventory Manager. I see now what happened. The author didn't change anything on the routines and data structures in question, but he introduced a change that made "CS" global again. A...
File: InventoryManager05/25/18
I'm guessing the latest craftstore...
Posted By: iwontsay
I'm guessing the latest craftstore addon broke something, Must be a change from CS 1.74 to 1.75 Could be. But CS 1.76 is out now (yes, I seem to have skipped 1.75 completely), so chances are that he reverted the game-breaker. If not, I'll have a look at it.
File: InventoryManager04/11/18
Still working fine for me. Inter...
Posted By: iwontsay
Still working fine for me. Interesting effect: when I access new storage chests, stuff is automatically put into BANK XD Never bothered with the storage chests so far. I think those chests use the same UI and events as opening the bank does - so it will be triggered when you open said chest. I guess it is an additional param...