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Scions of Ithelia (9.3.0)
Updated:03/14/24 07:34 AM
Created:01/03/22 11:39 PM
Monthly downloads:157
Total downloads:9,779
Favorites:13
MD5:
9.3.0
LongPressCtrlToInteract  Popular! (More than 5000 hits)
Version: 2024.03.14
by: Masteroshi430 [More]
Annoyed by Companions, Followers, Seats, Insects, etc interactions at the wrong moment ?

LongPressCtrlToInteract will only allow companion & quest follower (NPCs following you during a quest) interaction if you keep the Ctrl (or Alt/Shift/Cmd) key pressed while using your "Interact with Environment" keybind.

Parts of code were "borrowed" from No Interact by Rhyono and No, thank you! by Garkin, Ayantir and SlippyCheeze.

Note:
The quest follower's name is recorded during the 1st dialogue with him/her/it after him/her/it has acquired his/her/its follower status and the addon starts doing it's magic just after that.
For the companion and the other features, it works instantly.
  • Fully automatic
  • Message in chat to remind you the right keys to press to interact with companion / quest follower if you use use the regular keybind alone on them.


Settings:
  • You can set SHIFT, ALT or CMD instead of the default CTRL as the long press key.
  • Disallow seeing text links and thus interaction with Insects (removed for now)
  • Disallow seeing text links and thus interaction with Empty containers (which means empty backpacks, barrels, urns, baskets, chests, crates, cupboards, drawers, nightstands, etc links all become non displayed/usable)
  • Disallow seeing text links and thus interaction with Seats
  • Disallow seeing text links and thus interaction with cooking fires (outside of town)
  • Auto summon latest companion after 1st fight without him/her (You have to do a combat with him/her first, then he/she will comeback after next fight after being removed) (per character)
Also auto blocks entering the Dark Brotherhood sanctuary with Mirri & Eloise + center screen notification.
Also auto blocks entering Outlaw's refuges with Eloise + center screen notification.

Required Libraries:
2024.03.14
- Don't try to recall companion where they are blocked (solo content, solo arena, battlegrounds and more)

2024.03.08
- Fixed this bug : "when I have Isobel summoned I can't loot the Outlaws in the Inner Sea Armature delve in Stonefalls. It says "Isobel Veloise won't like that! Oh no, she won't!" when I hover over the bodies and there's no option to loot them."

2024.02.01
- Bumped API Version to 101041 (Scions of Ithelia)

2023.09.23
- Bumped API Version to 101040 (Secret of the Telvanni)

2023.07.28
- Bumped API Version to 101039 (base-game patch)

2023.06.07
- Fixed a typo in the API Version of the txt file

2023.04.19-2
- Auto blocks entering the Dark Brotherhood sanctuary with Mirri + center screen notification now works with Eloise
- Auto blocks entering Outlaw's refuges with Eloise + center screen notification.

2023.04.19
- Replacement for a value that has been changed on update 38 (works with U37 and U38)

2023.04.18
- Fixed a bug on update 38 PTS following the removing of FISHING_MANAGER
- Bumped API Version to 101038

2023.02.13
- Bumped API Version to 101037

2022.09.10
- Bumped API Version to 101036 (tested on PTS week 1)
- Removed the "No insect interaction" feature (takes too much time to maintain, will wait for a isAnInsect() type variable from ZoS to bring it back)

2022.07.12
- Bumped APIVersion to 101035
- Removed the "known books" feature

2022.05.07
- Corrections sur la traduction française, merci à Cyronhir ;)

2022.05.05
- Bumped APIVersion to 101034 (Ready for the High Isle chapter)

2022.05.01
- Block entering the Dark Brotherhood sanctuary if with Mirri + center screen notification

2022.04.24
- Avoid calling your companion after combat when group is bigger than 1 indeed.

2022.04.23
- Avoid calling your companion after combat when group is bigger than 3.

2022.04.18
- Avoid calling your companion in AVA zone.

2022.04.16
- Avoid calling your companion when he/she/it is already there.

2022.04.15
- Improved : Auto summon companion after 1st fight without him/her : Will now work with all upcoming companions without updating the addon.

2022.04.14
- Improved : Auto summon companion after 1st fight without him/her : Now saves the latest companion used per character and it survives logout / quit

2022.03.26
- Added : Disallow interactions with cooking fires outside of town (off by default, experimental, report any weird behaviour)

2022.03.14
- Bumped API to 101033 (Ascending Tide)

2022.01.31
- Added: Moon-Kissed Jelly to the insect list (all languages)

2022.01.27
- Solved a bug which was preventing from fishing
- Optimisation filters weren't working, now they are so the add-on should be lighter :-)

2022.01.24
- fixed a typo in all languages for Seht's Dovah-Fly

2022.01.21-2
- Only the actual 2 forbidden insects with Mirri
- Added Blackreach jelly to the list of insects in "no interaction with insects"

2022.01.21
- Fixed a issue where you couldn't loot corpses of giant wasps called "wasp" with the "no interaction with insects" setting on.

2022.01.20
- Excluded Bright Moon Lunar moth from the forbidden insects with Mirri

2022.01.18-2
- Removed the version from the addon name

2022.01.18
- Exclude YOUR assistants (vendors & merchants) from the main feature

2022.01.16
- Bugfix: Yesterday's added feature was working... But with Bastian... NOW FIXED!

2022.01.15
- Added option : Auto disallow interaction with insects when Mirri is around DISABLED BY DEFAULT

2022.01.14-2
- Added Swamp Jelly to the insect list

2022.01.14
- Bugfix: Allowing interactions with insects/bugs now really works (true bug fix indeed :O) )

2022.01.13
- Added: Auto summon companion after 1st fight without him/her (e.g. after a group) DISABLED BY DEFAULT
- Full French Translation

2022.01.12
- Now really stops interactions with empty containers, insects, known books, seats instead of just hiding the interaction text. Oo!

2022.01.11-2
- "disallow interactions with insects": Added some moths in various languages

2022.01.11
- Removed a filter which was causing the "disallow interactions with insects" feature to not work in some languages.

2022.01.09
- Performance optimisations for the "Disallow interactions with known books" feature
- Toggle settings for disallow interactions with : empty containers, insects, known books, seats. ALL DISABLED BY DEFAULT
- Ready for FR, RU, DE translations

2022.01.08-1
- Greatly improved the "Disallow interactions with known books & shelves" performance so yes, it is back!
(there's room to add filters to improve performance again, I'll do it later)

2022.01.08
- Removed: Disallow interactions with known books (after investigations, that feature is a huge FPS eater, removed for now)

2022.01.07-2
- Better colours for chat messages (used game colours)

2022.01.07
- Added: Disallow interactions with known books

2022.01.06
- Tiny icons in chat to identify follower & companion.
- I forgot to change a variable name thus the follower feature wasn't working anymore, this is now fixed.

2022.01.05-2
- You can now set Shift, Alt or Cmd instead of the default Ctrl as the long press key.
- Now requires the LibAddonMenu library

2022.01.05
- I found another way to get the quest follower's name so the addon should now work flawlessly (the previous way was glitchy)
- Applied most of Baertram's advice

2022.01.04-4
- Fixed the typo in the chat message Oo!

2022.01.04-3
- Clarified the code

2022.01.04-2
- Fixed a tiny bug
- Exclude pets from followers to avoid unintended behavior

2022.01.04
- Initial Release
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Archived Files (46)
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2024.03.08
11kB
Masteroshi430
03/07/24 11:07 PM
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Masteroshi430
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2023.09.23
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2023.04.19-2
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2023.04.18
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2022.09.20
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2022.05.07
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2022.04.24
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2022.03.26
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2022.01.31
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Masteroshi430
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Masteroshi430
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Masteroshi430
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Masteroshi430
01/14/22 06:48 AM
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01/12/22 12:12 PM
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Unread 01/12/22, 09:25 AM  
Masteroshi430
 
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Originally Posted by DaBear78
Is it intentional or a bug that, even though the text is not displayed, I can still interact with books, seats, and insects? Because I just accidentally looted an insect, which upset Mirri (the text was not showing) ^^
Yep I had that too, I will Investigate.
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Unread 01/12/22, 09:21 AM  
DaBear78
 
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Is it intentional or a bug that, even though the text is not displayed, I can still interact with books, seats, and insects? Because I just accidentally looted an insect, which upset Mirri (the text was not showing) ^^
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Unread 01/12/22, 08:59 AM  
Shadowshire

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Post Re: Re: Re: Re: Interaction with empty containers & known books

Originally Posted by Baertram
You again start discussions on features of addons where you are not forced to use these addons Shadowshire.
You did this at my addon, at others (Scootworks e.g.) and now here with this addon again.
If you have found a bug clearly describe it so it can be fixed. If the author says this is no bug but intended: Accept it.

....
Of course, I like the primary feature of this addon, which is using a keybind to control when the character interacts with a companion, a follower, etc. So I want to use it!!!

Unfortunately, the developer goes beyond its useful feature to add a totally unnecessary non-optional suppression of the Interactive Prompt for objects in the game environment, e.g., lootable containers. In my honest opinion and experience, it is not a wise decision -- for the reasons that I discussed.

What is wrong with asking a developer to make a feature configurable? What is wrong with asking a developer to make it possible for a player who is red-green color blind to configure the colors which the add-on uses for a symbol(s) in a data table? In my opinion, such configurability should be routine in all software design and development.

If I did not want to use this or any other particular add-on, then I would not bother to attempt to persuade the developer to make a feature(s) configurable, when I do that for various reasons. I don't do this just to annoy people, which is what you are accusing me of doing. That accusation, my friend, is called libel. Please consider your criticisms more carefully in the future and stick to what you do best -- and to what you could do better, if you did not take offense so easily at friendly suggestions for improving the usefulness of your own add-ons.
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Unread 01/11/22, 05:35 PM  
Baertram
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Re: Re: Re: Interaction with empty containers & known books

You again start discussions on features of addons where you are not forced to use these addons Shadowshire.
You did this at my addon, at others (Scootworks e.g.) and now here with this addon again.
If you have found a bug clearly describe it so it can be fixed. If the author says this is no bug but intended: Accept it.

Please stop this annoying long discussions on topics that you think other dev's addons need to act the way you want it to act.
Just ignore the addons if you do not like the features?

The author provided you feedback to your questions and remarks and it is up to him/her to let it work that way, or not.
Sometimes (like I know in this case with the conainer looting) it is not even technically possible to change it to work differently.
Features are described at the description, so what do you want more?
Maybe you miss understood the feature, but it was explained 2 times and you go on writing about it "as if it is wrong and the dev must provide a setting etc.".
Masteroshi even added a setting to enable/disable this feature, but he/she does not need to feel pushed to it. You could have asked more politely and without all that extra-drama around it...


Thank you very much for respecting this and changing your way of feedback/questions to a less demanding and selfish
(sorry for the wording if they missmatch, I'm no native English speaker) way.

If this is going to happen more often again in the future I'll need to report these messages to the board admins as you are
driving users and devs angry, and it's not the first time you do/did.


Originally Posted by Shadowshire
Originally Posted by Masteroshi430
Originally Posted by Shadowshire
"It also disallows interaction with empty containers (which means empty backpacks, barrels, urns, baskets, chests, crates, cupboards, drawers, nightstands, etc all become non usable)."

Why? Whether a container is empty is positive "feedback" from the environment in which the character acts. It confirms that the container is lootable, but currently contains nothing. In the future, the container might not be empty. However, why would a player check a container that previously appeared to be unlootable? In my experience, it is not a good idea to make empty containers indistinguishable from containers which cannot be looted at all.
Indeed it avoids displaying the link saying "Urn Empty" when the urn is actually empty. This is not a blacklist of the item, the link is displayed when it actually contains something.
So? I know that already, and have not said or implied that the item is "blacklisted" in any way.

First of all: many containers can be looted, but each and every container (which is the same container as others that can be looted) cannot be looted. This is most often so for boxes, crates, barrels and urns. They are identical in appearance. The only way to determine which one(s) can be looted is to put the mouse cursor on each one. When doing that displays an Interactive Prompt, the container can be looted -- even if the prompt discloses that the container is empty.

Furthermore: we do not need the Interactive Prompt disabled for empty containers, because while they are empty their appearance is altered to reflect that fact. For example, a sack will have the top pinched closed by a cord tied into a knot while it contains something. But while it is empty, the top of the sack is open and the shape of the sack is slack, not firm. Nonetheless, you might want to put the mouse cursor on such a container either (1) to confirm that it is empty, or, (2) to confirm that the container can be looted.

Again: when the I.P. shows that a container is empty, it confirms that the container can be looted. That is significant information.
With your add-on feature enabled, if a container is currently empty, so the I.P. is not displayed at all, then the natural assumption is that the container cannot be looted. So the player will not put the mouse cursor on it again in the future when it might contain something.

The feature as you have it hard-wired is harmless if, and only if, a player's characters never encounter the empty container(s) again in the future. But if the player's character(s) will encounter the same container(s) in the future, then leaving the prompt enabled is the best decision.

On the face of it, I would say that you do not engage in very much -- if any -- repeated looting of containers in the same location. So when the mouse cursor happens to wander onto an empty container, then the I.P. disclosing that it is empy annoys you.

Please allow me and others who agree with me to have the option to disable the "no I.P." options that we find undesirable.

By the way, disabling the I.P. for items which you personally don't want to interact with (for whatever reason) is nothing new. It has been done before by other add-on developers, and I suppose that the consequent ignorance makes them happy. But I don't use such an add-on unless I can disable/enable the I.P. for items which the developer wants to ignore.
Last edited by Baertram : 01/11/22 at 05:52 PM.
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Unread 01/11/22, 01:48 PM  
Masteroshi430
 
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Originally Posted by Baertram
For the ingame strings of the base game disable all other addons and enable "merTorchbug", then type /tbug ingame and switch to the "Strings" tab.
Youa re able to search for the given SI_ constants and their texts like "Einfangen" there with the current client language.
Changing the client language can be done easily via ingame command /script SetCVar("language.2", "de") where "de" coudl be "fr", "en", "ru", or "de". "jp" is only available with a special japanese client!

After using any /script command merTorchbug will show at the "Scripts" tab the history so you are easily able to re-do the same script via a double click + return key.
Thanks I will look at it
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Unread 01/11/22, 01:45 PM  
Baertram
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For the ingame strings of the base game disable all other addons and enable "merTorchbug", then type /tbug ingame and switch to the "Strings" tab:

Youa re able to search for the given SI_ constants and their texts like "Einfangen" there with the current client language.
Changing the client language can be done easily via ingame command /script SetCVar("language.2", "de") where "de" coudl be "fr", "en", "ru", or "de". "jp" is only available with a special japanese client!

Unfortunately the text "Einfangen" does not seem to exist, so it comes from any other String source, not the ingame SI constants

After using any /script command merTorchbug will show at the "Scripts" tab the history so you are easily able to re-do the same script via a double click + return key.


Originally Posted by DaBear78
Originally Posted by Masteroshi430
Yes , to be honest even in English it looks like a few insects are spared. To fix it I will need the text written for that insect in your language. If you want to help you can post it here.

Even "Schmetterling", which is written correctly in your de.lua is not hidden. And I also found out why: In the german client, they use SI_GAMECAMERAACTIONTYPE7 for plants only, not for insects. Insects use the string "Einfangen", which I can't find in the SI_GAMECAMERAACTIONTYPE constants (at leat not from 1 to 64, haven't tested more). When I change line 45 of the LongPressCtrlToInteract.lua to
Code:
if LongPressCtrlToInteract.vars.noInsects and action == "Einfangen" and
it works for me, but of course only in the german client... Maybe you have to define variables for every language yourself?


P.S.: You can add "Mondmotte der Hellen Monde" to the insects blacklist. When I find more, I'll post them here ^^
Last edited by Baertram : 01/11/22 at 01:48 PM.
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Unread 01/11/22, 12:49 PM  
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Originally Posted by Masteroshi430
Yes , to be honest even in English it looks like a few insects are spared. To fix it I will need the text written for that insect in your language. If you want to help you can post it here.

Even "Schmetterling", which is written correctly in your de.lua is not hidden. And I also found out why: In the german client, they use SI_GAMECAMERAACTIONTYPE7 for plants only, not for insects. Insects use the string "Einfangen", which I can't find in the SI_GAMECAMERAACTIONTYPE constants (at leat not from 1 to 64, haven't tested more). When I change line 45 of the LongPressCtrlToInteract.lua to
Code:
if LongPressCtrlToInteract.vars.noInsects and action == "Einfangen" and
it works for me, but of course only in the german client... Maybe you have to define variables for every language yourself?


P.S.: You can add "Mondmotte der Hellen Monde" to the insects blacklist. When I find more, I'll post them here ^^
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Unread 01/11/22, 12:41 PM  
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Originally Posted by DaBear78
Great addon, but there seems to be a small problem (maybe only in the german client?):


It does not work (at least for me) for insects. Seats, containers, companions: everything works as expected. But the text for insects is not hidden, no matter what settings I use and so I can loot them. Can you please look at this problem?


Thx!
Yes , to be honest even in English it looks like a few insects are spared. To fix it I will need the text written for that insect in your language. If you want to help you can post it here.
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Unread 01/11/22, 12:12 PM  
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Great addon, but there seems to be a small problem (maybe only in the german client?):


It does not work (at least for me) for insects. Seats, containers, companions: everything works as expected. But the text for insects is not hidden, no matter what settings I use and so I can loot them. Can you please look at this problem?


Thx!
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Unread 01/10/22, 03:31 PM  
DohNotAgain

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OK.
This in not a dis or an argument starter.
If it is taken that way then it's not my problem as I stated it is not.
I am going to state the obvious to me.
Names are only used for reference purposes.

TL: DR
User: Ask for what you would like to see - DON'T demand.
Explain why, but don't keep pushing for your way.

Author: State Yes, No, or Maybe.
Give details if you want.

Result: Move on with whatever the outcome is.


Shadowshire.
Just ask to have all the stuff you don't want to ignore have select/deselect options.
Accept the answer.
It's that simple.
If an addon developer doesn't make their addon do what you want, how you want, then don't use it - the author is not your employee.
That's what I, and most other people, do.

Please don't give a laundry list of "reasons" that it is mandatory to be your desires.
Laundry lists are generally "I want it my way and here is why you must comply" documents.
Many contain straw-man and hypothetical filler fluff.
I've worked for the government for decades.
Experience has shown this to be true of most laundry lists used to "convince."

This addon, like No Interact, does not blacklist - as you understand.
I loot EVERYTHING, as I guess you do.
This addon and No Interact have never, ever been a problem for me.
I smartly point at every container and never attempt to remember it's loot-ability status or its open or not graphics status. That image, in my experience, is not 100% correct. I have looted purple items out of "open" looking containers. Trying to remember all container loot status in not possible as there are millions in the game.

You can test the not blacklisting and reliability simply.
Enter a delve, check all the containers for some distance, remember those with no prompt, exit delve, reenter delve, and check those containers again. You will see some that were previously either loot-able or not loot-able to be opposite status.

Personally, I hate seeing the empty container text as it distracts and slows my farming process.
I seriously doubt any human on this planet can remember container loot-ability for all containers in ESO.
Thus, humans must rely upon the text above the container to let us know if it is full or empty.
If it's empty nobody really needs to know because the next time, if it is not empty, it will have a text above it stating it has contents this time.
So much faster and easier to only see if the container is loot-able this time.
It is much faster to know only containers with contents are interact able.


Masteroshi430
First, thanks for this addon, I love it.

Just state your position so people can know what you will, won't, or might do.
Yes I will add that. Maybe when if you know.
No I won't do that. It doesn't really matter why, it's your addon and your time invested.
Maybe. That way you can check and decide later.


As I stated above, I am not dissing anyone.
I'm just saying it as I see it.
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Unread 01/09/22, 11:57 PM  
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Re: Re: Re: Interaction with empty containers & known books

Originally Posted by Shadowshire
With your add-on feature enabled, if a container is currently empty, so the I.P. is not displayed at all, then the natural assumption is that the container cannot be looted. So the player will not put the mouse cursor on it again in the future when it might contain something.
Come on, most of the time we do that accidentally even before having the idea of checking the containers...

Originally Posted by Shadowshire
The feature as you have it hard-wired is harmless if, and only if, a player's characters never encounter the empty container(s) again in the future. But if the player's character(s) will encounter the same container(s) in the future, then leaving the prompt enabled is the best decision.
AGAIN, The prompt will be displayed if the container actually contains something at that precise moment.


The option you ask for in your very long post is available since yesterday anyway.
Last edited by Masteroshi430 : 01/10/22 at 05:11 AM.
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Unread 01/09/22, 11:14 PM  
Shadowshire

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Re: Re: Interaction with empty containers & known books

Originally Posted by Masteroshi430
Originally Posted by Shadowshire
"It also disallows interaction with empty containers (which means empty backpacks, barrels, urns, baskets, chests, crates, cupboards, drawers, nightstands, etc all become non usable)."

Why? Whether a container is empty is positive "feedback" from the environment in which the character acts. It confirms that the container is lootable, but currently contains nothing. In the future, the container might not be empty. However, why would a player check a container that previously appeared to be unlootable? In my experience, it is not a good idea to make empty containers indistinguishable from containers which cannot be looted at all.
Indeed it avoids displaying the link saying "Urn Empty" when the urn is actually empty. This is not a blacklist of the item, the link is displayed when it actually contains something.
So? I know that already, and have not said or implied that the item is "blacklisted" in any way.

First of all: many containers can be looted, but each and every container (which is the same container as others that can be looted) cannot be looted. This is most often so for boxes, crates, barrels and urns. They are identical in appearance. The only way to determine which one(s) can be looted is to put the mouse cursor on each one. When doing that displays an Interactive Prompt, the container can be looted -- even if the prompt discloses that the container is empty.

Furthermore: we do not need the Interactive Prompt disabled for empty containers, because while they are empty their appearance is altered to reflect that fact. For example, a sack will have the top pinched closed by a cord tied into a knot while it contains something. But while it is empty, the top of the sack is open and the shape of the sack is slack, not firm. Nonetheless, you might want to put the mouse cursor on such a container either (1) to confirm that it is empty, or, (2) to confirm that the container can be looted.

Again: when the I.P. shows that a container is empty, it confirms that the container can be looted. That is significant information.
With your add-on feature enabled, if a container is currently empty, so the I.P. is not displayed at all, then the natural assumption is that the container cannot be looted. So the player will not put the mouse cursor on it again in the future when it might contain something.

The feature as you have it hard-wired is harmless if, and only if, a player's characters never encounter the empty container(s) again in the future. But if the player's character(s) will encounter the same container(s) in the future, then leaving the prompt enabled is the best decision.

On the face of it, I would say that you do not engage in very much -- if any -- repeated looting of containers in the same location. So when the mouse cursor happens to wander onto an empty container, then the I.P. disclosing that it is empy annoys you.

Please allow me and others who agree with me to have the option to disable the "no I.P." options that we find undesirable.

By the way, disabling the I.P. for items which you personally don't want to interact with (for whatever reason) is nothing new. It has been done before by other add-on developers, and I suppose that the consequent ignorance makes them happy. But I don't use such an add-on unless I can disable/enable the I.P. for items which the developer wants to ignore.
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Unread 01/09/22, 01:44 AM  
jpor

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I just want to say thank you for this perfect helper add on! I farm a lot and if my companion is spawned I periodically interact with him by accident. No more! Your add on stops this and I can still use ctrl-caps to interact. I really like the chat reminder too, nice touch!
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Unread 01/08/22, 01:50 AM  
Masteroshi430
 
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Re: Interaction with empty containers & known books

Originally Posted by Shadowshire
"It also disallows interaction with empty containers (which means empty backpacks, barrels, urns, baskets, chests, crates, cupboards, drawers, nightstands, etc all become non usable)."

Why? Whether a container is empty is positive "feedback" from the environment in which the character acts. It confirms that the container is lootable, but currently contains nothing. In the future, the container might not be empty. However, why would a player check a container that previously appeared to be unlootable? In my experience, it is not a good idea to make empty containers indistinguishable from containers which cannot be looted at all.
Indeed it avoids displaying the link saying "Urn Empty" when the urn is actually empty. This is not a blacklist of the item, the link is displayed when it actually contains something.
Last edited by Masteroshi430 : 01/09/22 at 10:25 AM.
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Unread 01/08/22, 01:43 AM  
Shadowshire

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Unhappy Interaction with empty containers & known books

"It also disallows interaction with empty containers (which means empty backpacks, barrels, urns, baskets, chests, crates, cupboards, drawers, nightstands, etc all become non usable)."

Why? Whether a container is empty is positive "feedback" from the environment in which the character acts. It confirms that the container is lootable, but currently contains nothing. In the future, the container might not be empty. However, why would a player check a container that previously appeared to be unlootable? In my experience, it is not a good idea to make empty containers indistinguishable from containers which cannot be looted at all.

Personally, I must have an option to disable this feature, else it becomes an impediment to using this add-on to control whether the character interacts with a companion or other NPC instead of .... doing what?

What I would like to see is a feature that greys-out the interactive prompt while the mouse cursor is on a NPC which will simply repeat the most recent thing that they said (if the key is used). So, when the NPC does have something different to say, a normal interactive prompt informs the player-character either that the dialog can continue or that it should resume. However, I doubt that an add-on can be created for this purpose in contrast to introducing it as a feature in the game Host software
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