Download
(28 Kb)
Download
Updated: 04/17/23 05:55 PM
Compatibility:
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Lost Depths (8.1.5)
High Isle (8.0.0)
Updated:04/17/23 05:55 PM
Created:04/22/21 09:08 AM
Monthly downloads:433
Total downloads:22,942
Favorites:33
MD5:
FCO Companion  Popular! (More than 5000 hits)
Version: 0.16
by: Baertram [More]
FCO Companion

Simple addon to add companion related helpers to the game.

Currently supported:


-Enable context menu on companion items: "Mark as junk"/"Unmark from junk"
Works at player inventory, banks and companion equipment.
Companion equipment inventory shows a new "Junk" tab for the junked items now, and hides junked items at the other tabs.
-> Important: The companion junk itms will ONLY save per toon/character, and not account wide, no matter what you have chosen to save the settings like (SaveMode: "Account wide" or "Per Character")!
-Disable companion pin at compass
-Dismiss companion as you interact with a crafting table
-Re-summon companion as you leave the crafting table
-Dismiss companion at banks
-Re-summon companion after leaving banks
-Dismiss companion at vendors/fences
-Re-summon companion after leaving vendors
-Dismiss companion as you interact with a fishing hole
-Re-summon companion as you leave the fishing hole (a delay can be set)
-Dismiss companion as you go into crouch
-Re-summon companion as you leave the crouch (a delay can be set)

Due to the restrictions/cooldown of the companion spawn/dismiss will be delayed sometimes. As long as the collectible cannot be used it will not despawn/spawn, but should depawn/spawn after the cooldown is 0 then.

Keybindings:
  • Toggle last companion
  • Toggle companion 1 (Bastian Hallix)
  • Toggle companion 2 (Mirri Elendis)



Companion menu cannot be shown via keybind as most functionality is not working then You need to interact with the companion in order to start the companion menu properly (sucks, I know).
Version 0.1.6 (2023-04-18)
Fixed interacitons on PTS "Necrom" not working, throwing an error


Version 0.1.5 (2023-02-17)
-Removed API function FCOCO.SetCompanionItemJunk
Instead you should use the default API function SetItemIsJunk which was enhanced by 2 optional new parameters:
SetItemIsJunk(bagId, slotIndex, isJunk, isCompanionItem, itemInstanceId)
If the item is a companion item and FCOC settings has enabled the companion junk, then this functin will mark/unmark companion items as Junk and update the inventory lists afterwards.
If the 2 additional params are left empty they will be determined internally

This makes FCOCO companion junk hopefully compatible with all kind of junk and keybind junk addons which use default API functions IsItemJunk, CanBeJunkMarked, SetItemIsJunk, HasAnyJunk.

-Removed explicit context menu entry for "Remove from junk" and let the addon reuse vanilla code context menu entry for that now.
This allowed me to remove extra code to prevet duplicate "Remove from junk" context menu entries too.
In order to make that work I had to change the function SetItemJunk as described above

-Made compatible with FCOItemSaver "Send 'Sell marked items' to junk" keybind

-Added function SellAllJunk so that companion junked items will be sold too
-Added function DestroyAllJunk so that companion junked items will be destroyed too
-> Thanks to Maxxermax for the hints!

Version 0.1.4 (2023-02-08)
-Added support for API function HasAnyJunk
-Prepared for AdvancedFilters

Version 0.1.3 (2023-02-06)
-Added setting "Mark companion items as junk" which enables you to mark/unmark your companion items as junk
Junk markers will be saved per character/toon and won't be removed automatically once you sell/destroy those items (like vanilla junk markers). They will be kept until you manually remove them.
The companion equipment inventory got a new tab "Junk" now.
Items marked as junk which will be deposit to a guild bank will be automatically unjunked again
-Added sub setting "Auto mark same items in bag" which will mark/unmark the same companion items in your current bag, as you mark/unmark as junk, as junk to (visual moving the items from companion tab to junk tab)


Version 0.1.2 (2022-05-26)
-Updated API
-Added up to 10 companion summon/hide keybinds
-Added support for PTS High Isle
-Changed keybind names to show the companion name

Version 0.1.1 (2022-01-25)
-Updated API
-Removed the hide ultimate button settings and related coding as it flickers and troubles the UI. This will not be added
anymore, sorry.

Version 0.1.0 (2021-08-08)
Added setting to hide the ultimate button. It might flicker shortly after a weapon pair / bar switch!

Version 0.0.9 (2021-07-04)
Added settings to dismiss the companion as you start to crouch and get hidden
Settings to re-summon it again after crouching, with a delay (so that a new crouch started won't respawn the companion) were also added.

Version 0.0.8 (2021-06-30)
Added settings to dismiss the companion as you start to fish (will be gone after ~1 second after interacting with the fish hole).
Settings to re-summon it again after fishing was ended (in between or via loot), with a delay (so that new started fishing attempts won't respawn the companion) were also added.

Version 0.0.7 (2021-06-12)
Added setting to hide the companion pin on the compass

Version 0.0.6 (2021-06-11)
Added settings to:
-Dismiss companion at banks
-Re-summon companion after leaving banks
-Dismiss companion at vendors/fences
-Re-summon companion after leaving vendors/fences

Version 0.0.5 (2021-06-06)
Added rapport "max" value to the rapport bar.

Version 0.0.4 (2021-06-03)
-Added the rapport value to the rapport bar (keyboard mode only!) as requested here: https://www.esoui.com/forums/showpost.php?p=44042&postcount=4

Version 0.0.3 (2021-06-03)
-Added settings to dismiss the companion at a crafting table
-Added settings to re-summon the companion after leaving the crafting table (if a companion was active as the crafting table was interacted with first)
-Added some cooldown checks and re-summon the companion after the cooldown of the collectible is gone (if used too quickly after another)
Archived Files (15)
File Name
Version
Size
Uploader
Date
0.15
28kB
Baertram
02/16/23 05:24 PM
0.14
26kB
Baertram
02/08/23 03:16 PM
0.13
26kB
Baertram
02/06/23 04:19 PM
0.12
20kB
Baertram
05/26/22 02:41 PM
0.11
19kB
Baertram
01/25/22 08:30 AM
0.10
20kB
Baertram
08/08/21 01:20 PM
0.09
19kB
Baertram
07/04/21 09:18 AM
0.08
18kB
Baertram
06/30/21 01:07 PM
0.07
16kB
Baertram
06/12/21 12:13 PM
0.06
16kB
Baertram
06/10/21 04:34 PM
0.05
15kB
Baertram
06/06/21 12:00 PM
0.04
15kB
Baertram
06/03/21 05:19 PM
0.03
14kB
Baertram
06/03/21 03:37 PM
0.02
9kB
Baertram
04/22/21 03:21 PM
0.01
5kB
Baertram
04/22/21 09:12 AM


Post A Reply Comment Options
Unread 08/29/22, 12:20 PM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Re: Re: Merchant

Originally Posted by Baertram
Originally Posted by Neverlands
I have a question regarding respawning the companion after interacting with a merchant.
The addon spawns the last companion even if no companion was active before.
I mention this, because Isobel doesn't like outlaws refuges. Therfore I enter without her, then talk to a merchant, and after that she is spawned and gets minus rapport.
It's hard to make the cut when "last companion" should be cleared/set.
It's currently set as you spawn it -> Last active companion is saved.
If you despawn it via interacting with a vendor (or manually) it's not overwritten and saved so you can respawn it automatically after talking to the vendor.
Next time you close the vendor the last companin should be respawned again.

I'm not sure how to solve this without adding excplict companion name/id related checks (Isobel, in a outlaw refuge) etc. which I do not really want to start with
Okidoki, nevermind, but thanks for looking into it. One point minus rapport won't kill my relationship with Isi .
Report comment to moderator  
Reply With Quote
Unread 08/29/22, 09:03 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
Re: Merchant

Originally Posted by Neverlands
I have a question regarding respawning the companion after interacting with a merchant.
The addon spawns the last companion even if no companion was active before.
I mention this, because Isobel doesn't like outlaws refuges. Therfore I enter without her, then talk to a merchant, and after that she is spawned and gets minus rapport.
It's hard to make the cut when "last companion" should be cleared/set.
It's currently set as you spawn it -> Last active companion is saved.
If you despawn it via interacting with a vendor (or manually) it's not overwritten and saved so you can respawn it automatically after talking to the vendor.
Next time you close the vendor the last companin should be respawned again.

I'm not sure how to solve this without adding excplict companion name/id related checks (Isobel, in a outlaw refuge) etc. which I do not really want to start with
Report comment to moderator  
Reply With Quote
Unread 08/29/22, 07:24 AM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Merchant

I have a question regarding respawning the companion after interacting with a merchant.
The addon spawns the last companion even if no companion was active before.
I mention this, because Isobel doesn't like outlaws refuges. Therfore I enter without her, then talk to a merchant, and after that she is spawned and gets minus rapport.
Report comment to moderator  
Reply With Quote
Unread 06/13/22, 01:33 PM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Originally Posted by Baertram
https://www.esoui.com/downloads/info...ionHelper.html

Missing feature:
"Now, if I could only get them to shut up too..."

This sounds interesting!
I use No Interact but this other addon seems to have companion specific features - I will try it out
Report comment to moderator  
Reply With Quote
Unread 06/13/22, 08:54 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
https://www.esoui.com/downloads/info...ionHelper.html

Missing feature:
"Now, if I could only get them to shut up too..."

Last edited by Baertram : 06/13/22 at 08:54 AM.
Report comment to moderator  
Reply With Quote
Unread 06/12/22, 11:38 AM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Re: Re: Re: Re: Settings per companion

Originally Posted by Baertram
I think there already exist other companion addons which respect these rapport driven stuff, like prevent bug collection while Mirri is out etc.

This is nothing I'll have on my recent list, maybe in the future. I'll think about a way for the 2 usecases you've described,like an "exclude companions that don't decrease rapport" option at sneak dismiss and crafting dismiss (is it only blacksmithing that the companion gets rapport for? So one would need to check the Crafting type at the table too).

Originally Posted by Neverlands
Originally Posted by Baertram
Originally Posted by Neverlands
Hello,
could we maybe get an option for settings per companion, since they like/dislike different things?
Which use case would come to your mind here for the existing settings?
I'm not going to add respawn after crafting etc. as a setting dependent per companion.
Ember likes pickpocketing and similar - but Isobel & Basti do not. So when sneaking, I would always have to rearrange who gets fired.
When crafting, only Isobel gains rapport (black smithing).
Thanks for the reply, Baertram . Can you please tell me, which are these other companion addons that respect these rapport driven stuff? I couldn't find anything.
Last edited by Neverlands : 06/12/22 at 11:38 AM.
Report comment to moderator  
Reply With Quote
Unread 06/12/22, 09:03 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
Re: Re: Re: Settings per companion

I think there already exist other companion addons which respect these rapport driven stuff, like prevent bug collection while Mirri is out etc.

This is nothing I'll have on my recent list, maybe in the future. I'll think about a way for the 2 usecases you've described,like an "exclude companions that don't decrease rapport" option at sneak dismiss and crafting dismiss (is it only blacksmithing that the companion gets rapport for? So one would need to check the Crafting type at the table too).

Originally Posted by Neverlands
Originally Posted by Baertram
Originally Posted by Neverlands
Hello,
could we maybe get an option for settings per companion, since they like/dislike different things?
Which use case would come to your mind here for the existing settings?
I'm not going to add respawn after crafting etc. as a setting dependent per companion.
Ember likes pickpocketing and similar - but Isobel & Basti do not. So when sneaking, I would always have to rearrange who gets fired.
When crafting, only Isobel gains rapport (black smithing).
Last edited by Baertram : 06/12/22 at 09:05 AM.
Report comment to moderator  
Reply With Quote
Unread 06/12/22, 08:55 AM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Re: Re: Settings per companion

Originally Posted by Baertram
Originally Posted by Neverlands
Hello,
could we maybe get an option for settings per companion, since they like/dislike different things?
Which use case would come to your mind here for the existing settings?
I'm not going to add respawn after crafting etc. as a setting dependent per companion.
Ember likes pickpocketing and similar - but Isobel & Basti do not. So when sneaking, I would always have to rearrange who gets fired.
When crafting, only Isobel gains rapport (black smithing).
Last edited by Neverlands : 06/12/22 at 08:56 AM.
Report comment to moderator  
Reply With Quote
Unread 06/12/22, 06:07 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
Re: Settings per companion

Originally Posted by Neverlands
Hello,
could we maybe get an option for settings per companion, since they like/dislike different things?
Which use case would come to your mind here for the existing settings?
I'm not going to add respawn after crafting etc. as a setting dependent per companion.
Last edited by Baertram : 06/12/22 at 06:21 AM.
Report comment to moderator  
Reply With Quote
Unread 06/12/22, 06:05 AM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
Settings per companion

Hello,
could we maybe get an option for settings per companion, since they like/dislike different things?
Report comment to moderator  
Reply With Quote
Unread 05/28/22, 05:24 AM  
Inspirer
 
Inspirer's Avatar

Forum posts: 0
File comments: 25
Uploads: 0
Originally Posted by Baertram
OH, when did they add that? Nice, 1 option less to maintain via addons
Not sure. It's been there for a few months at least, I remember it because it was the first thing I looked up when I got my companion.
Report comment to moderator  
Reply With Quote
Unread 05/28/22, 05:01 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
Originally Posted by Inspirer
Originally Posted by NeuroticPixels
Baertram! You have to put "Disable pin at compass" as one of the features of this addon on the description page! The compass pin for companions drives me INSANE, so I'm super thankful for the option to disable it.
Other people need to know that this addon includes that feature!
There's an option to disable it in the vanilla btw.
OH, when did they add that? Nice, 1 option less to maintain via addons
Report comment to moderator  
Reply With Quote
Unread 05/28/22, 04:54 AM  
Inspirer
 
Inspirer's Avatar

Forum posts: 0
File comments: 25
Uploads: 0
Originally Posted by NeuroticPixels
Baertram! You have to put "Disable pin at compass" as one of the features of this addon on the description page! The compass pin for companions drives me INSANE, so I'm super thankful for the option to disable it.
Other people need to know that this addon includes that feature!
There's an option to disable it in the vanilla btw.
Report comment to moderator  
Reply With Quote
Unread 05/04/22, 01:11 AM  
Baertram
Super Moderator
 
Baertram's Avatar
ESOUI Super Moderator
AddOn Author - Click to view AddOns

Forum posts: 4980
File comments: 6039
Uploads: 78
Re: New companion keybinds

Yes, in the future I'll add them. Quite busy with all the PTS changes with control layers, quickslots etc.

Originally Posted by Neverlands
Hello Baertram,
is it possible that we get more keybinds / shortkeys to summon the new companions (High Isle)?
Report comment to moderator  
Reply With Quote
Unread 05/03/22, 03:22 PM  
Neverlands
 
Neverlands's Avatar

Forum posts: 7
File comments: 571
Uploads: 0
New companion keybinds

Hello Baertram,
is it possible that we get more keybinds / shortkeys to summon the new companions (High Isle)?
Last edited by Neverlands : 05/03/22 at 03:22 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump:

Support AddOn Development!

You have just downloaded by the author . If you like this AddOn why not consider supporting the author? This author has set up a donation account. Donations ensure that authors can continue to develop useful tools for everyone.