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Craglorn (1.1)
Live (1.0)
Updated:01/18/15 10:28 PM
Created:05/23/14 01:45 PM
Monthly downloads:19
Total downloads:4,709
Favorites:10
MD5:
EsoheadMerge
Version: 0.2.1
by: Sharlikran [More]
Intent:

To provide users a way to consolidate Esohead.lua backups you have made from your SavedVariables Folder. While logged out at the character screen, restore an Esohead.lua file into your SavedVariables folder, log in on any character and type "/esomerge import" to gather all the data from the Esohead.lua file and store it in EsoheadMerge.lua. You can share any Esohead.lua file with friends and guild members to import into EsoheadMerge.

EsoheadMerge allows you to reset data the same way as Esohead 0.1.10. You can either reset the entire database or reset a specific data type.

General Use:

I suggest using this mod to consolidate your files. After you are finished, this mod serves no purpose. You can disable it from the Add-Ons menu in TESO. Then backup and delete the EsoheadMerge.lua file or, backup and rename it to use with Esohead.

EsoheadMerge Tutorial:

Watch this video for a complete overview of everything related to importing and merging Esohead files. I cover importing into EsoheadMerge rather then HarvestMap because the video is a prerequisite to doing any kind of merging or importing. I will cover HarvestMerge and HarvestMap in a separate video. It won't go into the details covered in this one so you will need to have watched this first.
  • How to manage your Esohead files
  • Uploading to the merge site
  • Downloading from the merge site
  • Editing the account name
  • Editing the file when is too big and prevents you from logging into ESO.
  • Importing into EsoheadMerge

One other thing not mentioned in the video is that sometimes Zenimax does not report your user name to mods. When that happens you should try changing the username to [""] which is a blank user name. It is the least likely resolution but works sometimes. However, once the Zenimax servers provide the username it causes me to wonder. Although, I have never had this issue it stands to reason that if the nodes are imported under a blank user name, they may not show up after your user name is properly reported to the mod. If the nodes are unavailable you will have to import again in order for them to show up under your username. When that happens you will have a file that is twice as large as it needs to be and will cause long load times. The file should be backed up and carefully edited to remove the false profile with the [""] blank user name.

HarvestMerge Tutorial:

Watch this video for information on HarvestMerge and HarvestMap.
  • Explanation of differences between HarvestMerge and EsoheadMerge
  • Brief overview of editing the account name and importing
  • Brief overview of managing information between all the mods
  • Brief overview of the settings panel
  • How to import with and without filters
  • Which mods to keep enabled and which mods you could disable

Unless you are already aware of how to import and merge files then you should have watched the other video on EsoheadMerge. I go over details about the map names and localization but I don't go into exactly the same details as I do in the EsoheadMerge video.

Supported Commands:

/esomerge debug <<-- not fully implemented

/esomerge reset ; resets the entire file

/esomerge reset npc ; resets only the npc data type

/esomerge datalog ; shows you the total of all your data types

/esomerge import ; import data from the Esohead.lua file

Esohead 0.1.10 removed provisioning:

The latest version of Esohead 0.1.10 erases your provisioning data when you log in. However, Esohead is required in order to import provisioning data. You will have to revert to 0.1.7 - 0.1.9 temporarily "IF" you want to preserve any provisioning data from an Esohead.lua backup file you have saved. After all your files have been consolidated you can continue to use Esohead 0.1.10 or newer.

Just understand that if you backup your EsoheadMerge.lua file, you can retain your provisioning data. Once you log in with Esohead 0.1.10 or newer after renaming your EsoheadMerge.lua file to Esohead.lua, you will loose the provisioning data. Keep backups of your EsoheadMerge.lua files.

Features not included:

To prevent accidental loss of data there is no Export feature from EsoheadMerge to Esohead. However, you can use the file with Esohead if you make manual changes. Although this might seem like a pain it will keep you from accidentally loosing data.

1) Log out to the char screen
2) Backup your Esohead.lua and EsoheadMerge.lua in case you make a mistake
3) Rename EsoheadMerge.lua to Esohead.lua
4) Change the first line from "EsoheadMerge_SavedVariables" to "Esohead_SavedVariables"

Lua Code:
  1. EsoheadMerge_SavedVariables =
  2. {
  3.     ["Default"] =
  4.     {
  5.         ["@Sharlikran"] =
  6.         {
  7.             ["$AccountWide"] =
  8.             {

Change that to the following:

Lua Code:
  1. Esohead_SavedVariables =
  2. {
  3.     ["Default"] =
  4.     {
  5.         ["@Sharlikran"] =
  6.         {
  7.             ["$AccountWide"] =
  8.             {

Importing Esohead Files from friends or Guild Mates:

Lua Code:
  1. Esohead_SavedVariables =
  2. {
  3.     ["Default"] =
  4.     {
  5.         ["@Change To Your Account name"] =
  6.         {
  7.             ["$AccountWide"] =
  8.             {

When importing files from others you will need to change their account name to your account name before you can import the information. This is similar to how you import Esohead.lua files into HarvestMap.

Dirty Nodes:

I'm going to use the the phrase "Dirty Node" the same as "Dirty Edit" is used with TES5Edit. A "Dirty Node" is a duplicate node that was added because the player's reticle was over it or they were moving toward it. For example registering the same Fishing Hole 12 times because you were a different distance from it or standing in a different location.

Known Issues:

1) Currently EsoheadMerge will not resolve "Dirty Nodes" because if it did, it might delete valid nodes that are simply very close together. Esohead 0.1.10 reduces the possibility of Dirty Nodes being added but unfortunately there is no way to clean them out without removing potentially valid data.

2) This mod will not resolve the current bug with TESO that happens when the Save file is too large. Once the Save file is too large TESO will crash or time out when you try to log in.

3) Although Provisioning is available in EsoheadMerge it is not available in Esohead 0.1.10 or newer. Therefore if you rename the save file to use with Esohead, once you log into a char, Esohead will erase all the Provisioning data. Be sure to keep a backup I am going to release a Provisioning mod.

Credits:

Thanks to the Zam Network team for allowing me to use Esohead code. EsoheadMerge is Based on Esohead by Zam Network and used with permission.
##0.2.1

Updates
- Changed version number; checked change notes and routines should not be effected

##0.2.0

Updates
- Changed version number
- Added disclaimer to Readme as requested by Zenimax

##0.1.9

Features
- Added new slash command "/esomerge ignore on" to ignore non English Map Names. This is only available with the English client.[2]
- Added new slash command "/esomerge prep" to delete unneeded nodes not related to HarvestMap.[1]

[1] This is only intended to be used on the Daily Merge files and other files you intend to use with HarvestMap. The intent of EsoheadMerge is still to backup and consolidate all the data you want.
[2] Keep in mind that this is just for sharing with others when the file is too large. HarvestMap imports all maps and translates the map name whenever possible. This is only to help reduce the file size as needed. I will be added translation routines after I have a larger data base of Map names in all three languages.

##0.1.8

Bugfix
- Duplicate node verification was too strict

##0.1.7

Bugfixes
- Fixed duplicate node verification when name was different

##0.1.6

Updates
- Fixed name space mismatch

##0.1.5

Updates
- Removed Redundant code and comments

##0.1.4

Updates
- Updated notifications to specifically state that you are using EsoheadMerge

##0.1.3

Bugfixes
- Bug Fix for node parsing

##0.1.2

Bugfixes
- More Fixes to duplicate node verification

##0.1.1

Bugfixes
- Fixed checking for duplicate data entries
Optional Files (0)


Archived Files (11)
File Name
Version
Size
Uploader
Date
0.2.0
5kB
Sharlikran
06/26/14 12:36 PM
0.1.9
5kB
Sharlikran
06/08/14 11:20 PM
0.1.8
4kB
Sharlikran
05/31/14 06:58 PM
0.1.7
5kB
Sharlikran
05/31/14 10:33 AM
0.1.6
4kB
Sharlikran
05/31/14 08:34 AM
0.1.5
5kB
Sharlikran
05/28/14 09:26 AM
0.1.4
5kB
Sharlikran
05/27/14 11:10 AM
0.1.3
5kB
Sharlikran
05/25/14 03:19 PM
0.1.2
5kB
Sharlikran
05/25/14 10:42 AM
0.1.1
4kB
Sharlikran
05/25/14 09:04 AM
0.1.0
4kB
Sharlikran
05/23/14 01:45 PM


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Unread 05/26/14, 05:36 AM  
Sharlikran
 
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Warning: Spoiler

Above is a quote of Sninni's post.


Another proof of concept is Shinni's screen shot of his database for HarvestMap. See the riduclous amount of pins there are? It's because Esohead was recording too many duplicate nodes prior to 0.1.11. (which isn't released) It just didn't handle duplicate nodes well. Esohead 0.1.11 and EsoheadMerge will do a much better job.
Last edited by Sharlikran : 05/26/14 at 05:39 AM.
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Unread 05/26/14, 05:11 AM  
Sharlikran
 
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Forum posts: 626
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Originally Posted by Saftsuse
Does this mean there is no longer a limit to how much info you can have in a Savedvariable file without crashing?
Nope, this does not resolve that. However, the routines to look for duplicate nodes are much more accurate in 0.1.3 of EsoheadMerge so it will weed out duplicate nodes better then Esohead did in the past. Esohead 0.1.11 also uses the new method for increased accuracy.

Warning: Spoiler

That is for Esohead, not EsoeadMerge. You can just take my word for it and just use EsoheadMerge, or alter Esohead 0.1.11 with the above code.

If you can paste the above block of code into Esohead and it will spam you with an unnecessary amount of debug messages that will show you what is happening. The reason for you to test it isn't because I haven't tested it but to trust what EsoheadMerge is doing you would have to see Esohead working in action. If you look at the debug spam, you will see that nodes are detected close to the one you are looting. When nodes are really close together but they are named different like Nirnroot, and Water hyacinth, the nodes won't be considered duplicates. Why would testing be this important?

Because I have updated EsoheadMerge with the updated routines I have been testing to improve accuracy in Esohead, Harvester, and HarvestMap. I downloaded the latest daily merge file and edited it because it's too big to load. I edited out everything but harvest and, I imported it into EsoheadMerge. Then I restored the file and, edited out just harvest leaving the reset there. Then I imported into EsoheadMerge. The 8.08 MB file was reduced to 3.36MB. That includes all the localized maps like "Schnellwasserhöhle^fd,in".

Which is so much smaller I don't know if people will believe what is happening. So yeah, people need to see Esohead in action, see that it's accurate, so that you understand the new EsoheadMerge routines work properly. Also, if for some reason it's not working as it should I can tweak it. However, I don't think it needs further tweaking.

I already diligently tested logging a fishing node by standing on one side of it, and inching towards it. That way it recorded my position not where it's actually located. Then ran to the other side to tweak the distance with which you can record a new node. It's not perfect but there isn't a good way to detect the distance you are from your target. ESO API functions don't make it easy.

If you are in Deshann by mournhold and you log the fishing node there while your map says "Mournhold" you will get a node. Then when you move just a very small amount of distance away from the city so that your map says Deshann, you will get a new node for the same fishing hole. That can't be prevented.

I will continue to test it in case I made a mistake. However, I don't think I have. It's just a much better way to detect the nodes. But with the new routines when people compare the size of the Merge File imported into EsoheadMerge you will wonder why the save file is so small and why there are about half the nodes in all categories. You need to see Esohead 0.1.11 for yourself.
Last edited by Sharlikran : 05/26/14 at 01:05 PM.
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Unread 05/26/14, 01:17 AM  
Saftsuse
 
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Does this mean there is no longer a limit to how much info you can have in a Savedvariable file without crashing?
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