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Updated: 07/01/19 03:28 PM
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Compatibility:
Elsweyr (5.0.5)
Wrathstone (4.3)
Murkmire (4.2)
Wolfhunter (4.1)
Summerset (4.0)
Updated:07/01/19 03:28 PM
Created:12/10/18 04:52 AM
Monthly downloads:5,500
Total downloads:30,364
Favorites:129
MD5:
5.0.5
Advanced Filters - Updated (old Name: BETA)  Popular! (More than 5000 hits)
Version: 1.5.1.7
by: Baertram [More]
Original addon: https://www.esoui.com/downloads/info245-AdvancedFilters.html
Idea and base code were done by ingeniousclown and Randactyl.

I'm just fixing bugs within this updated version.
Please do not ask for new features, thank you.

Removed some libraries from the addon. You need the following libraries in order to make this addon worK:
LibFilters-3.0
LibCustomMenu
LibAddonMenu
libCommonInventoryFilters
LibMotifCategories-1.0 -> NOT included anymore. Needs to be installed as standalone version! (buggy: Motif filters may not work!)


Other adopted addons (beta versions):
1) Fix for CraftCompare (see comments for a changelog here)
Updated version of CraftCompare v1.17, which should be compatible with AdvancedFilters UPDATED (old name: BETA) v1.5.0.6 and higher

Information
-> SavedVars were changed to Server dependent + Character ID (not name anymore).


Information for developers
-Updated the filterInformation for the plugins so it can only be shown at some of the filterGroups. The tag is named "onlyGroups".
Code:
local filterInformation = {
	filterType = {ITEMFILTERTYPE_ALL},
        subfilters = {"All",},
        onlyGroups = {"Armor", "Junk"}
    },
-Updated the filterInformation for the plugins so it can exclude some of the LibFilters filterPanelIds. e.g. to hide the dropdown filter entries at the enchating panels. The tag is named "excludeFilterPanels".
Code:
local filterInformation = {
	filterType = {ITEMFILTERTYPE_ALL},
        subfilters = {"All",},
        excludeFilterPanels = {
           LF_ENCHANTING_CREATION,
           LF_ENCHANTING_EXTRACTION
        },
    },
-Updated the filterInformation for the plugins so it can exclude some of the subFilterss e.g. to hide the dropdown filter entries at the Alchemy and RefinedMaterial subfilters. The tag is named "excludeSubfilters".
Code:
local filterInformation = {
	filterType = {ITEMFILTERTYPE_ALL},
        subfilters = {"All",},
        excludeSubfilters = {"Alchemy", "Enchanting", "Provisioning",
                         "Style", "WeaponTrait", "ArmorTrait",
                         "RawMaterial", "RefinedMaterial", "Temper", "Resin", "Tannin",
                         "FurnishingMat"},
    },
-Updated to support filter plugins which use the "onlyGroups" parameter "Armor", "Weapons" and "Jewelry" filters:
They will automatically add themselves to crafting table filters "ArmorSmithing", "ArmorWoodworking", "ArmorClothier", "WeaponsSmithing", "WeaponsWoodworking", "JewelryCraftingStation" as well now.

-Added: Support for other addons which also filter the inventory/crafting stations. Other addons can register their filter function so the refresh of the subfilter buttons will recognize these functions as well and hide (grey out) the subfilter button if the other addon has filtered the items (e.g. at a crafting station FCOCraftFilter will hide all bank items. This will make AdvancedFilters recognize the change of the shown items according to FCOCraftFilter settings and also grey out the subfilter buttons if no items are shown in this subcategory).
Addons need to
Code:
##OptionallyDependOn: AdvancedFilters
and inject some code via a function just like the dropdown filter plugins do.
Lua Code:
  1. AdvancedFilters_RegisterSubfilterbarRefreshFilter(filterInformationTable)
filterInformationTable is a table and got the following contents:
Lua Code:
  1. if AdvancedFilters ~= nil and AdvancedFilters_RegisterSubfilterbarRefreshFilter ~= nil then
  2.             --Deconstruction
  3.             local subfilterRefreshFilterInformationTable = {
  4.                 inventoryType       = {INVENTORY_BACKPACK, INVENTORY_BANK}, --The inventory constants where the subfilter refresh plugin should be registered. Table with n entries. Each combination of inventoryType and craftingType will be registered at the one filterPanelId!
  5.                 craftingType        = {CRAFTING_TYPE_CLOTHIER, CRAFTING_TYPE_BLACKSMITHING, CRAFTING_TYPE_WOODWORKING}, --The crafting type constants where the subfilter refresh plugin should be registered. Table with n entries. Each combination of inventoryType and craftingType will be registered at the one filterPanelId!
  6.                 filterPanelId       = LF_SMITHING_DECONSTRUCT, -- The LibFilters-2.0 filterPanelId where the registration of this subfilter refresh plugin should be done. No table here! Only 1 entry possible for each call of AdvancedFilters_RegisterSubfilterbarRefreshFilter!
  7.                 filterName          = "FCOCraftFilter_Deconstruction", --The unique identifier which shoiuld be used for the subfilter refresh plugin
  8.                 callbackFunction    = function(slotData) -- The callback "filter" function having 1 parameter slotData, which basically contains the inventorySlot.dataEntry.data stuff (bnagId, slotIndex, itemType, filterTypes, etc.)
  9.                     return FCOCraftFilter_FilterCallbackFunctionDeconstruction(slotData.bagId, slotData.slotIndex)
  10.                 end,
  11.             }
  12.             --If just some parameters like the LibFilters-2.0 filterPanlId change you can redefine the needed values and re-apply it with the slightly changed parameters. Everything else will be kept from the call before.
  13.             AdvancedFilters_RegisterSubfilterbarRefreshFilter(subfilterRefreshFilterInformationTable)
  14.             --Improvement
  15.             subfilterRefreshFilterInformationTable.filterPanelId = LF_SMITHING_IMPROVEMENT
  16.             subfilterRefreshFilterInformationTable.filterName    = "FCOCraftFilter_Improvement"
  17.             AdvancedFilters_RegisterSubfilterbarRefreshFilter(subfilterRefreshFilterInformationTable)
  18.         end

Check the code of FCOCraftFilter so together with AdvancedFilters the changing of the shown items at a crafting panel (bag, bank, both) will change the subfilter buttons enabled/disabled state as well.

-DropdownCallback entries can use a new entry "addString = <string>" now. The <string> will be added to the name of the dropdownentry. The localization files need the entries for them too! This way you can easily add a suffix like "(medium)" or "(light)" or "(ring)" or "(neck)" to the armor/jewelry stuff to distinguish the traits/body parts of different armor classes.
Example for ArmorClothier:
Code:
ArmorClothier = {
        addonDropdownCallbacks = {},
        All = {
            filterCallback = GetFilterCallback(nil),
            dropdownCallbacks = {},
        },
        LightArmor = {
            filterCallback = GetFilterCallbackForArmorType({ARMORTYPE_LIGHT}),
            dropdownCallbacks = {
                {name = "Head", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_HEAD}, {ARMORTYPE_LIGHT})},
                {name = "Chest", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_CHEST}, {ARMORTYPE_LIGHT})},
                {name = "Shoulders", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_SHOULDERS}, {ARMORTYPE_LIGHT})},
                {name = "Hand", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_HAND}, {ARMORTYPE_LIGHT})},
                {name = "Waist", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_WAIST}, {ARMORTYPE_LIGHT})},
                {name = "Legs", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_LEGS}, {ARMORTYPE_LIGHT})},
                {name = "Feet", showIcon=true, addString="Light", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_FEET}, {ARMORTYPE_LIGHT})},
            },
        },
        Medium = {
            filterCallback = GetFilterCallbackForArmorType({ARMORTYPE_MEDIUM}),
            dropdownCallbacks = {
                {name = "Head", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_HEAD}, {ARMORTYPE_MEDIUM})},
                {name = "Chest", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_CHEST}, {ARMORTYPE_MEDIUM})},
                {name = "Shoulders", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_SHOULDERS}, {ARMORTYPE_MEDIUM})},
                {name = "Hand", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_HAND}, {ARMORTYPE_MEDIUM})},
                {name = "Waist", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_WAIST}, {ARMORTYPE_MEDIUM})},
                {name = "Legs", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_LEGS}, {ARMORTYPE_MEDIUM})},
                {name = "Feet", showIcon=true, addString="Medium", filterCallback = GetFilterCallbackForGear({EQUIP_TYPE_FEET}, {ARMORTYPE_MEDIUM})},
            },
        },
    },
-The plugin filterInformation accepts a table for "filterType" now! You can specify it like this in 1 filterInformation and do not need to repeat the same filter information + call to AdvancedFilters_RegisterFilter over and over again:
Lua Code:
  1. local filterInformation = {
  2.     submenuName = "LevelFilters",
  3.     callbackTable = fullLevelDropdownCallbacks,
  4.     filterType = {
  5.         ITEMFILTERTYPE_ALL,
  6.         ITEMFILTERTYPE_WEAPONS, ITEMFILTERTYPE_ARMOR,
  7.         ITEMFILTERTYPE_JEWELRY,
  8.     },
  9.     subfilters = {"All",},
  10.     enStrings = strings,
  11.     deStrings = stringsDE,
  12.     frStrings = strings,
  13.     ruStrings = strings,
  14.     esStrings = strings,
  15. }

ALL other entries of the filterInformation table will be used exactly the same for each of the filterType entries! If you need to use other parameters within filterInformation for each filterType you need to call it like today, split up into own tables + eacht ime a call to AdvancedFilter_RegisterFilter!

-Show the currently visible/filtered item count at the inventory's bottom info line. Where the inventory bag current space / total bag space is shown there is another dark orange (currently shown itemcount) entry now.
This works with AdvancedFilters filtered items (menu buttons, submenu buttons, dropdown filters).
FCOItemSaver and FCOCraftfilter are supported.

If you want your filter addon to upodate the AdvancedFilters filtered itemCount as well you can use the following function:
Code:
AdvancedFilters.util.UpdateCraftingInventoryFilteredCount(invType)
invType is the inventory type of the inventory to update.
The following inventory types can be used, or leave it empty so AdvancedFilters automatically determines the current inventoryType for you.
Code:
    [INVENTORY_BACKPACK]        = "PlayerInventory",
    [INVENTORY_BANK]            = "PlayerBank",
    [INVENTORY_GUILD_BANK]      = "GuildBank",
    [INVENTORY_CRAFT_BAG]       = "CraftBag",
    [INVENTORY_TYPE_VENDOR_BUY] = "VendorBuy",
    --[LF_SMITHING_CREATION]      = "SmithingCreate",
    [LF_SMITHING_REFINE]        = "SmithingRefine",
    [LF_SMITHING_DECONSTRUCT]   = "SmithingDeconstruction",
    [LF_SMITHING_IMPROVEMENT]   = "SmithingImprovement",
    --[LF_JEWELRY_CREATION]       = "JewelryCraftingCreate",
    [LF_JEWELRY_REFINE]         = "JewelryCraftingRefine",
    [LF_JEWELRY_DECONSTRUCT]    = "JewelryCraftingDeconstruction",
    [LF_JEWELRY_IMPROVEMENT]    = "JewelryCraftingImprovement",
    [LF_ENCHANTING_CREATION]    = "EnchantingCreation",
    [LF_ENCHANTING_EXTRACTION]  = "EnchantingExtraction",
    [INVENTORY_HOUSE_BANK]      = "HouseBankWithdraw",
    [LF_RETRAIT]                = "Retrait"

Known bugs:
-Sometimes the guild bank withdraw panel does not show any subfilter buttons enabled even if there are items. Not quite sure how and when this happens. ONly had it once today, maybe it's already fixed. If you find out how to reproduce this, please tell me so I can fix it (if it's still there as an error). Thanks

-Using CraftBagExtended: First open mail and select the craftbag so the last opened panel at mail sent was the craftbag. Then go to the inventory and open the craftbag in inventory and select a subfilter, select the inventory afterwards again! Then directly switch between inventory ->mail craftbag (last opened before was CBE panel) by using the mal keybind. The correct craftbag filter will be shown but the subfilter bar is missing.
Changelog

Renamed this addon to Advanced Filters - Updated (old name: BETA)

Version 1.5.1.7
-Fixed update function for itemCount from external addons.
This function will update the itemCount label at the freeSlots inventory label if you filter your inventory.
It's currently used within addons FCOCraftFilter and FCOItemSaver.

Code:
AdvancedFilters.util.UpdateCraftingInventoryFilteredCount(invType)
invType can be left empty and will be filled in automatically.
If not left empty it needs to be the inventoryType which AdvancedFilters should update.

You can use the following inventory types for the inventories (left= inventory variable to use, right=description what inventory it relates to)
[INVENTORY_BACKPACK] = "PlayerInventory",
[INVENTORY_BANK] = "PlayerBank",
[INVENTORY_GUILD_BANK] = "GuildBank",
[INVENTORY_CRAFT_BAG] = "CraftBag",
[INVENTORY_TYPE_VENDOR_BUY] = "VendorBuy",
--[LF_SMITHING_CREATION] = "SmithingCreate",
[LF_SMITHING_REFINE] = "SmithingRefine",
[LF_SMITHING_DECONSTRUCT] = "SmithingDeconstruction",
[LF_SMITHING_IMPROVEMENT] = "SmithingImprovement",
--[LF_JEWELRY_CREATION] = "JewelryCraftingCreate",
[LF_JEWELRY_REFINE] = "JewelryCraftingRefine",
[LF_JEWELRY_DECONSTRUCT] = "JewelryCraftingDeconstruction",
[LF_JEWELRY_IMPROVEMENT] = "JewelryCraftingImprovement",
[LF_ENCHANTING_CREATION] = "EnchantingCreation",
[LF_ENCHANTING_EXTRACTION] = "EnchantingExtraction",
[INVENTORY_HOUSE_BANK] = "HouseBankWithdraw",
[LF_RETRAIT] = "Retrait"


Version 1.5.1.6
-Removed bundled/included library libCommonInventoryFilters.
-> Please download and install as standalone version: libCommonInventoryFilters
-Removed bundled/included library LibMotifCategories.
-> Please download and install as standalone version: LibMotifCategories


Version 1.5.1.5
Added new functions to util part, to be used in filter plugins like AF_FCODuplicateItemFilters

Version 1.5.1.4
Added container_currency itemtype to the subfilters of containers

Version 1.5.1.3
Updated: API to Elsweyr
Fixed: Made compatible with libraries using LibStub and without
New library: LibFilters-3.0
Removed library: LibFilters-2.0
Added: Retrait stations
Fixed: Filtered itemcount fix for search boxes

Version 1.5.1.2
Fixed librray line in txt file (removed) to assure dependencies in ##DependsOn works properly now

Version 1.5.1.1
-Updated API
-Fixed control names and changes with Wrathstone
-Fixed other bugs mentioned ingame or in comments

Version 1.5.1.0
-Fixed typo in JewelryCrafting refine tab which caused a lua error at the jewelry crafting station

Version 1.5.0.9
-Fixed vendors not showing items below "All" filter after visitting the stable master
-Changed internal code to re-use given strings and values instead of redefining them (e.g. the keys for dropdown filters)

Version 1.5.0.8
-Corrected version displayed
-removed debug messages

Version 1.5.0.7
-Removed some libraries from the addon. You need the following libraries in order to make this addon worK:
LibStub, LibFilters-2.0, LibCustomMenu, LibAddonMenu-2.0

-Added setting to disable the disabled subfilter buttons if there are no items below this filter.
-Fixed ## DependsOn
-Fixed CraftBag JewelryCrafting subfilter buttons all disabled
-Fixed Junk filters to show jewelry crafting and other materials + furnishings
Optional Files (0)


Archived Files (11)
File Name
Version
Size
Uploader
Date
1.5.1.6
261kB
Baertram
07/01/19 12:40 PM
1.5.1.5
264kB
Baertram
05/26/19 05:31 PM
1.5.1.4
263kB
Baertram
05/26/19 12:39 PM
1.5.1.3
263kB
Baertram
05/20/19 01:06 PM
1.5.1.2
258kB
Baertram
02/27/19 03:17 AM
1.5.1.1
259kB
Baertram
02/25/19 09:54 AM
1.5.1.0
278kB
Baertram
01/26/19 03:46 PM
1.5.0.9
262kB
Baertram
01/25/19 12:07 PM
1.5.0.8
257kB
Baertram
01/14/19 04:13 AM
1.5.0.7
259kB
Baertram
01/13/19 06:57 PM
1.5.0.6
289kB
Baertram
12/10/18 11:12 AM


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Unread 06/01/19, 04:23 AM  
M-ree

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Miscellaneous - Disguise filter doesn't seem to work. It is always greyed out, even when the disguise type items are in inventory.
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Unread 05/31/19, 08:06 AM  
Ghashul

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Thank you for taking the time on your vacation!
Just deleting the folder and reinstalling it did the trick, so thanks a lot for helping me. Working as it should now.
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Unread 05/30/19, 02:31 PM  
Baertram
 
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Originally Posted by Ghashul
I have been using the original version until today, but it conflicted endlessly with AGS. So today I learned about this new version, but I can't get it to work.

I removed the old version, and installed this one and the libs required. When I reload UI it gives a UI error:

user:/AddOns/AdvancedFilters/main.lua:12: attempt to index a nil value
stack traceback:
user:/AddOns/AdvancedFilters/main.lua:12: in function '(main chunk)'

<Locals> AF = tbl </Locals>

Any clues as to how to fix this?
Could you please try to completely delete the folder AdvancedFilters and then reinstall this updated version please.
Please try to ONLY activate AF inGame + needed libraries. No other addons enabled. Does it work then?

I'm currently not able to Chek why this error might happen for you as I'm on vacations but the addon works flawlessly so it might be a bad installation for you or outdated libraries or other addons interfering here.
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Unread 05/30/19, 01:50 PM  
Ghashul

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I have been using the original version until today, but it conflicted endlessly with AGS. So today I learned about this new version, but I can't get it to work.

I removed the old version, and installed this one and the libs required. When I reload UI it gives a UI error:

user:/AddOns/AdvancedFilters/main.lua:12: attempt to index a nil value
stack traceback:
user:/AddOns/AdvancedFilters/main.lua:12: in function '(main chunk)'

<Locals> AF = tbl </Locals>

Any clues as to how to fix this?
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Unread 05/28/19, 02:00 PM  
Marazota

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thanks for new version and fix fir duplication filters!
waiting for Set Filter plugin fix now
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Unread 05/27/19, 03:50 AM  
Baertram
 
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Re: Re: Re: Motif Categories Library Manifest

Originally Posted by F-Lambda
Originally Posted by Baertram
Originally Posted by F-Lambda
With the change to libraries, do you think you could make sure to include an add-on manifest for LibMotifCategories-1.0 with so it gets properly marked as a library?

And if there's any other add-ons that use it, it'd be good to have it up as a separate upload.
No other addon ever used it and if I'm not aware of it. Afaik it's an AF only library.
So it does not need a seperate txt file.
And as it is not working properly either I guess it's not needed and can just stay in the shipped zip archive until someone got the time and will to fix or recode it
Ah, fair enough. Does that library have anything to do with the "New Motif" sample filter? If so, that would explain why I've never been able to figure out what that filter does.
Yep.
It was build by Randactyl and should basically get the motif/style pages and provide functions for the filter plugin dropdown boxes.
But as there are several new style and motif pages and I do not know how to read the library yet (and haven't planned to invest much time in it) I'm not able to fix it.
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Unread 05/26/19, 07:25 PM  
F-Lambda

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Re: Re: Motif Categories Library Manifest

Originally Posted by Baertram
Originally Posted by F-Lambda
With the change to libraries, do you think you could make sure to include an add-on manifest for LibMotifCategories-1.0 with so it gets properly marked as a library?

And if there's any other add-ons that use it, it'd be good to have it up as a separate upload.
No other addon ever used it and if I'm not aware of it. Afaik it's an AF only library.
So it does not need a seperate txt file.
And as it is not working properly either I guess it's not needed and can just stay in the shipped zip archive until someone got the time and will to fix or recode it
Ah, fair enough. Does that library have anything to do with the "New Motif" sample filter? If so, that would explain why I've never been able to figure out what that filter does.
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Unread 05/26/19, 06:10 PM  
Baertram
 
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Re: Motif Categories Library Manifest

Originally Posted by F-Lambda
With the change to libraries, do you think you could make sure to include an add-on manifest for LibMotifCategories-1.0 with so it gets properly marked as a library?

And if there's any other add-ons that use it, it'd be good to have it up as a separate upload.
No other addon ever used it and if I'm not aware of it. Afaik it's an AF only library.
So it does not need a seperate txt file.
And as it is not working properly either I guess it's not needed and can just stay in the shipped zip archive until someone got the time and will to fix or recode it
Last edited by Baertram : 05/26/19 at 06:10 PM.
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Unread 05/26/19, 04:59 PM  
F-Lambda

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Motif Categories Library Manifest

With the change to libraries, do you think you could make sure to include an add-on manifest for LibMotifCategories-1.0 with so it gets properly marked as a library?

And if there's any other add-ons that use it, it'd be good to have it up as a separate upload.
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Unread 05/26/19, 03:16 PM  
vgabor

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Re: Re: Re: containers

Originally Posted by vgabor
Originally Posted by Baertram
Originally Posted by vgabor
Since Elsweyr update the transmutation geodes not showing in consumable/container filter (they now has a "currency container" type)
I don't have any geode. Where are they shown in the bsse game (vanilla UI) without AdvancedFilters now with Elsweyr? Below what normal game filter: Consumables, Miscelaneous, ...?
It's still consumables. I think they just changed the "container" subtype to "currency container", so it's just a different type of container.
Thanks for the update, the goedes showing up now under the container filter.
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Unread 05/26/19, 12:51 PM  
kindredspirit

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Thank You

I've had this addon for a long time. I love it. Thank you for the update
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Unread 05/26/19, 10:43 AM  
Baertram
 
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As some users were not sure if this BETA is working (and they appearently did not read the description), t his addon was renamed to:
Advanced Filters - Updated (old Name: BETA)
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Unread 05/25/19, 10:09 AM  
Marazota

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Re: Re: Re: containers

Originally Posted by vgabor
Originally Posted by Baertram
Originally Posted by vgabor
Since Elsweyr update the transmutation geodes not showing in consumable/container filter (they now has a "currency container" type)
I don't have any geode. Where are they shown in the bsse game (vanilla UI) without AdvancedFilters now with Elsweyr? Below what normal game filter: Consumables, Miscelaneous, ...?
It's still consumables. I think they just changed the "container" subtype to "currency container", so it's just a different type of container.
can confirm this issue
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Unread 05/21/19, 12:38 PM  
Baertram
 
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Cannot work on this until next week, as I'm on a busniess trip. Sorry.
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Unread 05/20/19, 07:52 PM  
vgabor

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Re: Re: containers

Originally Posted by Baertram
Originally Posted by vgabor
Since Elsweyr update the transmutation geodes not showing in consumable/container filter (they now has a "currency container" type)
I don't have any geode. Where are they shown in the bsse game (vanilla UI) without AdvancedFilters now with Elsweyr? Below what normal game filter: Consumables, Miscelaneous, ...?
It's still consumables. I think they just changed the "container" subtype to "currency container", so it's just a different type of container.
Last edited by vgabor : 05/20/19 at 08:07 PM.
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