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Updated: 01/18/20 11:49 PM
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Bank Manager Revived.
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Compatibility:
Dragonhold (5.2.5)
Updated:01/18/20 11:49 PM
Created:04/23/19 05:03 PM
Monthly downloads:1,741
Total downloads:6,007
Favorites:12
MD5:
Categories:Plug-Ins & Patches, Bags, Bank, Inventory
5.2.5
Bank Manager Revived - Slim Edition  Updated this week!  Popular! (More than 5000 hits)
Version: 14.5
by: Gamer1986PAN, @DeadSoon
Bank Manager Revived - Slim Edition

The new Version can be used as Slim and as Full version with the "Global Addon Profile" feature. This is especially to help the non ESO+ Users.


I only commented some features of the orignal "Bank Manager Revived" or rather from the "Jewelry Crafting Fix of Bank Manager Revived" out in order to have less features but smaller saved variables and related to this smaller saved varibles -better performance.

To benefit from the smaller saved variables, the original ones must be deleted/renamed and new files + profiles must be created. (don't forget to backup your saved variables, so you are able to go back to the original version if you are not satisfied with the slim edition. If you want to reactivate one special option you had in the last version but missing here - i can try to help you make it work again (minor code tweaks and leads again to bigger saved variables)

All credits goes to the original Authors. Ayantir, SnowmanDK, Eldrni and (not original team, but he also did some bugfixes that version depends on) Lexynide


If you found a bug you have here but not in the "Jewelry Crafting Fix Version" let me know and i try to find a solution. If the bug also exists in "Jewelry Crafting Fix Version" i can not guarantee that i can fix that, because i don't master LUA and i only be able to modify small things. If there is a real bug i just can hope some real author is willing to help me out there.


*Notice*: I know that some items - e.g. trophys don't work 100% properly - like they also don't work in original version. When i have some time i try to find a fix for that problem.


If you want to help with this addon just let me know in the comment section and i add you to the team. If you master LUA and want to get some practice in finding and removing bugs you are very welcome.


Bank Manager Revived will help you manage your bank & your guild bank (at guild bank - deposit only)

BMR will automatically deposit the preset items from your current character inventory to the bank or withdraw them from your bank to your inventory.


Features:

Global features
  • bank & guild bank support
  • auto move when opening bank (item/currencies)
  • display a detail of each move and/or summary
  • don't move items protected by ItemSaver / FCO Item Filter addon
  • don't move items moved by other addons while interacting
  • import setting between characters
  • auto restack bank / bag /guild bank after completion
  • fully localized (English, French, Deutsch and Russian)
  • pull your writs items needed for quests

Global Addon Profile

There are 4 global addon profiles predefined:
  1. ESO+ no crafting
  2. ESO+ with crafting
  3. no ESO+ no crafting
  4. no ESO+ with crafting
with the "ESO+" profiles material that can be deposited in the crafting bag can no longer be selected in the options
"with crafting" profiles also shows e.g. intricate armor/weapons as options


Profile support

You can have 9 accountwide profiles defined with their own rules. If 2+ profiles are defined or the current profile is not set to automatically transfer items, an UI will appear at bank to let you switch between profiles. You can easily set a name, and reset a profile.

Currencies (Gold / Tel Var Stones / Alliance Points / Writ Vouchers)

2 individual sliders to choose how much to keep in bag (e.g enough to feed your horse the next 10 days) or how much to grab from bank if you don't have enough. (0 to disable the 2nd function). Gold sliders are 0 up to 200K, Tel Var up to 10K, Alliance Points up to 200k and Writ Vouchers up to 5k.
You can also use the option "Don't keep any ..." to deposit the full amount of this currency to the bank or activate additional to that the option "Keep in Bank instead of Bag" to withdraw everything of that specific currency.



Provisioning
  • Choose to push/pull known recipes
  • Choose to push/pull unknown recipes

Enchanting (up to 50) of the same type
  • Choose to push/pull glyphs

Trophies (up to 50 stacks) of the same type
  • Choose to push/pull treasure maps
  • Choose to push/pull survey maps
  • Choose to push/pull style motif fragments
  • Choose to push/pull recipe fragments
  • Choose to push/pull imperial city trophies

Housing
  • Choose to push/pull known recipes
  • Choose to push/pull unknown recipes
  • Choose to push/pull Furnishing

Misc
  • Choose to push/pull AvA repair
  • Choose to push/pull disguises
  • Choose to push/pull lockpics
  • Choose to push/pull potions
  • Choose to push/pull racial motif books
  • Choose to push/pull containers (does not work with containers you also can not move manually)
  • Choose to push/pull (crown) repair kits
  • Choose to push/pull soul gems, empty or charged

Crafting
  • Choose to push/pull 1 or + (up to 50) stacks of any material <- had to bundle potency runes at all levels with the changes from 14.2
  • Choose to push/pull weapons/armor/jewelry
  • Choose to push/pull intricate weapons/armor/jewelry (set excluded)
  • Choose to push/pull researchable weapons/armor/jewelry (set excluded) <- CraftStore addon support inside

Known Bugs
  • Runes not working (only Ta and Glyphs) Fixed with 14.2
  • Identical Intricate (Jewelry) Items can not be moved together to target (if you have e.g. 4 identical rings BMR will only move 1 of them - no matter what settings you made) - fixed with 14.4
  • Intricate Items can not be pushed to guildbank - working for Jewelry and Woodworking with 14.4
  • If you interact with a storage box (furnishing item) all items you push automatically to bank will be deposited in the bank (even if you do not have the banker NPC), if you want to place that items in the storage box, you have to change your profile or change the options in your current profile to not auto push in bank in order to keep them in your inventory and deposit them manually


Upcoming changes
  • Choose to push/pull intricate jewelry items Done with 14.3 - provided by LordKor -> thank you
  • Change to global saved varibles instead of different profiles for every character - Done with 13.0
  • Optional Setting to switch back to Full Version (if you are not ESO+) - Done with 14.0
  • Find a way that invisible options are also not performing any action
  • Find a way to move intricate items into guildbank - working for Jewelry and Woodworking with 14.4
14.5:
- moved MasterWrits to it's final destination tab "Quests: Crafting"

14.4:
- you can now move identical intricate jewelry and woodworking items into the bank AND/OR guildbank by using its own max stack slider - coming for smithing and clothier in later updates hopefully
- temporary moved MasterWrits to trophys and forgot to move it where i really wanted it -> will be moved in 14.5 again (Quest Tab)

14.3:
- Added changes to Jewelry handling provided by LordKor -> thank you
-> you can now move intricate jewelry to/from bank not working for guild banks for now


14.2:
- Added changes to Poison/Poison Solvent handling provided by LordKor -> thank you
- Reworked Runes and Glyphs handling and sorting (works now for guild bank as well)
- API-Bump to 100030 for the upcoming DLC
- minor changes i can't remember


14.1:
- Associated Guild Bank for smith, clothier and woodworker reactivated (still no movement for intricate items into guildbank)
- API bump to 100029 Dragonhold (its working with both Live and PTS)


14.0:
- API bump to 100028 Scalebreaker
- Global Addon Profiles added (this hides some options but if you did not deactivate one option before you change the profile - BMR will still perform an action - i am trying to fix this in future updates)
- saved variables will grow a bit, but it should not affect your performance really bad - however i will try to reduce it even more or at least back to the size you had with 13.0


13.0:
- Change to use accountwide profiles
Please Backup your data first if you want to keep them - because the first reload/logout with the new version will reset the current char. Because of that login/logout trough the chars for the first time, the size of the saved variables will be smaller with every character logging out.

If you want to make extra space delete the saved variables and create them new from the scratch (highly recommended)
- Some Minor Changes (outcommenting of some unneeded elements)

- in the comment section is a zip-archive with all functions of BMR Jewelry Crafting version reactivated but with accountwide profiles. This is especially to help the non ESO+ Users - but we will have a look if we can combine them into one version and switch between slimmed ESO+ and non ESO+ version. But first we want to take a look for remake of "intricate items".



12.2:
- Commented the furnishing material out (e.g. Bast, Regulus, Heartwood)

Next steps will be:
- change the saved variables to global/accountwide
(should reduce the size again for better performance, if needed i can think about implementing more profiles instead - let me know in the comments if you would need them but i don't really think they are needed) and you have to make future changes in one profile on one character only instead of importing the same profile to every other char or make the same changes)

- bring back the intricate item movement back - goal is for each individual profession and intricate items in general - all optional



12.1:
- Release
Archived Files (8)
File Name
Version
Size
Uploader
Date
14.4
170kB
Gamer1986PAN
01/18/20 10:20 PM
14.3
170kB
Gamer1986PAN
01/07/20 05:33 PM
14.2
169kB
Gamer1986PAN
01/06/20 06:00 PM
14.1
169kB
Gamer1986PAN
08/14/19 12:29 PM
14.0
169kB
Gamer1986PAN
08/13/19 02:50 PM
13.0
169kB
Gamer1986PAN
05/18/19 10:59 AM
12.2
169kB
Gamer1986PAN
05/17/19 12:22 PM
12.1
169kB
Gamer1986PAN
04/23/19 05:03 PM


Post A Reply Comment Options
Unread 01/17/20, 12:30 PM  
Gamer1986PAN
AddOn Author - Click to view AddOns

Forum posts: 84
File comments: 449
Uploads: 2
Re: Is this a bug or an exploit?

Originally Posted by Brettelectric
I have BMR set to deposit all furnishings in my bank.

I was in my small home, and picked a piece of furniture up from the home, and then saw it was in my bag. Then looked in one of my storage chests, and BMR put that piece of furniture into my BANK while I was looking in the STORAGE CHEST.

I don't own a bank assistant. There should be no way that I can access my bank from my house. Yet BMR put a piece of furniture into my bank while I was looking in my storage chest.

Is this some sort of bug or exploit?
Like mentioned in the bugs its a bug we already knew and might be able to add at least an option to enable/disable this behavior in the future but its not priority right now. Thank you for your report anyway.

Known Bugs
  • Runes not working (only Ta and Glyphs) Fixed with 14.2
  • Identical Intricate (Jewelry) Items can not be moved together to target (if you have e.g. 4 identical rings BMR will only move 1 of them - no matter what settings you made)
  • Intricate Items can not be pushed to guildbank
  • If you interact with a storage box (furnishing item) all items you push automatically to bank will be deposited in the bank (even if you do not have the banker NPC), if you want to place that items in the storage box, you have to change your profile or change the options in your current profile to not auto push in bank in order to keep them in your inventory and deposit them manually
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 01/17/20, 08:27 AM  
Dolgubon
 
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Forum posts: 345
File comments: 654
Uploads: 16
Re: Is this a bug or an exploit?

Originally Posted by Brettelectric
I have BMR set to deposit all furnishings in my bank.

I was in my small home, and picked a piece of furniture up from the home, and then saw it was in my bag. Then looked in one of my storage chests, and BMR put that piece of furniture into my BANK while I was looking in the STORAGE CHEST.

I don't own a bank assistant. There should be no way that I can access my bank from my house. Yet BMR put a piece of furniture into my bank while I was looking in my storage chest.

Is this some sort of bug or exploit?
If you visit a house with a writ, and stuff in your bank for it, you'll notice that it actually withdraws the items as soon as you step into the house!


While inside your house, the bank is usable by add-ons at all times. Back when housing came out, I asked zos_chiphipselberg about it, and his answer was (paraphrased)' not intended, but it's something that we can allow.' So, bug in ESO were allowed to use.
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Unread 01/17/20, 12:38 AM  
Brettelectric

Forum posts: 0
File comments: 11
Uploads: 0
Is this a bug or an exploit?

I have BMR set to deposit all furnishings in my bank.

I was in my small home, and picked a piece of furniture up from the home, and then saw it was in my bag. Then looked in one of my storage chests, and BMR put that piece of furniture into my BANK while I was looking in the STORAGE CHEST.

I don't own a bank assistant. There should be no way that I can access my bank from my house. Yet BMR put a piece of furniture into my bank while I was looking in my storage chest.

Is this some sort of bug or exploit?
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Unread 01/08/20, 06:03 PM  
Gamer1986PAN
AddOn Author - Click to view AddOns

Forum posts: 84
File comments: 449
Uploads: 2
Bug with the current version:

Identical Intricate Items can not be moved together to target (if you have e.g. 4 identical rings BMR will only move 1 of them - no matter what settings you made)

At least for jewelry this bug is confirmed
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 01/07/20, 05:28 PM  
Gamer1986PAN
AddOn Author - Click to view AddOns

Forum posts: 84
File comments: 449
Uploads: 2
Re: Re: Re: Re: Re: Alchemy

Thank you very much again. Only had to make minor adjustments to make jewelrycrafting show up in profile 2 but it was a great pioneering work from you again.

Sadly that does not fix the problem, that you are not able to move any of the intricate items to guildbank, hopefully we can find a workaround for that as well.

To move researchable items you need to have CraftStore - will add that in the description

but with the upcoming update you can push/pull intricate jewelry to/from bank.



Originally Posted by LordKor
Glad to help a bit with this great addon. Thank you for working on it!

Originally Posted by Gamer1986PAN
Thank you for saving me a lot of research. I was able to implement it and make glyphs and runes work like its working with smithing and stuff. Have not found how to move intricate jewelry so far but i will have a look into it hopefully in january.
Well, I did it for jewelry - it seems to work with intricate as well.
But I still couldn't figure how "Researchable" is working...

Rules for Jewelry in BankManagerRules.lua:

Code:
function BankManagerRules.addFilters()

...

-- Inserting Jewelry anywhere here

	-- Jewelry
	ruleName = "jewelry"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
		},
		name = EsoStrings[1673], -- there's no ItemType for Jewelry
		tooltip = EsoStrings[1673],
	}

	-- Intricate Jewelry
	ruleName = "jewelryIntricate"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
			{func = GetItemLinkSetInfo, funcArgs = BMR_ITEMLINK, values = {false}},
			{func = IsItemJunk, funcArgs = BMR_BAG_AND_SLOT, values = {false}},
			{func = GetItemLinkTraitInfo, funcArgs = BMR_ITEMLINK, values = {ITEM_TRAIT_TYPE_JEWELRY_INTRICATE}},
		},
		name = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString("SI_ITEMTRAITTYPE", ITEM_TRAIT_TYPE_JEWELRY_INTRICATE)),
		tooltip = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString("SI_ITEMTRAITTYPE", ITEM_TRAIT_TYPE_JEWELRY_INTRICATE)),
	}

	-- Researchable Jewelry
	ruleName = "jewelryResearchable"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
			{func = GetItemLinkSetInfo, funcArgs = BMR_ITEMLINK, values = {false}},
			{func = IsItemJunk, funcArgs = BMR_BAG_AND_SLOT, values = {false}},
			{func = IsItemNeededForResearch, funcArgs = BMR_ITEMLINK, values = {true}},
		},
		name = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString(SI_SMITHING_RESEARCH_RESEARCHABLE)),
		tooltip = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString(SI_SMITHING_RESEARCH_RESEARCHABLE)),
	}

Jewelry panels in BankManager.lua:

Code:
-- Build a LAM SubMenu with a list of filters
local function LAMSubmenu(subMenu)

	local submenuControls = {}
	
	if subMenu == "currencies" then

...

	-- Jewelrycrafting
--	elseif subMenu == "jewelrycrafting" and db.globalAddonProfile >= 3 then - Old line
	elseif subMenu == "jewelrycrafting" and db.globalAddonProfile >= 2 then -- New line for all nonESO+ profiles
--		if db.globalAddonProfile >= 3 then -- don't need it here
		table.insert(submenuControls, panelOnlyIfNotFullStack("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		table.insert(submenuControls, panelGuildBank("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementGBank" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		table.insert(submenuControls, panelMaxStacks("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementAll" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementStacks" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		
-- Inserting jewelry
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		
		if db.globalAddonProfile == 2 or db.globalAddonProfile == 4 then
		table.insert(submenuControls, panelRule("jewelry"))
		table.insert(submenuControls, panelRule("jewelryIntricate"))
		table.insert(submenuControls, panelRule("jewelryResearchable"))
		end
-- End of new Jewelry block
		
		if db.globalAddonProfile >= 3 then -- relocating nonESO+ Crafting profile here
		
		for improvementItemIndex = 1, GetNumSmithingImprovementItems() do
			table.insert(submenuControls, panelRule("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING .. improvementItemIndex))
		end
	
		table.insert(submenuControls, panelOnlyIfNotFullStack("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementAll" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		table.insert(submenuControls, panelGuildBank("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementGBank" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		table.insert(submenuControls, panelMaxStacks("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementAll" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementStacks" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		for improvementItemIndex = 1, GetNumSmithingImprovementItems() do
			table.insert(submenuControls, panelRule("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100) .. improvementItemIndex))
		end
		
			table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
			
			table.insert(submenuControls, panelOnlyIfNotFullStack("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelGuildBank("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialGBank" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelMaxStacks("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialStacks" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("refinedMaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("rawMaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			
			for materialIndex = 1, #BankManagerRules.static.refinedMaterial[CRAFTING_TYPE_JEWELRYCRAFTING] do
				if BankManagerRules.static.refinedMaterial[CRAFTING_TYPE_JEWELRYCRAFTING][materialIndex] ~= "" then
					table.insert(submenuControls, panelRule("refinedMaterial" .. CRAFTING_TYPE_JEWELRYCRAFTING .. materialIndex))
				end
				if BankManagerRules.static.rawMaterial[CRAFTING_TYPE_JEWELRYCRAFTING][materialIndex] ~= "" then
					table.insert(submenuControls, panelRule("rawMaterial" .. CRAFTING_TYPE_JEWELRYCRAFTING .. materialIndex))
				end
			end
		end
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
Last edited by Gamer1986PAN : 01/07/20 at 05:43 PM.
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Unread 01/07/20, 06:13 AM  
LordKor

Forum posts: 0
File comments: 6
Uploads: 0
Re: Re: Re: Re: Alchemy

Glad to help a bit with this great addon. Thank you for working on it!

Originally Posted by Gamer1986PAN
Thank you for saving me a lot of research. I was able to implement it and make glyphs and runes work like its working with smithing and stuff. Have not found how to move intricate jewelry so far but i will have a look into it hopefully in january.
Well, I did it for jewelry - it seems to work with intricate as well.
But I still couldn't figure how "Researchable" is working...

Rules for Jewelry in BankManagerRules.lua:

Code:
function BankManagerRules.addFilters()

...

-- Inserting Jewelry anywhere here

	-- Jewelry
	ruleName = "jewelry"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
		},
		name = EsoStrings[1673], -- there's no ItemType for Jewelry
		tooltip = EsoStrings[1673],
	}

	-- Intricate Jewelry
	ruleName = "jewelryIntricate"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
			{func = GetItemLinkSetInfo, funcArgs = BMR_ITEMLINK, values = {false}},
			{func = IsItemJunk, funcArgs = BMR_BAG_AND_SLOT, values = {false}},
			{func = GetItemLinkTraitInfo, funcArgs = BMR_ITEMLINK, values = {ITEM_TRAIT_TYPE_JEWELRY_INTRICATE}},
		},
		name = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString("SI_ITEMTRAITTYPE", ITEM_TRAIT_TYPE_JEWELRY_INTRICATE)),
		tooltip = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString("SI_ITEMTRAITTYPE", ITEM_TRAIT_TYPE_JEWELRY_INTRICATE)),
	}

	-- Researchable Jewelry
	ruleName = "jewelryResearchable"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {EQUIP_TYPE_NECK, EQUIP_TYPE_RING}},
			{func = GetItemLinkSetInfo, funcArgs = BMR_ITEMLINK, values = {false}},
			{func = IsItemJunk, funcArgs = BMR_BAG_AND_SLOT, values = {false}},
			{func = IsItemNeededForResearch, funcArgs = BMR_ITEMLINK, values = {true}},
		},
		name = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString(SI_SMITHING_RESEARCH_RESEARCHABLE)),
		tooltip = zo_strformat("<<1>> (<<2>>)", EsoStrings[1673], GetString(SI_SMITHING_RESEARCH_RESEARCHABLE)),
	}

Jewelry panels in BankManager.lua:

Code:
-- Build a LAM SubMenu with a list of filters
local function LAMSubmenu(subMenu)

	local submenuControls = {}
	
	if subMenu == "currencies" then

...

	-- Jewelrycrafting
--	elseif subMenu == "jewelrycrafting" and db.globalAddonProfile >= 3 then - Old line
	elseif subMenu == "jewelrycrafting" and db.globalAddonProfile >= 2 then -- New line for all nonESO+ profiles
--		if db.globalAddonProfile >= 3 then -- don't need it here
		table.insert(submenuControls, panelOnlyIfNotFullStack("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		table.insert(submenuControls, panelGuildBank("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementGBank" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		table.insert(submenuControls, panelMaxStacks("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementAll" .. CRAFTING_TYPE_JEWELRYCRAFTING, "improvementStacks" .. CRAFTING_TYPE_JEWELRYCRAFTING))
		
-- Inserting jewelry
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		
		if db.globalAddonProfile == 2 or db.globalAddonProfile == 4 then
		table.insert(submenuControls, panelRule("jewelry"))
		table.insert(submenuControls, panelRule("jewelryIntricate"))
		table.insert(submenuControls, panelRule("jewelryResearchable"))
		end
-- End of new Jewelry block
		
		if db.globalAddonProfile >= 3 then -- relocating nonESO+ Crafting profile here
		
		for improvementItemIndex = 1, GetNumSmithingImprovementItems() do
			table.insert(submenuControls, panelRule("improvement" .. CRAFTING_TYPE_JEWELRYCRAFTING .. improvementItemIndex))
		end
	
		table.insert(submenuControls, panelOnlyIfNotFullStack("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementAll" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		table.insert(submenuControls, panelGuildBank("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementGBank" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		table.insert(submenuControls, panelMaxStacks("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementAll" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100), "improvementStacks" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100)))
		for improvementItemIndex = 1, GetNumSmithingImprovementItems() do
			table.insert(submenuControls, panelRule("improvement" .. (CRAFTING_TYPE_JEWELRYCRAFTING * 100) .. improvementItemIndex))
		end
		
			table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
			
			table.insert(submenuControls, panelOnlyIfNotFullStack("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelGuildBank("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialGBank" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelMaxStacks("Material[A]?[l]?[l]?" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING, "MaterialStacks" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("MaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("refinedMaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			table.insert(submenuControls, panelRule("rawMaterialAll" .. CRAFTING_TYPE_JEWELRYCRAFTING))
			
			for materialIndex = 1, #BankManagerRules.static.refinedMaterial[CRAFTING_TYPE_JEWELRYCRAFTING] do
				if BankManagerRules.static.refinedMaterial[CRAFTING_TYPE_JEWELRYCRAFTING][materialIndex] ~= "" then
					table.insert(submenuControls, panelRule("refinedMaterial" .. CRAFTING_TYPE_JEWELRYCRAFTING .. materialIndex))
				end
				if BankManagerRules.static.rawMaterial[CRAFTING_TYPE_JEWELRYCRAFTING][materialIndex] ~= "" then
					table.insert(submenuControls, panelRule("rawMaterial" .. CRAFTING_TYPE_JEWELRYCRAFTING .. materialIndex))
				end
			end
		end
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Unread 01/06/20, 05:54 PM  
Gamer1986PAN
AddOn Author - Click to view AddOns

Forum posts: 84
File comments: 449
Uploads: 2
Re: Re: Re: Alchemy

Thank you for saving me a lot of research. I was able to implement it and make glyphs and runes work like its working with smithing and stuff. Have not found how to move intricate jewelry so far but i will have a look into it hopefully in january.


Originally Posted by LordKor
Originally Posted by Gamer1986PAN
i will try to get it implemented, but that needs some research first, because it was never added to the original BMR so i have to figure out how to make that items get moved. hopefully we can make it with the next patch where we try to fix the enchant items for guild bank as well, but our main project BeamMeUp has a few changes to get implemented first.
That's how I did it.

First making new rules:

BankManagerRules.lua

Removing Poison Solvents from Solvent Array:

Code:
function BankManagerRules.addFilters()

...

	local MAX_ALCHEMY_SKILL = 8 -- No UI function for that
	for alchemySkill=1, MAX_ALCHEMY_SKILL do
		ruleName = "alchemySolvent" .. alchemySkill
		BankManagerRules.data[ruleName] = {
			params = {
--				{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POTION_BASE, ITEMTYPE_POISON_BASE}}, -- Old string with Poison Solvents
				{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POTION_BASE}}, -- New string without Poison Solvents
				{func = GetItemLinkRequiredCraftingSkillRank, funcArgs = BMR_ITEMLINK, values = {alchemySkill}},
			},
			name = GetString(SI_GROUP_LIST_PANEL_LEVEL_HEADER) .. alchemySkill .. " - " .. zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemLinkName(BankManagerRules.static.alchemySolventArray[alchemySkill])),
			tooltip = GetString(SI_GROUP_LIST_PANEL_LEVEL_HEADER) .. alchemySkill .. " - " .. zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemLinkName(BankManagerRules.static.alchemySolventArray[alchemySkill])),
		}
	end
Inserting after that the new Poison Solvents rule:

Code:
	ruleName = "alchemyPoisonSolvent"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POISON_BASE}},
		},
		name = GetString("SI_ITEMTYPE", ITEMTYPE_POISON_BASE),
		tooltip = GetString("SI_ITEMTYPE", ITEMTYPE_POISON_BASE),
	}

Inserting the new Poison rule after the Potion rule:

Code:
	-- Poisons
	ruleName = "MiscPoison"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POISON}},
		},
		name = zo_strformat("<<1>>", GetString("SI_ITEMTYPE", ITEMTYPE_POISON)),
		tooltip = zo_strformat("<<1>>", GetString("SI_ITEMTYPE", ITEMTYPE_POISON)),
	}
Now we can edit addon settings:

BankManager.lua

All we need to do is to insert panelRule for our two new rules alchemyPoisonSolvent and MiscPoison in Alchemy and Diverse sections:

Code:
-- Build a LAM SubMenu with a list of filters
local function LAMSubmenu(subMenu)

...

	-- Alchemy
	elseif subMenu == "alchemy" and db.globalAddonProfile >= 3 then
		table.insert(submenuControls, panelOnlyIfNotFullStack("alchemy", "alchemyAll"))
		table.insert(submenuControls, panelGuildBank("alchemy", "alchemyGBank"))
		table.insert(submenuControls, panelMaxStacks("alchemy", "alchemyAll", "alchemyStacks"))
		
		table.insert(submenuControls, panelRule("alchemyAll"))
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		table.insert(submenuControls, panelRule("alchemyReagent"))
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		local MAX_ALCHEMY_SKILL = 8
		for alchemySkill=1, MAX_ALCHEMY_SKILL do
			table.insert(submenuControls, panelRule("alchemySolvent" .. alchemySkill))
		end

-- Inserting Poison Solvents with divider
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		table.insert(submenuControls, panelRule("alchemyPoisonSolvent")) -- New string for Poison Solvents

...

	-- Diverse
	elseif subMenu == "misc" then
		table.insert(submenuControls, panelOnlyIfNotFullStack("Misc", "MiscAll"))
		table.insert(submenuControls, panelGuildBank("Misc", "MiscGBank"))
		table.insert(submenuControls, panelMaxStacks("Misc", "MiscAll", "MiscStacks"))
		
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		
		table.insert(submenuControls, panelRule("MiscAvaRepair"))
		table.insert(submenuControls, panelRule("MiscDisguises"))
		table.insert(submenuControls, panelRule("MiscLockpick"))
		if db.globalAddonProfile >= 3 then
			table.insert(submenuControls, panelRule("MiscLure"))
		end
		table.insert(submenuControls, panelRule("MiscPotion"))
-- Inserting Poison
		table.insert(submenuControls, panelRule("MiscPoison")) -- New string for Poison
		table.insert(submenuControls, panelRule("MiscRacial"))
As far as I can see it works...
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 01/05/20, 11:37 AM  
LordKor

Forum posts: 0
File comments: 6
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Re: Re: Alchemy

Originally Posted by Gamer1986PAN
i will try to get it implemented, but that needs some research first, because it was never added to the original BMR so i have to figure out how to make that items get moved. hopefully we can make it with the next patch where we try to fix the enchant items for guild bank as well, but our main project BeamMeUp has a few changes to get implemented first.
That's how I did it.

First making new rules:

BankManagerRules.lua

Removing Poison Solvents from Solvent Array:

Code:
function BankManagerRules.addFilters()

...

	local MAX_ALCHEMY_SKILL = 8 -- No UI function for that
	for alchemySkill=1, MAX_ALCHEMY_SKILL do
		ruleName = "alchemySolvent" .. alchemySkill
		BankManagerRules.data[ruleName] = {
			params = {
--				{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POTION_BASE, ITEMTYPE_POISON_BASE}}, -- Old string with Poison Solvents
				{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POTION_BASE}}, -- New string without Poison Solvents
				{func = GetItemLinkRequiredCraftingSkillRank, funcArgs = BMR_ITEMLINK, values = {alchemySkill}},
			},
			name = GetString(SI_GROUP_LIST_PANEL_LEVEL_HEADER) .. alchemySkill .. " - " .. zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemLinkName(BankManagerRules.static.alchemySolventArray[alchemySkill])),
			tooltip = GetString(SI_GROUP_LIST_PANEL_LEVEL_HEADER) .. alchemySkill .. " - " .. zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemLinkName(BankManagerRules.static.alchemySolventArray[alchemySkill])),
		}
	end
Inserting after that the new Poison Solvents rule:

Code:
	ruleName = "alchemyPoisonSolvent"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POISON_BASE}},
		},
		name = GetString("SI_ITEMTYPE", ITEMTYPE_POISON_BASE),
		tooltip = GetString("SI_ITEMTYPE", ITEMTYPE_POISON_BASE),
	}

Inserting the new Poison rule after the Potion rule:

Code:
	-- Poisons
	ruleName = "MiscPoison"
	BankManagerRules.data[ruleName] = {
		params = {
			{func = GetItemLinkItemType, funcArgs = BMR_ITEMLINK, values = {ITEMTYPE_POISON}},
		},
		name = zo_strformat("<<1>>", GetString("SI_ITEMTYPE", ITEMTYPE_POISON)),
		tooltip = zo_strformat("<<1>>", GetString("SI_ITEMTYPE", ITEMTYPE_POISON)),
	}
Now we can edit addon settings:

BankManager.lua

All we need to do is to insert panelRule for our two new rules alchemyPoisonSolvent and MiscPoison in Alchemy and Diverse sections:

Code:
-- Build a LAM SubMenu with a list of filters
local function LAMSubmenu(subMenu)

...

	-- Alchemy
	elseif subMenu == "alchemy" and db.globalAddonProfile >= 3 then
		table.insert(submenuControls, panelOnlyIfNotFullStack("alchemy", "alchemyAll"))
		table.insert(submenuControls, panelGuildBank("alchemy", "alchemyGBank"))
		table.insert(submenuControls, panelMaxStacks("alchemy", "alchemyAll", "alchemyStacks"))
		
		table.insert(submenuControls, panelRule("alchemyAll"))
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		table.insert(submenuControls, panelRule("alchemyReagent"))
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		local MAX_ALCHEMY_SKILL = 8
		for alchemySkill=1, MAX_ALCHEMY_SKILL do
			table.insert(submenuControls, panelRule("alchemySolvent" .. alchemySkill))
		end

-- Inserting Poison Solvents with divider
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		table.insert(submenuControls, panelRule("alchemyPoisonSolvent")) -- New string for Poison Solvents

...

	-- Diverse
	elseif subMenu == "misc" then
		table.insert(submenuControls, panelOnlyIfNotFullStack("Misc", "MiscAll"))
		table.insert(submenuControls, panelGuildBank("Misc", "MiscGBank"))
		table.insert(submenuControls, panelMaxStacks("Misc", "MiscAll", "MiscStacks"))
		
		table.insert(submenuControls, {type = "texture", image="EsoUI/Art/Miscellaneous/horizontalDivider.dds", imageWidth=510, imageHeight=4})
		
		table.insert(submenuControls, panelRule("MiscAvaRepair"))
		table.insert(submenuControls, panelRule("MiscDisguises"))
		table.insert(submenuControls, panelRule("MiscLockpick"))
		if db.globalAddonProfile >= 3 then
			table.insert(submenuControls, panelRule("MiscLure"))
		end
		table.insert(submenuControls, panelRule("MiscPotion"))
-- Inserting Poison
		table.insert(submenuControls, panelRule("MiscPoison")) -- New string for Poison
		table.insert(submenuControls, panelRule("MiscRacial"))
As far as I can see it works...
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Unread 01/01/20, 07:10 PM  
Gamer1986PAN
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Forum posts: 84
File comments: 449
Uploads: 2
Re: Alchemy

Originally Posted by LordKor
Hello!

First of all, big THANK YOU for great add-on!

So, about the question.
In "Alchemy" tab there's no "Poison Solvents". One of my alts is an assassin-alchemist, so I would like him to have all of my poisons and poison solvents. Now I have to pull every single poison solvent stack manually cause there's only "Reagents" and "Potion Solvents" (BTW, the level 10 potion solvent Clear Water is missing) options.

Could you please add an option to operate "Poison Solvents"?

Happy New Year!
Happy New year,

i will try to get it implemented, but that needs some research first, because it was never added to the original BMR so i have to figure out how to make that items get moved. hopefully we can make it with the next patch where we try to fix the enchant items for guild bank as well, but our main project BeamMeUp has a few changes to get implemented first.
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 12/31/19, 09:45 AM  
LordKor

Forum posts: 0
File comments: 6
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Alchemy

Hello!

First of all, big THANK YOU for great add-on!

So, about the question.
In "Alchemy" tab there's no "Poison Solvents". One of my alts is an assassin-alchemist, so I would like him to have all of my poisons and poison solvents. Now I have to pull every single poison solvent stack manually cause there's only "Reagents" and "Potion Solvents" (BTW, the level 10 potion solvent Clear Water is missing) options.

Could you please add an option to operate "Poison Solvents"?

Happy New Year!
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Unread 12/14/19, 04:51 PM  
Gamer1986PAN
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Forum posts: 84
File comments: 449
Uploads: 2
Originally Posted by Friday13th
is there a way to fill up certain items to a fullo stack or certain amount, like repair kits, lockpickes etc from guild bank▀

For example:
If i open Guild Bank and have 250 repair kits, i like to push 50 to get 200 in inventory
If i open Guild Bank and have 140 repair kits, i like to pull 60 to get 200 in inventory
there is no way to auto-push from guild bank and it won't happen because 1) i don't want to make it possible, that someone is taking all from guild bank in a few seconds and 2) guildbank is sometimes very buggy and i want to minimize risks of loosing items.
we might add the feature to push all items but hold 1 stack no matter where you push it to (guild bank or bank) but i am not sure when i can offer the update because these days are kinda busy and we have some changes for BeamMeUp first.


Originally Posted by Friday13th
Originally Posted by Gamer1986PAN
Originally Posted by Friday13th
is there any in game option to deactivate the auto restack for guild bank? this would be a nice feature actually.
There is no auto stack in guild bank. if you want to stack items in the guildbank you have to pull it stack it and put it back in. some players use Roomba on a guild bank to save up guildbank-slots and restack the items everytime they open the guildbank.
i have roomba installed and after hitting the BMR button and either transfered everything or having a full guild bank its restacking automaticly. this is not happening if i transfer manually and in roomba there is no setting like auto restack etc.

in the addon destriction here is written:
Originally Posted by Description
Features:
Global features
...
auto restack bank / bag /guild bank after completion
...
so i assumed this addon has this feature.
thats correct, if you push any item into guild bank the BMR-addon will detect wether you are running roomba or not. if you do, its gonna perform a roomba stacking process but its only telling roomba to do its work. tell me if you don't want it to, we might add an option to activate/deactivate that feature but i guess its good that its running (like it was with BMR since ever)
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 12/14/19, 05:51 AM  
Friday13th

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is there a way to fill up certain items to a fullo stack or certain amount, like repair kits, lockpickes etc from guild bank▀

For example:
If i open Guild Bank and have 250 repair kits, i like to push 50 to get 200 in inventory
If i open Guild Bank and have 140 repair kits, i like to pull 60 to get 200 in inventory



Originally Posted by Gamer1986PAN
Originally Posted by Friday13th
is there any in game option to deactivate the auto restack for guild bank? this would be a nice feature actually.
There is no auto stack in guild bank. if you want to stack items in the guildbank you have to pull it stack it and put it back in. some players use Roomba on a guild bank to save up guildbank-slots and restack the items everytime they open the guildbank.
i have roomba installed and after hitting the BMR button and either transfered everything or having a full guild bank its restacking automaticly. this is not happening if i transfer manually and in roomba there is no setting like auto restack etc.

in the addon destriction here is written:
Originally Posted by Description
Features:
Global features
...
auto restack bank / bag /guild bank after completion
...
so i assumed this addon has this feature.
Last edited by Friday13th : 12/14/19 at 05:56 AM.
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Unread 12/08/19, 01:16 PM  
Gamer1986PAN
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Forum posts: 84
File comments: 449
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Originally Posted by Friday13th
is there any in game option to deactivate the auto restack for guild bank? this would be a nice feature actually.
There is no auto stack in guild bank. if you want to stack items in the guildbank you have to pull it stack it and put it back in. some players use Roomba on a guild bank to save up guildbank-slots and restack the items everytime they open the guildbank.
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 12/07/19, 07:15 AM  
Friday13th

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is there any in game option to deactivate the auto restack for guild bank? this would be a nice feature actually.
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Unread 11/11/19, 09:26 AM  
Gamer1986PAN
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Forum posts: 84
File comments: 449
Uploads: 2
Originally Posted by vecny.samotar
Originally Posted by Gamer1986PAN
try to explain what modifications you want to have and i will take a look if that is possible. if not you can right click on my version and "Ignore Updates" if this is not working do the following: install my version on minion right click on it "Ignore Updates" and install the BMR-jewelry Crafting fix after my version. that should work out for you.
ok i will write those changes to PM and also send you my modified version of addon but i won't get to it sooner than ever next week

sure take your time.
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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