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Updated: 06/06/24 11:01 PM
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Gold Road (10.0.0)
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
Updated:06/06/24 11:01 PM
Created:06/02/20 01:37 PM
Monthly downloads:45,888
Total downloads:1,324,366
Favorites:412
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Categories:Utility Mods, Character Advancement, Data Mods, Graphic UI Mods, Info, Plug-in Bars, Unit Mods
10.0.0
Display Leads - with Location Info  Popular! (More than 5000 hits)
Version: 42.1
by: remosito [More]




Credits:
Original Detailed Location Information was created by @inklings ( https://www.twitch.tv/inklings )

Thanks so much for letting me use it!


Big Thanks as welll to esoui's frozenhamster for transforming @inklings multisheet info into one table for me.

UPDATE:
Addon is now ready for Translation into other languages if anybody is interested.

Thanks to Hasenwarrior and Orejana for translation of UI strings and Location Data into German.
Thanks to Jakez31 for translation into French.
Thanks to AWEyeforaneye for translations into Russian
[/size]



This Addon displays Leads in all their glory.

Either via /displayleads or keyboard shortcut

With a lot of information, including detailed Lead Location in a tooltip.

It as well has a ton of filters. Of Note of those:

Major Filters:
- Can Scry : Shows only Leads you have found but not yet scried
- Can Find : Shows only Leads you can find (no unscried yet Leads and no non-repeatable found ones)
- Missing Codex : Only shows Leads you can find which have missing Codex Info. Aka the Lore Completionists Filter

Zone Filters:
- Current Zone : Only Shows Leads pertaining to the current zone. Changes as you travel through Tamriel
- No minor DLC : Excludes all the non-Chapter DLC (Murkmire, Dragonguard, Clockwork City, Wrothgar,..)

Set/Type Filters :
- Multipart Antiquities: Only shows the juicy multipart Antiquity Leads

The three Filters are logical ANDs

So "Can Find" "Current Zone" "Multipart" will only show missing leads for the current zone for multipart Antiquities

Enjoy
42.1
- all U42 Locations
- fix for Blackwood Tapestry Difficulty (thanks zelenin)

42.0
- good first batch of U42 Locations

41.0
- Update 41 Locations

40.4
- Last U40 lead location reported. No bugged ones this time :-)

40.3
- All U40 locations but "Infinite Tome Cover" have been reported
- will be away for the next few days....

40.2
- more U40 locations

40.1
- first batch of reported U40 locations

40.0
- ready for U40
- added Lighting to non-mulitpart antiquites. hope works for non-english too

38.5
- some reported treasure chests ended up being treasure map chest
- additional locations found

38.4
- more german translations
- fixes and additions

38.3
- fix for german translation

38.2
- now with all Necrom locations

38.1
- all but 6 of the U38 lead locations

38.0
- pre U38 update with leads found on PTS

36.9
- updated German translations thanks to Neverlands :-)

36.8
- fix for nil error bug in russian locations file

36.7
- last 2 leads for U36

36.6
- multipart antiquities now track if leads are dug out more than others
- leads that cant be found currently (above multiparts or non-repeatable) are strikethrough
- latest dlc now both in left as well as middle filters
- more german translations
- location corrections
- 2 leads still bugged

36.5
- German Translations thanks to Neverlands
- all but 2 U36 Leads (2 probably bugged)
- zone info if different from Galen
- Group Dungeon data for alerts

36.4
- more U36 Locations
- dropdowns now scrollable

36.3
- more U36 Locations

36.2
- First night of U36 Leads found

36.1
- Mythics info displayed in tooltip
- few locations found on PTS

36.0
- change Versioning to match zos update numbers
- ready for Firesong Antiquities on PTS

3.4.7
- hopefully german translations that were supposed to be in 3.4.7

3.4.6
- zoneid fixes
- more german translations thanks to Neverlands

3.4.5
- French translations thanks to Jacque Ferrec
- German translations thanks to Neverlands

3.4.4.
- Last location
- Better fixloc descriptions from Kelinmiriel (thanks a bunch)

3.4.3
- all but one High Isle Lead

3.4.2
- First High Isle Locations from Live

3.4.1
- First High Isle Lead Locations

3.4.0
- High Isle PTS ready

3.0.6
- all deadlands locations
- spelling fixes

3.0.5
- french translations (thanks Jacques)
- zone info for leads that are found outside of deadlands

3.0.4
- more locations (only 1 missing plus 1 bugged)
- french translations (thanks Jacques)

3.0.3
- bug fixes and more deadlands locdata

3.0.2
- first deadlands locations

3.0.1
- fix german locations data file

3.0.0
- some fixes
- translations
- deadlands dlc antiquities

2.9.6
- fix for GD location
- some more D WB locations

2.9.5
- more Lead locations

2.9.4
- Fix for PTS debug output
- More Lead locations

2.9.3
- Blackmoor hitting live servers update
- there are still quite a few lead locations missing

2.9.2
- Update with more locations found so far on pts

2.9.1
- Itemids for new mythic items (for tooltip description)
- update api version to flames of ambition
- first location data
- set all others to unknown
- added new leads to de,fr,ru files

2.9.0
- First version to support tracking down 56 new Leads for Blackwood
- Disclaimer...not everything working correctly yet..Need to track down itemids and other stuff first

2.8.0
- Added new Antique Map for Western Skyrim from Update 29

2.7.1
- Updated French and Russian Translations. Thanks y'all :-)
- Ancestral Reach Leads drop from Treasure Chests in The Reach and Western Skyrim

2.7.0
- Updated location info for missing 2 Leads plus changed Location of Motifs

2.6.2
- All new Markarth DLC Antiquities Location known except 2
- First French Translations of Markarth Antiquities
- New Mythic Item effects now display in Tooltip Window
- Blackreach Cavern now treated as part of Western Skyrim/The Reach when using Current Zone Filter

2.6.1
- Updated location data for Markarth DLC on PTS
- Still quite a few missing
- New Major Filter Markarth that only shows the new Leads

2.6.0
- Updated to be compatible with Markarth DLC Puplic Test Server. Simply copy the directory from live to pts Addon Location.

2.5.1
- Updated russian localization
- minor fix in english location data
- last push before I jump into PTS to prepare Addon for Markarth DLC and new Antiquities

2.5.0
- Added russian location data translated by AWEyeforaneye

2.4.0
- fix for UndauntedDaily min required version check that I forgot in 2.3.0
- mini update on location data
- russian UI translations (thanks AWEyeforaneye)
- updated french translations

2.3.0
- Switch to cleaner new API of UD
- Fix for bad ZOS bugfix for purple eyevea lead (hopefully)
- Updated Location data
- Updated french translations

2.2.3
- Fix displayleads.txt version mismatch
- Updated with latest location data submissions

2.2.2
- Location data now translated into French
- Proofreadpass on German Location data translation

2.2.1
- Location Data has been translated into German
- UI has been translated into French

2.2.0
- UI has been translated into German. Thanks goes to Hasenwarrior and Orejana!
- Bugfix for nil error on first install introduced with 2.1.0
- Major reorganization of Location Data Spreadsheet and lua file
- Is now ready for Translation too

2.1.0
- Bugfix for Filters rarely not working until reselecting entries
- Major reorganization of code for translations
- Now ready for UI translations
- Location translation not yet ready :-/

2.0.5
- Location Data update
- fix for scry <> find zone leads and zone filters
- Al-Esh Ascension Coin (fix for ZOS bug saying this is repeatable)

2.0.4
- ZOS fixed bugged Leads that didn't drop. Updated Location info

2.0.3
- Just a Location Data update

2.0.2
- Small fix to prevent reporting new finds without location data
- Updated Location Data to include latest submissions from Users

2.0.1
- Slight changes to Update Procedure which makes it hopefully easier for Users to figure out. Intuitive design not my strength ;-)
- Updated Location Data to include latest submissions from Users

2.0.0
- New Column with very short Location info (finally...)
- Makes window even wider, but well worth it
- Location updates no longer sent to @inklings discord channel as per his request
- Created my own update mechanism and will maintain my Location data from here on out.
- Behind the scene "Location data complete" checkbox. If set, simply shows a reminder. Doesnt prevent updates sending


1.6.0
- Manual sync with latest Location Data from @ingkling
- Zone where Leads can be found is now shown for unfound Leads that are found in different zones than to be scried.
- Zone Filters should handle these double/multizone locations correctly

1.5.0
- Rewrite of quite a few things to make it work with different language settings
- Fix for Skill Level 5 Leads showing 4
- Some more polish here and there
- Not Dug out and Missing Codex now display Leads you already have as well. Exp Timer makes it clear you have them and might be useful when on an scry/excavation round
- Assorted other little fixes


1.2.2
- hopeful fix for bug somebody is getting that I am not getting....flying blind....

1.2.1
- small bugfix about how I test for UndauntedDaily Addon

1.2.0
- Alerts you now when Leads will expire (in case you are in wrong Filter views)
- More streamlined process to post new location data to discord channel with new UI Textbox
- General polish pass, expecially the tooltips
- If UndauntedDaily Addon is installed it will alert players if daily Group Dungeons have Leads
- Added Mythic Set Bonii to corresponding Tooltips


1.1.2:
- Bugfix for name clash with pvp meter addon. Total Rookie mistake. Both sides.


1.1.1:
- Bugfix for Bad handling of no existing savedvars file

1.1.0:
- Fixed how I hide/show my window. Esc and Alt now work
- Fixed Bug that didn't hide finished non-repeatables in "can find" Major Filter
- Major Filter "All Leads" will no longer show finished non-repeatables
- New Major Filter "ALL Leads" still shows finished non-repeatables
- Changed tochat report find format to better match @inklings desired format: "zone - leadname - location info"
- New SetType Filter "Hide Obvious" (Hides Treasure Map, Vendor, Built-in Treasure Leads. Except in "Can Scry" then it only hides the free Green Treasure Leads)
- New Major Filter "Group Dungeons". Only displays Leads found in Group Dungoeons. For easy check are undaunted dailies one of them.
- Addon now saves last Filter settings

1.0.2:

- Removed some debug statements I had forgotten

1.0.1: The big one (after I messed up upload of 1.0.0)

A LOT has changed.
- Can not only show Open Leads but all Leads
- Many filters available
-- Can Scry (former Open Leads)
-- Can Find
-- Missing Codex
-- Never dug out
-- Zone Filters including "Current Zone" which will change with you as you travel
-- Set/Type Filters (Motifs, Treasure, Ebon Wolf,....)
- Additional column Dugout counter
- Last but certainly not least: Detailed Location information about where to find the Lead
(thanks so much @inklings (twitch,discord) for the work on the spreadsheet and allowing me to use that information


0.4.0:

- Added type of reward (furnishing, treasure, motif chapter) for non-set leads
- Auto-enables UI Mode so mouse cursor is usable

0.3.0:

don't even remember to be honest what changed for 0.3.0

0.2.0:

- Added it's own window instead of dumping info into chat as chatdump wasn't usable with more than half a dozen open leads
- Added more info like expiration date, missing codex entries

0.1.0:

Dump very basic info of open leads into chat
Optional Files (0)


Archived Files (4)
File Name
Version
Size
Uploader
Date
42.0
77kB
remosito
06/05/24 01:57 PM
41.0
74kB
remosito
03/11/24 10:44 AM
40.4
73kB
remosito
11/06/23 01:40 AM
40.3
73kB
remosito
11/03/23 01:12 AM


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Unread 06/10/20, 08:53 AM  
Hasenwarrior
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Forum posts: 0
File comments: 36
Uploads: 2
Ui Error

Hi,
I get the following UI error message.
Uninstalled and reinstalled did not work

Failed to create control 'RDLMainWindowHeadersArrow'. Duplicate name.

EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:69: attempt to index a nil value
stack traceback:
EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:69: in function 'UpdateArrowTexture'
EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:79: in function 'UpdateTextOrderingTextures'
EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:124: in function 'ZO_SortHeaderGroup:SelectHeader'
EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:166: in function 'ZO_SortHeaderGroup:OnHeaderClicked'
EsoUI/Libraries/ZO_SortHeaderGroup/ZO_SortHeaderGroup.lua:185: in function 'ZO_SortHeaderGroup:SelectHeaderByKey'
user:/AddOns/displayleads/displayleads.lua:57: in function 'UnitList:Initialize'
EsoUI/Libraries/ZO_SortFilterListBase/ZO_SortFilterListBase.lua:5: in function 'ZO_SortFilterListBase:New'
(tail call): ?
user:/AddOns/displayleads/displayleads.lua:50: in function 'UnitList:New'
user:/AddOns/displayleads/displayleads.lua:574: in function 'RDL.OnLoad'


Can you help?
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Unread 06/09/20, 12:15 PM  
remosito
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Forum posts: 30
File comments: 300
Uploads: 6
Re: ALL Leads

Originally Posted by Coolio_Wolfus
May I suggest changing:
ALL Leads
To:
Everything
Was unhappy about All Leads and ALL Leads too.

In the meantime kinda decided on

All Leads -> Actionable Leads
ALL Leads -> All Leads

what do you think?
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Unread 06/09/20, 12:02 PM  
Coolio_Wolfus

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ALL Leads

May I suggest changing:
ALL Leads
To:
Everything
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Unread 06/09/20, 09:08 AM  
remosito
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Re: Re: Re: Re: Wrong Difficulty ZOS Bug

Originally Posted by Blackwolfe

Yeah, having color separate from difficulty would be nice. I mean the difficulty would still change but the lead doesn't exactly change in rarity.
my internal build already does it...

but it changes difficulty column values too.. Will probably change header to rare and put in tooltip that difficulty = rarity at lower skill level. but goes up with skill level. Or skill points more likely...

gotta test that... respecc to green only and see if greens are green difficulty again. or stay purple..
Last edited by remosito : 06/09/20 at 09:20 AM.
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Unread 06/09/20, 08:47 AM  
Blackwolfe

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Re: Re: Re: Wrong Difficulty ZOS Bug

Originally Posted by remosito
Yeah, just realized that when digging out a green on my main antiquarian for a new feature and getting more bonus items.

I hadn't noticed the Leads getting "upgraded". Probably because I went to 7 on my main. Once I hit 5 never did green/blue ones anymore. Then got really unhappy with the UI and started coding this Addon. Not doing scrying/digging anymore at all. Especially not greens...

List looks really ugly and hard to parse with so much purple. Well to my old eyes.

I think I gonna switch to another function call so Display colors stay as they originally are...even for master antiquarian....

what do y'all think?

Originally Posted by Blackwolfe
Originally Posted by remosito
ZOS seems to have a Bug where sometimes the difficulty colors are returned wrong!

I noticed it before. Just happened again.

Suddently every green and blue difficulty got reported as purple by the game

Problem is I was doing too many things before I noticed:

- Scried half a dozen purple and two gold leads
- dug out half a dozen and two gold leads
- Found a purple lead

I "think" I would have noticed if it was one of the first two. My gut tells me it's 3.

And either my aging brain is worse than feared. Or it might as well be that the lead that I found does not get reported as me having the lead....

If y'all could keep an eye on that bug and report in when you have it and what was the last thing you did. That would be helpful so I can post a better bug report to ZOS.
Not sure if it's a bug. The difficulty of scrying/excavation seems to go up at certain levels of excavation/scrying, making green leads become the same difficulty as blue for example.
Yeah, having color separate from difficulty would be nice. I mean the difficulty would still change but the lead doesn't exactly change in rarity.
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Unread 06/09/20, 08:41 AM  
remosito
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File comments: 300
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Re: Re: Wrong Difficulty ZOS Bug

Yeah, just realized that when digging out a green on my main antiquarian for a new feature and getting more bonus items.

I hadn't noticed the Leads getting "upgraded". Probably because I went to 7 on my main. Once I hit 5 never did green/blue ones anymore. Then got really unhappy with the UI and started coding this Addon. Not doing scrying/digging anymore at all. Especially not greens...

List looks really ugly and hard to parse with so much purple. Well to my old eyes.

I think I gonna switch to another function call so Display colors stay as they originally are...even for master antiquarian....

what do y'all think?

Originally Posted by Blackwolfe
Originally Posted by remosito
ZOS seems to have a Bug where sometimes the difficulty colors are returned wrong!

I noticed it before. Just happened again.

Suddently every green and blue difficulty got reported as purple by the game

Problem is I was doing too many things before I noticed:

- Scried half a dozen purple and two gold leads
- dug out half a dozen and two gold leads
- Found a purple lead

I "think" I would have noticed if it was one of the first two. My gut tells me it's 3.

And either my aging brain is worse than feared. Or it might as well be that the lead that I found does not get reported as me having the lead....

If y'all could keep an eye on that bug and report in when you have it and what was the last thing you did. That would be helpful so I can post a better bug report to ZOS.
Not sure if it's a bug. The difficulty of scrying/excavation seems to go up at certain levels of excavation/scrying, making green leads become the same difficulty as blue for example.
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Unread 06/09/20, 08:21 AM  
Blackwolfe

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Re: Wrong Difficulty ZOS Bug

Originally Posted by remosito
ZOS seems to have a Bug where sometimes the difficulty colors are returned wrong!

I noticed it before. Just happened again.

Suddently every green and blue difficulty got reported as purple by the game

Problem is I was doing too many things before I noticed:

- Scried half a dozen purple and two gold leads
- dug out half a dozen and two gold leads
- Found a purple lead

I "think" I would have noticed if it was one of the first two. My gut tells me it's 3.

And either my aging brain is worse than feared. Or it might as well be that the lead that I found does not get reported as me having the lead....

If y'all could keep an eye on that bug and report in when you have it and what was the last thing you did. That would be helpful so I can post a better bug report to ZOS.
Not sure if it's a bug. The difficulty of scrying/excavation seems to go up at certain levels of excavation/scrying, making green leads become the same difficulty as blue for example.
Last edited by Blackwolfe : 06/09/20 at 08:22 AM.
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Unread 06/09/20, 03:50 AM  
remosito
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Wrong Difficulty ZOS Bug

ZOS seems to have a Bug where sometimes the difficulty colors are returned wrong!

I noticed it before. Just happened again.

Suddently every green and blue difficulty got reported as purple by the game

Problem is I was doing too many things before I noticed:

- Scried half a dozen purple and two gold leads
- dug out half a dozen and two gold leads
- Found a purple lead

I "think" I would have noticed if it was one of the first two. My gut tells me it's 3.

And either my aging brain is worse than feared. Or it might as well be that the lead that I found does not get reported as me having the lead....

If y'all could keep an eye on that bug and report in when you have it and what was the last thing you did. That would be helpful so I can post a better bug report to ZOS.
Last edited by remosito : 06/09/20 at 03:53 AM.
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Unread 06/09/20, 03:41 AM  
remosito
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Forum posts: 30
File comments: 300
Uploads: 6
Originally Posted by Baertram
Interested into adding multi language Support to your addon?
If so I can help you, just send me a pm.
One would need to change the string checks to use unique id's instead though, like defined constants in your addon. String comparison is always not that good if you want to work with different languages. Integers are easier to handle.
Like DISPLAY_LEADS_ZONE_DLC = 1 Iinstead of "D" or DISPLAY_LEADS_TREASURE_MAP = 5 instead of "Treasure Maps".


P. S.
You might consider changing the zonenames to zone indices instead so it can use multilanguage support. Api functions reveal the current maps izone index e. G. and one can easily get the localized zonenames from it as well (in client language via API functions, or other languages via LibZones).
Potentially down the road yes.

Still have a few things I wanna implement first. Will gladly PM you for support on that can of worms :-)
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Unread 06/09/20, 03:26 AM  
Baertram
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Interested into adding multi language Support to your addon?
If so I can help you, just send me a pm.
One would need to change the string checks to use unique id's instead though, like defined constants in your addon. String comparison is always not that good if you want to work with different languages. Integers are easier to handle.
Like DISPLAY_LEADS_ZONE_DLC = 1 Iinstead of "D" or DISPLAY_LEADS_TREASURE_MAP = 5 instead of "Treasure Maps".


P. S.
You might consider changing the zonenames to zone indices instead so it can use multilanguage support. Api functions reveal the current maps izone index e. G. and one can easily get the localized zonenames from it as well (in client language via API functions, or other languages via LibZones).
Last edited by Baertram : 06/09/20 at 03:34 AM.
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Unread 06/08/20, 05:59 PM  
remosito
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1.1.1

1.1.1 went through file admin queue. Tested it with and without savedvars fil

Works in both cases for me.

Hope for y'all too...need sleep desperately...off to bed ;-)
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Unread 06/08/20, 05:29 PM  
remosito
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Re: Thank you!

Originally Posted by Thallassa
Great addon so far! Currently everything seems to be working for me (on 1.1.0, will watch for 1.1.1) I just have one request - could you add a filter for "exclude treasures"?
Thank you! :-)

Interesting it is working for you even on 1.1.0... now I am puzzled....


"Hide Obvious" in 3rd filter hides treasures plus those vendor antique maps as well treasure map motifs.

Except in "Can Scry" then it will only hide the green treasure ones.


Is that close enough?
Last edited by remosito : 06/08/20 at 05:52 PM.
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Unread 06/08/20, 05:26 PM  
Thallassa

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Thank you!

Great addon so far! Currently everything seems to be working for me (on 1.1.0, will watch for 1.1.1) I just have one request - could you add a filter for "exclude treasures"?
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Unread 06/08/20, 05:06 PM  
remosito
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Edit:

after deleting saved vars wasnt working indeed....

tried a fix and seems to be working even with no existing savedvars file...

1.1.1 incoming....currently in file admin queue



Originally Posted by WastedJoker
Latest update and all filters appear broken?
got in and Filters seem to be working for me...

will quit. delete my saved vars and try again to see if it is really a no existing saved vars issue.
Last edited by remosito : 06/08/20 at 05:19 PM.
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Unread 06/08/20, 05:04 PM  
Trinity Is My Name

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Re: Re: Wow, what an update! :D

Originally Posted by remosito
Originally Posted by DewiMorgan
Awesome update.

Two very minor cosmetic bugs to report, with dropdown menu item tooltips:

1) The tooltips for the dropdown menus appear behind the menus themselves, making some of the text unreadable. I would expect them to appear in front of, or beside the menu. Repro steps:
- hit the hotkey to open the addon's window
- click to open any of the three dropdown menus at the top, eg the "all zones".
- mouseover any menuitem that has a tooltip, other than the first, eg "Exclude minor DLC".
- see that the tooltip opens behind the menu.
I am not able to reproduce this at all. My tooltips always show on top of dropdown menu.

Can you try with a fresh Game Start? I had wonky behaviour once or twice when with time the game would just kinda hicc itself up...

(I have the craziest one right now. Ever since I opened that collectors edition preview crate. The crate guy always shows up when I enter a new zone and just sits there. Always shows up as background when I open bag, skill, store,...

It's actually kinda neat as a side effect is that most of the time my pets are invisible. Makes my petsorc SO much more enjoyable. Plus most other players are invisible as well. As a solo player having no overcrowded places is quite refreshing. )

Maybe yours was having a hiccup too?

Or maybe my major crown crate dude hiccup makes it so I cant reproduce what you see?
Maybe interference with an Addon you have that I dont? Maybe one I do, but you dont corrects it for me?

If you get it even with a fresh game start.

Wait for next version. I did change some of the UI things in order to finally get Esc, Alt buttons to close my window as well :-)

Maybe that will fix your tooltips behind menues issue as well....

The NPC crate guy is caused by Lazy Writ Crafter. Just turn off the Hide Pets feature in Dolgubon's Lazy Writ Crafter. This is a side effect of that. It's actually kind of cute, in my opinion.
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