Quantcast Update for No, thank you! or replacment? - ESOUI
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07/14/18, 07:24 AM   #1
Tonyleila
 
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Update for No, thank you! or replacment?

Since summerset both versions of the addon No, thank you! (continued) (4.0) and offical No, thank you! don't work. they spam errors for the daily rewards that break the game completely so you have to uninstall the addon to login again.
Can someone fix this? Maybe can someone remove the "Delete Market Announcements ads" part makes problems with the rewards? There already is a better addon for that anyway: Anti Market Popup

Alternative is there any addon to:

Disable guild massage of day spam
Disable all that annoying alerts
Disable Delete Mail confirmation dialog
Don't interrupt interactions / rotate game camera
Option to do not show Quest dialog when looting a Master Writ (not shur if I have an addon that is still doing this?)
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07/14/18, 11:01 AM   #2
NorfolkXX
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Did you check that workaround about LibNotifications as mentioned in the comments of the "continued"-version? IIRC, this got them working again for me...
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07/15/18, 06:50 PM   #3
Tonyleila
 
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Originally Posted by NorfolkXX View Post
Did you check that workaround about LibNotifications as mentioned in the comments of the "continued"-version? IIRC, this got them working again for me...
not for me sadly still got error spam after I edited the files.
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07/15/18, 08:42 PM   #4
SDPhantom
 
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Originally Posted by Tonyleila View Post
Alternative is there any addon to:
Don't interrupt interactions / rotate game camera
I was testing this code, but I've had a few glitches where the character would randomly get stuck facing a single direction until the UI was reloaded. I'm probably missing another function, but so far, it's a somewhat rare occurrence.

Lua Code:
  1. local SceneWhitelist={
  2.     crownCrateKeyboard=true;
  3.     crownCrateGamepad=true;
  4. };
  5.  
  6. local function Hook() return not SceneWhitelist[SCENE_MANAGER.currentScene.name]; end
  7. local HookList={
  8.     "SetFrameLocalPlayerInGameCamera";
  9.     "SetFrameLocalPlayerLookAtDistanceFactor";
  10.     "SetFrameLocalPlayerTarget";
  11.     "SetFullscreenEffect";
  12. };
  13.  
  14. for _,funcname in ipairs(HookList) do ZO_PreHook(funcname,Hook); end
I added a whitelist for the crown crate UI since it completely breaks that when the game camera isn't in this mode.



Edit: Found more functions, added them to the hook. This code is experimental. I'll add another option later that removes the scene fragments causing this once I iron out the design.
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Last edited by SDPhantom : 07/15/18 at 10:42 PM.
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07/15/18, 11:20 PM   #5
hawkeye1889
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Originally Posted by Tonyleila View Post
not for me sadly still got error spam after I edited the files.
I had this same issue i just deleted the libnotifacations and re added an updated version
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07/16/18, 09:37 AM   #6
Tonyleila
 
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If anyone got a fixed version just upload it here :/

@SDPhantom yah also had that stuck facing a single direction glich a while ago. Woud be cool when you upload this as an addon when you are done
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07/18/18, 02:25 AM   #7
SDPhantom
 
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Here's the second option I mentioned earlier. It scans through all scenes in the scene manager and removes the affecting fragments. The lookup table acts as a hierarchy. If the parent fragment is found, it tries to remove the child fragments as well.

Lua Code:
  1. local SceneWhitelist={
  2.     crownCrateKeyboard=true;
  3.     crownCrateGamepad=true;
  4. };
  5.  
  6. local Fragments={
  7.     [FRAME_PLAYER_FRAGMENT]={-- Calls SetFrameLocalPlayerInGameCamera()
  8. --      Calls SetFrameLocalPlayerTarget()
  9.         [FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT]                =true;
  10.         [FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT]      =true;
  11.         [FRAME_TARGET_FURNITURE_BROWSER_FRAGMENT]               =true;
  12.         [FRAME_TARGET_CRAFTING_FRAGMENT]                    =true;
  13.         [FRAME_TARGET_CRAFTING_GAMEPAD_FRAGMENT]                =true;
  14.         [FRAME_TARGET_CENTERED_FRAGMENT]                    =true;
  15.         [FRAME_TARGET_OPTIONS_FRAGMENT]                     =true;
  16.         [FRAME_TARGET_STORE_WINDOW_FRAGMENT]                    =true;
  17.         [FRAME_TARGET_GAMEPAD_FRAGMENT]                     =true;
  18.         [FRAME_TARGET_GAMEPAD_OPTIONS_FRAGMENT]                 =true;
  19.         [FRAME_TARGET_LEFT_GAMEPAD_FRAGMENT]                    =true;
  20.         [FRAME_TARGET_TRADING_HOUSE_GAMEPAD_FRAGMENT]               =true;
  21.         [FRAME_TARGET_GAMEPAD_RIGHT_FRAGMENT]                   =true;
  22.  
  23. --      Calls SetFullscreenEffect()
  24.         [FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT]           =true;
  25.         [FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT] =true;
  26.         [FRAME_TARGET_BLUR_CENTERED_FRAGMENT]                   =true;
  27.         [FRAME_TARGET_BLUR_STORE_WINDOW_FRAGMENT]               =true;
  28.         [FRAME_TARGET_BLUR_GAMEPAD_FRAGMENT]                    =true;
  29.         [FRAME_TARGET_LEFT_BLUR_GAMEPAD_FRAGMENT]               =true;
  30.         [FRAME_TARGET_TRADING_HOUSE_BLUR_GAMEPAD_FRAGMENT]          =true;
  31.         [FRAME_TARGET_BLUR_GAMEPAD_RIGHT_FRAGMENT]              =true;
  32.         [FRAME_TARGET_BLUR_FULLSCREEN_FRAGMENT]                 =true;
  33.  
  34. --      Calls SetFrameLocalPlayerLookAtDistanceFactor()
  35.         [FRAME_TARGET_DISTANCE_GAMEPAD_FAR_FRAGMENT]                =true;
  36.     };
  37. };
  38. --Fragments[FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT]=Fragments[FRAME_PLAYER_FRAGMENT];--  Alias for FRAME_PLAYER_FRAGMENT (Only used for item previews, not actually registered to any scenes)
  39.  
  40. local ProcessScene; do--    function ProcessScene(scene)
  41.     local Lookup=Fragments;
  42.     function ProcessScene(scene)
  43.         local lookup=Lookup or Fragments;-- Save a copy, it changes with recursion
  44.         local list=scene.fragments;--   Scene fragment list
  45.  
  46.         local i=#list;--    For doesn't handle changes in index mid-loop
  47.         while i>0 do
  48.             local val=lookup[list[i]]; i=i-1;
  49.             if val then
  50.                 table.remove(list,i+1);--   We decremented the index already
  51.                 if type(val)=="table" then
  52.                     Lookup=val;--   Select lookup table
  53.                     ProcessScene(scene);--  Recursive iteration
  54.                     Lookup=lookup;--    Restore lookup table
  55.  
  56.                     i=math.min(i,#list);--  Make sure we're still within list boundries
  57.                 end
  58.             end
  59.         end
  60.     end
  61. end
  62.  
  63. for name,scene in pairs(SCENE_MANAGER.scenes) do
  64.     if not SceneWhitelist[name] then ProcessScene(scene); end
  65. end

This is also experimental and may affect different parts of the UI. One noted issue so far is item previews are disabled in the Collections and Crown Store UIs. SetFrameLocalPlayerInGameCamera() is required for GetPreviewModeEnabled() to return true.
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Last edited by SDPhantom : 07/18/18 at 02:34 AM.
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07/18/18, 07:17 AM   #8
Tonyleila
 
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One noted issue so far is item previews are disabled in the Collections and Crown Store UIs.
Why not disable the addon in that windows?
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07/18/18, 09:08 PM   #9
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I already have entries set aside for the whitelist, but I'm entertaining other ideas at the moment.
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07/22/18, 03:58 PM   #10
Gamer1986PAN
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Originally Posted by SDPhantom View Post
I was testing this code, but I've had a few glitches where the character would randomly get stuck facing a single direction until the UI was reloaded. I'm probably missing another function, but so far, it's a somewhat rare occurrence.

I know that bug, but you can fix it without reload. Just call one of your personal assistents and talk to them.
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07/22/18, 07:58 PM   #11
SDPhantom
 
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I don't have a personal assistant... yet. I'm poor people.
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07/26/18, 11:37 AM   #12
ovinnik
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I don't suppose you've found a replacement? The feature I'm most interested in is disabling on-screen notifications, e. g. for screenshots.
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07/29/18, 01:54 AM   #13
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Does anyone have a LUA errors free personal version of the addon please?
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07/29/18, 12:24 PM   #14
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Originally Posted by Octopuss View Post
Does anyone have a LUA errors free personal version of the addon please?
This is the personal version I have used daily, trouble-free, for the last month or so. It has not spewed errors since updating LibNotification way back in June:

https://github.com/ziggr/ESO-NoThankYou/tree/master

But I suspect that everyone in this thread has already tried all of the changes in the above repo, and are still triggering Lua errors. Sorry. I must be lucky enough to avoid everyone else's Lua errors caused by events or interactions between No, thank you and other add-ons or localizations.

--Z

Last edited by ziggr : 07/29/18 at 12:40 PM.
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07/30/18, 03:00 AM   #15
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Thank you.
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07/30/18, 01:36 PM   #16
SlippyCheeze
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Originally Posted by ziggr View Post
This is the personal version I have used daily, trouble-free, for the last month or so. It has not spewed errors since updating LibNotification way back in June:

https://github.com/ziggr/ESO-NoThankYou/tree/master

But I suspect that everyone in this thread has already tried all of the changes in the above repo, and are still triggering Lua errors. Sorry. I must be lucky enough to avoid everyone else's Lua errors caused by events or interactions between No, thank you and other add-ons or localizations.

--Z
I wouldn't bet on that; like you, simply updating libNotification fixed all the issues I had. That said ... have you considered publishing your version? No, Thank You (continued, continued again) would be both entertaining, and useful to others.
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07/30/18, 03:20 PM   #17
ziggr
 
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Originally Posted by SlippyCheeze View Post
That said ... have you considered publishing your version?
No, thank you!

(I already spend too many hours each month on WritWorthy. The last thing I want to do is sign up for more work.)

If somebody else wants to publish these modifications, go right ahead!
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08/03/18, 03:13 AM   #18
ovinnik
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Originally Posted by ziggr View Post
This is the personal version I have used daily, trouble-free, for the last month or so. It has not spewed errors since updating LibNotification way back in June:

https://github.com/ziggr/ESO-NoThankYou/tree/master

But I suspect that everyone in this thread has already tried all of the changes in the above repo, and are still triggering Lua errors. Sorry. I must be lucky enough to avoid everyone else's Lua errors caused by events or interactions between No, thank you and other add-ons or localizations.

--Z
Thanks, ziggr. Here's hoping someone knowledgable about these things feels like building upon your improvements.
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08/04/18, 10:16 AM   #19
Provision
 
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Don't interrupt interactions / rotate game camera
NonstopHarvest http://www.esoui.com/downloads/info8...opHarvest.html
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08/06/18, 07:22 AM   #20
l59362
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I dont know about any LUA errors (i dont get any), but "No thank you" breaks character's animation - it "faces" wrong derection. I think its caused by no-book-read feature.
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