Download
(6 Kb)
Download
Updated: 06/08/23 07:27 AM
Pictures
File Info
Compatibility:
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Updated:06/08/23 07:27 AM
Created:07/04/14 05:18 PM
Monthly downloads:126
Total downloads:34,358
Favorites:129
MD5:
Harven's House Hunter  Popular! (More than 5000 hits)
Version: 1.12.0
by: Harven, votan
Description
This addon shows door icons on the map of every house/building/hut you have visited. When you move the mouse cursor over the icon, building name will appear. Currently it will work for english and german clients only but it's very easy to add french language support. Let me know if you can help - I just need one word translation and testing.

You must do one "visit cycle" to make the icon appear (enter and leave).

Forum thread with the addon idea: http://www.esoui.com/forums/showthread.php?t=1903

Commands
/cleardoors <all/map> - will erease all doors or only the doors on the current map,
/importdoors <character_name> - will import the doors from given character.

Known Issues
Looks like update 7 introduced changes to some maps dimensions. As a result some doors icons will have wrong positions.

This addon will not work in some areas. The Serk in Deshaan as an example. It's because when you leave a house in The Serk, the exit is called "The Serk", but the map POI is called "Quarantine Serk".

Special Thanks
Suzi Q for German translation.

Donations
If you like my work you can make me happy by sending some in-game gold/items to @theharven on EU server (but please, no lockpicks ), eventually you can help me pay my monthly subscription by donating some money.

[Edit 09.31.2015]
Since monthly subscription is no longer required to play the game I decided to transfer all future dontations to charity. There is a polish site where you can chose a person you would like to support (mostly children) https://www.siepomaga.pl/. I will be anonymously transfering your donations there, to a person of my choosing and then I will post a link in The Great Donor Hall so you will know who gets your money I would love to help this people so I hope this doesn't discourages you from donating.


version 1.12.0:
- Update for Necrom.

Version 1.11:
- Removed LibStub,
- Removed embedded LibHarvensAddonsSettings, please download it separately,
- API version changed to 100030.

Version 1.10:
- Fixed libHarvensAddonSettings library,
- API version changed to 100024.

Version 1.9d:
- API version changed to 100020.

Version 1.9c:
- API version changed to 100019.

Version 1.9b:
- API version changed to 100018.

Version 1.9a:
- API version changed to 100017.

Version 1.9:
- API version changed to 100016,
- Updated LHAS, thanks Votan :)

Version 1.8c:
- API version changed to 100015.

Version 1.8b:
- API version changed to 100014.

Version 1.8a:
- API version changed to 100013.

Version 1.8:
- API version changed to 100012,
- New version of LibHarvensAddonSettings - thanks to Votan :)

Version 1.7b:
- API version changed to 100011,

Version 1.7a:
- API version changed to 100010,
- New version of LibHarvensAddonSettings (thanks to Garkin).

Version 1.7:
- Added options menu with two options:
* pin size,
* pin draw level.

Version 1.6a:
- API version changed to 100009.

Version 1.6:
- Added command to clear all doors or only on the current map,
- Added command to import the doors from other characters.

Version 1.5a:
- API version changed to 100008.

Version 1.5:
- Fixed lua exception when starting in Cyrodiil - thanks again Garkin :)

Version 1.4:
- Added pin menu with single element: "Delete" which allows you to delete misplaced doors.

Version 1.3a:
- Changed "Open" translation to ESO default - thanks Garkin.

Version 1.3:
- Added "Doors" map filter which allows to show/hide doors pins.

Version 1.2:
- Changed the recognition condition - more doors will be detected.

Version 1.1:
- Some code refactoring,
- Added support for DE client version,
- Changed minimum doors distance on non-zone maps,
- Visited buildings are stored per character.
Optional Files (0)


Archived Files (24)
File Name
Version
Size
Uploader
Date
1.11
6kB
Harven
03/29/20 02:05 PM
1.10
13kB
Harven
08/15/18 04:29 PM
1.9d
13kB
Harven
08/14/17 07:01 PM
1.9c
13kB
Harven
05/23/17 01:42 PM
1.9b
13kB
Harven
02/12/17 10:09 AM
1.9a
13kB
Harven
10/05/16 03:19 PM
1.9
13kB
Harven
08/01/16 03:18 PM
1.8c
14kB
Harven
06/03/16 01:47 PM
1.8b
13kB
Harven
03/07/16 05:18 PM
1.8a
13kB
Harven
11/02/15 09:32 AM
1.8
13kB
Harven
09/02/15 06:00 PM
1.7b
13kB
Harven
03/04/15 02:41 PM
1.7a
13kB
Harven
11/04/14 01:56 PM
1.7
13kB
Harven
09/26/14 08:45 AM
1.6a
6kB
Harven
09/16/14 05:26 PM
1.6
6kB
Harven
08/06/14 04:42 PM
1.5a
6kB
Harven
08/05/14 05:00 PM
1.5
6kB
Harven
07/31/14 02:00 PM
1.4
6kB
Harven
07/27/14 05:58 AM
1.3a
5kB
Harven
07/16/14 12:14 AM
1.3
5kB
Harven
07/15/14 02:09 PM
1.2
5kB
Harven
07/09/14 11:48 AM
1.1
5kB
Harven
07/05/14 03:14 PM
1.0
4kB
07/04/14 05:18 PM


Post A Reply Comment Options
Unread 07/05/14, 04:21 PM  
esothomas
 
esothomas's Avatar

Forum posts: 24
File comments: 93
Uploads: 0
Originally Posted by Harven
esothomas, there is no way to check for zone transitions. Also the doors don't have unique identifiers
but how on earth do ZOS get the quest markers to stick to those particular points, then? isn't there some coding to hook onto there?
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 03:20 PM  
Harven
 
Harven's Avatar
AddOn Author - Click to view AddOns

Forum posts: 135
File comments: 275
Uploads: 31
Hey,
thank you all for your feedback.
esothomas, there is no way to check for zone transitions. Also the doors don't have unique identifiers
DaBear78, I have changed minimum distance for non-zone maps. This is hard to determine, because different maps have different sizes, but the player position is allways in range (0-1, 0-1). And the worst thing is that there is no API method to get the map dimensions...
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 11:26 AM  
esothomas
 
esothomas's Avatar

Forum posts: 24
File comments: 93
Uploads: 0
Originally Posted by DaBear78
5 pins for 2 doors
there's gotta be a way to more precisely identify the door being used, and save data accordingly... unless the doors don't have unique identifiers, which would suck!
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 10:48 AM  
DaBear78
 
DaBear78's Avatar

Forum posts: 1
File comments: 120
Uploads: 0
Here are 2 cases where I got multiple doors on the map for one real door:

Warning: Spoiler


I just realized that you already got a check in your code, but this saved data gave me 5 pins for 2 doors, so maybe you have to tweak your code a little bit I'll try myself tomorrow, I would like to test a check for myself. If I works I'll tell you ^^

I will test this:
Code:
dist = math.abs((x+y)-(self.lastX+self.lastY))
if dist <= 0.02 then ...
Is it worth testing or do you think it will change nothing (or maybe even make the check worse ^^)?

BTW: I love the idea of your AddOn
Last edited by DaBear78 : 07/05/14 at 11:06 AM.
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 08:46 AM  
dominoid
AddOn Author - Click to view AddOns

Forum posts: 34
File comments: 276
Uploads: 2
Yet another ingenious addition.
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 05:27 AM  
DaBear78
 
DaBear78's Avatar

Forum posts: 1
File comments: 120
Uploads: 0
The word you need translated is "Öffnen" in the german client. I replaced "Open" in your code with "Öffnen" and tried it: It works

Btw: Maybe you should add a check if there is already a pin very close to where I am. I entered the mages guild 2 times (from 2 slightly different positions, just a few pixels apart) and now I have 2 doors in almost the same place for the guild
Last edited by DaBear78 : 07/05/14 at 05:59 AM.
Report comment to moderator  
Reply With Quote
Unread 07/05/14, 04:21 AM  
esothomas
 
esothomas's Avatar

Forum posts: 24
File comments: 93
Uploads: 0
every house/building/hut you have visited
is reticule targetting enough, or does it require actual use?

EDIT: ooh, hang on, how does this work in relation to (some of the) zone transitions? you know, those that cause quest markers to hang in the air in cave exits, or mountain passes, or grove entrances and such... it's sometimes not at all intuitive which way the path through a landscape can lead.
Last edited by esothomas : 07/05/14 at 04:24 AM.
Report comment to moderator  
Reply With Quote
Unread 07/04/14, 05:51 PM  
METALPUNKS

Forum posts: 14
File comments: 28
Uploads: 0
Thanks for this. You truly are a genius. Exactly how I pictured it.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: