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Updated: 10/14/18 02:46 PM
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Compatibility:
Murkmire (4.2)
Wolfhunter (4.1)
Summerset (4.0)
Dragon Bones (3.3)
Clockwork City (3.2)
Updated:10/14/18 02:46 PM
Created:12/09/17 08:57 PM
Monthly downloads:104
Total downloads:1,108
Favorites:15
MD5:
4.2
FCO Mounty
Version: 0.08
by: Baertram [More]
IMPORTANT CHANGE - Version 0.0.7
This addon depends on the following libraries:
-LibStub (to load the libraries below properly)
-LibAddonMenu-2.0

Attention:
You can manually download the standalone libraries from the links above.
-> Be sure to check the extraction of the zip files! They must NOT create another subfolder in AddOns containing the name of the zip archive itsself! Example:
zip filename: LiBStub_v1_4.zip
Extracted to:
AddOns\LibStub_v1_4\LibStub -> WRONG!
Extracted to:
AddOns\LibStub -> CORRECT!

Or use Minion to download them.

You may need to close and restart the game to recognize the new libraries in the addon manager!
[/size]

Enabling addons ingame again
If one of this depending library is missing you cannot enable the addon ingame!
So please check the dependencies of the addon ingame.
The best possible way is to install "Votans Addon List" addon which will seperate the addons from the libraries.
It will show you the dependencies at each addon line, right column, as tooltip for the "red" icon (if an addon is disabled and cannot be enabled). Scroll down to the libraries at the bottom and enable the ones needed for the addon then.


Comments / feedback / "Netiquette"
If you post comments about the addon not working anymore and haven't read and understood what is written here, it is not the addon's nor the developers fault!
Just ask if you do not understand it, but tell me you have read this text! If not I won't answer or just write "Description" as a hint.
Please keep in mind we do this on our free time and are not able to play this nice game if we need to work on the addons.

So:
If you show me you have read this text and ask in a kind way I'll help you for sure.
If not...
Rude answeres/comments will force me to remove the addon totally from pulbic.
This might make other ppl really angry with you and you can be sure I'll make your posts public so they can complain directly towards you.
So please think before you ink and remember: This software is for free. We invest our free time for you.
Think what it was like playing the game without addons and then rethink your text before you write
You got no rights to force me to do anything here Many thanks, I appreciate your help and understanding.

Why do I do this
This change is needed to reduce maintaining time of all the 30+ addons I need to keep updated.
Each patch or change of a library will need me to update ALL addons even if only the libraries need an update Excahnging the librarie folders within the adodn, backing things up, testing them, building the ZIP files and write changelog here needs me to invest about 5-10 minutes for EACH addon
By removingg the libraries and let you install them as standalone "addon" I'm not forced to update the addons if the libraries change. This will save me hours of work!

Please support me with this, install the libraries as standalone once via e.g. Minion and your addons will be set to work normally again + you gain the benefit to be able to update the libraries via Minion automatically as they are updated, and all addons will recognize it automatically without having you to need to wait for an update of each/or at least one addon containing the new library files.
+ the folder size of your AddOns folder decreases a lot if the libraries only need to be "ONCE" in the folder, and not also in each subfolder of the addons.!
+ I might use the gained time to work on fixing addons or adding new features as well.


Explanations:

Standalone library
"Not included" in other addons zip files.
You need to download the zip file of the "library" and install it alone, as if it would be a whole addon.
You got the library then in your AddOns folder like AddOns\LibStub (like an addon is shown the same way, e.g. AddOns\FCOItemSaver).


You need to close the game! If you install the standalone libraries with the game started they are not recognized properly. So close the game client or restart it before/after the standlaone libraries are installed.

Benefits:
For me:
More time to play the game again and maybe maintain the addons better as I do not need to update each time if the library changes and can focus on the needed stuff.
-> So you might benefit fom it as well

For you:
You will be automatically able to update the libraries as standalone versions via Minion e.g. and are also up2date all the time.
Depending addons will recognize it automatically and need no addon update if simply the library needed an update.

Library
Libraries are code line which can be re-used in other code lines (addons e.g.). The LibAddonMenu-2.0 is for example a library which provides the standard UI and controls for the ingame settings so adodns are able to provide these settings (checkboxes, dropdown, texts, buttons) for you.

Included libraries were only included into the addons to make life easier for you, the users, in the beginning of ESO. And there was a kind of bug which did not allow standalone libraries to be used properly, which got fixed meanwhile.

Loading of libraries
The game assures via the library LibStub that libraries (included in other addons or standalone versions) will only load the newest version.
So if a standalone library is loaded with the highest/newest version, the included libraries in other addons won't be loaded again. One could even strip them from the other addons as well to fullfill the purpose of a "library": Reusable code for several other code (addons).

The game will load addons + libraries in the following order:
Unsorted loading of ALL folders which are inside the folder AddOns.
It checks the folders if there are txt files in.
It reads the txt files and check sif in there is specified if this folder is DependendOn or OptionallyDependendOn any other folder (addon, library).
If dependencies are found it will load the dependencies first, and then the addon/library which depends on them.

So as basically every library is depended on LibStub the game will load the folder LibStub (standalone library) first, or LibStub from any of the subfolders of an addon (included librray) if not found as standalone.

The most important thing is the txt file (called: manifest) which gives the information about version, api version it was build for (will be compared ingame with the game's api version and if the version in the TXt is lower than ingame the addon/library will be "disabled" in the ingame addon manager until you enable the checkbox "Allow out of date addons"!), dependencies of the addon/library.

Conclusion
If you understand this, what libraries are, how they work, read the description of addons properly: You will have no trouble in the future.

If you do not want to read, just press buttons to update/auto update everything without thinking, you do not want to understand/learn how eso addons work, but only use them: You might get in trouble in the future. But I bet there are other addons out there which fullfill your needs then (if they will not be changed to use standalone libraries as well, which might happen earlier then you think ).

Thanks for your support.


FCO Mounty

Application is Fast API ready

This addon will give you the ability to change your mount depending on your current location (zone).
e.g. use a camel in the Alik'r desert, and a horse in Stormhaven.


In addition the addon is able to block your horse training skills. You are able to level only one specific horse training until it's maxed out this way, without clicking a wrong training button by accident.

Features
-Setup your desired mount for a base map zone and for some subzones
Your chosen mount will be used if you do a /reloadui or any other loading screen in the zone.
You need to unmount if you change a zone without a loadscreen/reloadui in order to mount on your desired subzone mount!
-Disable the train feed, train, speed, train carry buttons at the stable.

Usage
Changing your mount via the collectibles is not saving the current mount for the given zone!
You have to open the addon settings via chat command /fcoms (or manually by pressing ESC key, and then navigate to the addon settings of FCO Mounty) and click the button "Current zone".
The zone and subzone (e.g. a city at the current map) will be selected in the dropdowns and you can choose your mount for that zone + subzone now.

If you want to set a mount for the whole zone (map) just change the subzone dropdown to "-ALL-".


The addon will detect a sub-zone change not automatically (only if you do a /reloadui or are coming from a loading screen). So if you are mounted and ride into a new subzone (a city e.g.) it will be recognized if you unmount.
If you are not mounted it will be recognized if you switch your weapons and are not in a fight.

I could implement some more checks but it will be checked quite often then (e.g. via ability events). SO for now this should be enough checks.

What zone and subzone am I currently in?
If you want to know if a zone & subzone changed, and what zone & subzone name is currently used, then write the following into your chat and press the return key:
Code:
FCOM.zone2Chat()
It will show you the zone and subzone name in teh chat. Only if the subzone changed the mount will be changed on unmount as well! If the subzone of a map is always the same you got no way to differ in it and set different mounts This is due to the game's API functions and not an addon problem.
0.0.8
Fixed error message for unknown zones / subzones.
The chat will show a message about this now.
Feel free to contact me via the addon comments or pm so I can add these zones, if they are needed AND if you can mount in this zone! If no mount is possible then just ignore the chat message please.

0.0.7
Updated API and removed libraries.
You need to install them as standalone versions.
Check the description for information what a library is, what a standalone library is, what other addons are helping you to see the dependent libraries of an addon, and how you are able to install them properly as a standalone version.


0.06
-Updated api to summerset
-Updated libraries: Updated libAddonMenu, removed libMapPins
-Updated: Summerset zone data (Thanks to daxterjax) and some delve subzones

0.05
Added: More zone data which was missing, thanks to: Nighn_9
Added: Function to print the current zone and subzone to chat so you can specify me some information if another zone is "missing" in the addon. Write me a PM or an addon comment with the chat output and I'll add it to the addon.

Chat command:
/script FCOM.zone2Chat()

Example output:
[FCOMounty] Current zone: bangkorai, current subzone: bangkorai_base


0.04
-Added "preset mount option" to set the manually chosen mount from your collectibles as the standard mount for the current zone & subzone. The option is turned off by default.

-Fixed: Changing your mount in the settings for te current zone & subzone will update the settings accordingly and choose the mount for you, so your next ride in the zone will use this mount then
-Fixed: Getting unmounted in combat/unmount in combat will wait until you leave combat to update the mount of the current zone & subzone for you
-Changing the weapons in combat won't update the mount info anymore (better performance)
-Fixed: The stable training "+" button settings will be disabled if you have trained it to the maximum already, or if only 1 training type is left


0.03
-Added option to switch to the currently active zone and subzone in the settings to set the mount for the current zone
-> Use chat command /fcoms to get to the FCOMounty settings

-Reworkd the code to detect a zone change so it's not flooding a "Collectible no ready" message (only will check if the zone or subzone changed)

0.02
-Added events for unmounting, weapon change and switiching to mouse mode (talking to NPCs e.g.).
If you are not mounted and not in combat at this time the current zone will be checked and your desired mount will be prepared
Optional Files (0)


Archived Files (7)
File Name
Version
Size
Author
Date
0.07
22kB
Baertram
09/20/18 04:16 PM
0.06
64kB
Baertram
05/27/18 11:34 AM
0.05
69kB
Baertram
02/25/18 09:27 AM
0.04
69kB
Baertram
12/17/17 05:47 PM
0.03
67kB
Baertram
12/10/17 02:53 PM
0.02
65kB
Baertram
12/09/17 09:38 PM
0.01
65kB
Baertram
12/09/17 08:57 PM


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Unread 11/03/18, 04:00 PM  
Baertram
 
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Forum posts: 1800
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Please re-download the beta file from this link.
-> The error message should be gone now and the debug messages as well.

Originally Posted by HowellQagan
Tried this beta, still getting this:
Zone: coldharbor (id/parent: 347/347), subZone: hollowcity_base

edit: also did a /reloadui while sitting on a mount in that subzone and

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: function expected instead of nil
  2. stack traceback:
  3. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: in function 'FCOMounty.ActivateMountForZone'
  4. <Locals> override = true, onlyUpdateMountVisibleEnhancements = false, updateMountEnh = true </Locals>
  5. user:/AddOns/FCOMounty/FCOMounty.lua:82: in function 'Update'
  6. <Locals> doForceMountActivation = true </Locals>
  7. user:/AddOns/FCOMounty/FCOMounty.lua:87: in function '(anonymous)'

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_zones.lua:21: unfinished string near '[FCOMounty] The current zone and/or subZone data is missing.'

edit2: also I'm getting my chat spammed with this whenever I mount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: true, mountManuallyChosen: false

and this when I dismount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: false, mountManuallyChosen: false

I reverted back to the previous official version.
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Unread 11/03/18, 08:15 AM  
Baertram
 
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File comments: 1951
Uploads: 48
Thanks for the test.
The message to chat is normal as FcoMounty got not all zone and subzones added.
If one is missing this is the text you should post here so I can add it.
Some subzones though do not need to be added as they are in a delve or dungeon where you cannot mount e.g.

Will look into the Lua error message, and remove the debug message.

Originally Posted by HowellQagan
Tried this beta, still getting this:
Zone: coldharbor (id/parent: 347/347), subZone: hollowcity_base

edit: also did a /reloadui while sitting on a mount in that subzone and

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: function expected instead of nil
  2. stack traceback:
  3. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: in function 'FCOMounty.ActivateMountForZone'
  4. <Locals> override = true, onlyUpdateMountVisibleEnhancements = false, updateMountEnh = true </Locals>
  5. user:/AddOns/FCOMounty/FCOMounty.lua:82: in function 'Update'
  6. <Locals> doForceMountActivation = true </Locals>
  7. user:/AddOns/FCOMounty/FCOMounty.lua:87: in function '(anonymous)'

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_zones.lua:21: unfinished string near '[FCOMounty] The current zone and/or subZone data is missing.'

edit2: also I'm getting my chat spammed with this whenever I mount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: true, mountManuallyChosen: false

and this when I dismount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: false, mountManuallyChosen: false

I reverted back to the previous official version.
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Unread 11/03/18, 06:11 AM  
HowellQagan
 
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File comments: 116
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Tried this beta, still getting this:
Zone: coldharbor (id/parent: 347/347), subZone: hollowcity_base

edit: also did a /reloadui while sitting on a mount in that subzone and

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: function expected instead of nil
  2. stack traceback:
  3. user:/AddOns/FCOMounty/src/FCOM_mounts.lua:223: in function 'FCOMounty.ActivateMountForZone'
  4. <Locals> override = true, onlyUpdateMountVisibleEnhancements = false, updateMountEnh = true </Locals>
  5. user:/AddOns/FCOMounty/FCOMounty.lua:82: in function 'Update'
  6. <Locals> doForceMountActivation = true </Locals>
  7. user:/AddOns/FCOMounty/FCOMounty.lua:87: in function '(anonymous)'

Lua Code:
  1. user:/AddOns/FCOMounty/src/FCOM_zones.lua:21: unfinished string near '[FCOMounty] The current zone and/or subZone data is missing.'

edit2: also I'm getting my chat spammed with this whenever I mount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: true, mountManuallyChosen: false

and this when I dismount

Lua Code:
  1. [FCOMounty.EventMountedStateChanged] isMounted: false, mountManuallyChosen: false

I reverted back to the previous official version.
Last edited by HowellQagan : 11/03/18 at 06:21 AM.
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Unread 11/01/18, 04:56 PM  
Baertram
 
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Please test the following version "FCOMounty v0.0.9 beta".
Attention: You need LibZone installed! Please install it via Minion or download a copy here:
https://www.esoui.com/downloads/info2171-LibZone.html

0.0.9 beta should fix the following errors:
1. Setting to "Use -ALL- subzone's mount" for every subzone in the zone got fixed
2. Selected mount for a zone and subZone was not saved properly in some situations
3. Mount automatic changing feature will be disabled in delves and dungeons to improve the performance (e.g. in a Raid)


I've also added a "-none-" entry for the mount dropdown box in the settings so you can "clear" the selected mount again. If "-none" is selected the zone+subzone will use the last mount you have activated in your collections for this zone + subzone.

In addition I've added LibZone for the zone and subzone names. It will translate the zones and subzones to the client's language for you.

Any test feedback, bugs or improvements are very welcome.
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Unread 10/27/18, 02:46 AM  
Rathe

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Thanks for clearing the subname and can't be cleared, I will try the FCOM.zone2Chat() to to have a look at what you said.

I reinstalled and left mount preset zone and sublevel both to off, Wrothgar -nothing in ALL and the subzone called Wrothgar empty, just the other areas. Thanks
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Unread 10/25/18, 03:37 AM  
Baertram
 
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Re: Subzone Problem

Sounds weird.
This addon cannot use wayshrines as there is no function to detect a wayshrine near by.
So it is relying on the current map name string which contains the zone + subzone information.
If the current map name e.g is map_wrothgar-xyz I know it's the wrothgar zone. If it is map_wrothgar_pubdung_a I know it's the dwemer public dungeon (siplified information, the map names are different but I hope you get the idea).

So if the game did not change and all map names of wrothgar simply contain wrothgar , which will always lead into the wrothgar mount then , it should work like this:
You choose the zone, and then a subzone.
If you change the current zone ingame the addon notices this via an event and detects if you are mounted. If so it will not change the current mount or you'd get demounted each time!
If not it will change the current mount to the one you have chosen for zone + subzone.
-> Deselecting a mount on a zone+ subzone pair is not possible. You can only change it.

The savedvars stores your selections and the game will detect the zone automatically.
If you unmount again the addon will check the current zone, subzone and your settings, select the mount and then use this collection for you.

As there is no way to check this at the time you mount, because the game is not providing such an event and the function Moun() is private so we are not able to "prehook it" to run our code first.

Like written in the description of the addon:
I can only detect a new zone + subzone, if the game's event is not firing because you are ONLY moving INSIDE the same zone & subzone, but not changing the zone or subzone,
the addon will try to detect the current zone + subzone + change mounts internally (change collection) if: -you swap weapon pairs and are not in a fight
-you unmount
-you manually change the collection of a mount
-you do a reloadui
-you logout and login again
These should be enough functions to check and change the collection.
But if none of these applied the addon is not able to change the collection for you properly and you will be using the mount from before

If you change mounts int he settings be sure to do a manual /reloadui in the chat to svae the settings to the SavedVariaböles files! Or the game might crash before you teleport somehwere else or logout (at this time the SavedVars files will be written then, not earlier!).

If this does not fix your problem I need more details please to rebuild this bug:
If you did a fresh install and set the mounts for your zone Wrothgar and Subzone Wrothgar + other subzones, do a /reloadui in chat afterwards.
What settings are enabled, and which are not now?
If you ride in Wrothgar does the selected mount appear properly?

Like shown below "What zone and subzone am I currently in?" in the addon description:
If you change a subzone on the map (or you think you did by riding from north to south/teleporting there), write the following in the chat and check what zone and subzone are shown for you:
Code:
FCOM.zone2Chat()
It will display you the current zone and subzone name.
Is it the same in both, north and south, eath and west? Always Worthgar subzone?
Then there is no way to detect a difference sorry. If the game's map always says it's the Wrothgar subzone, whereever you go, you cannot change it Sorry.

Originally Posted by Rathe
I will explain what i am trying to do and use Wrothgar as example. Sorry i did not read all posts but this
what I am trying to do.

First the addon is using delves, city and public dungeon instead of Wayshrines, in any case we all know half Wrothgar is snow and other is not. So when i spawn to the north I set all "Delves, public and city near the snowy Wayshrines to Frost mount and it should called my frost mount in snow area and the south area i picked the black senche and did the same, however it does not work, I just spawn with the same mount.

Also you have a subzone called Wrothgar in Wrothgar, once you add a mount in that it seems to overwrite them all and you cannot remove a mount once you pick one, you have to just use another, the only way is to full delete the mod, saved settings and start again.

My settings are change mount preset on and use this mount all subzone on (i have changed this to off though), nothing is selected on -ALL- For Wrothgar, only the sub zone wrothgar has a mount now but i cannot delete the selected mount so i am not sure if this is the cause.

Then from here i travel to Craglorn and should call camel but it doesn't work, I log out and back in and it may.

Please advise, Thanks.
Last edited by Baertram : 10/25/18 at 03:40 AM.
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Unread 10/24/18, 04:07 AM  
Rathe

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Subzone Problem

I will explain what i am trying to do and use Wrothgar as example. Sorry i did not read all posts but this
what I am trying to do.

First the addon is using delves, city and public dungeon instead of Wayshrines, in any case we all know half Wrothgar is snow and other is not. So when i spawn to the north I set all "Delves, public and city near the snowy Wayshrines to Frost mount and it should called my frost mount in snow area and the south area i picked the black senche and did the same, however it does not work, I just spawn with the same mount.

Also you have a subzone called Wrothgar in Wrothgar, once you add a mount in that it seems to overwrite them all and you cannot remove a mount once you pick one, you have to just use another, the only way is to full delete the mod, saved settings and start again.

My settings are change mount preset on and use this mount all subzone on (i have changed this to off though), nothing is selected on -ALL- For Wrothgar, only the sub zone wrothgar has a mount now but i cannot delete the selected mount so i am not sure if this is the cause.

Then from here i travel to Craglorn and should call camel but it doesn't work, I log out and back in and it may.

Please advise, Thanks.
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Unread 09/25/18, 04:09 PM  
Baertram
 
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No it's not about the house but unknown entries in the zone data. Had this also as I pressed current zone in a delve.
I had fixed this locally already after last patch and waited for someone to get it as well :-)

Either I just skip free error message and let the game not find any zone which is not in the zone data. Or I'd have to give you an chat output each time this happens and you'd need to send me the data and I'd need to update the zone data each time then... I'll take the first solution.
Reason:
I don't like to add more zones and subzones for houses or delves or whatever where mounting isn't even allowed.
So I'll just update it with zone data of new zones/dlcs in the future.

Updating the addon tomorrow.

Originally Posted by HowellQagan
Thanks for the new use ALL function, awesome.

Also I just got this:

Warning: Spoiler

in both 0.07 and BETA 0.07 upon logging into or traveling to my home.

I get it for other homes too (but not all of them?), for example:

Warning: Spoiler


Weird thing I don't get these if I visit either Earthtear Cavern or Grand Topal Hideaway if it's owned by someone else, it only happens in those that I own.

Also it doesn't happen in my instance of Ravenhurst.

And then this happens if I press current zone in the addon settings if I'm in Grand Topal Hideaway:
Warning: Spoiler


For Ravenhurst, it just loads in Rivenspire saved mounts. I assume there is something special about these new(er?) homes? But tbh it should just totally ignore all of these scripts in homes because you can't mount in there anyway.
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Unread 09/25/18, 12:24 PM  
HowellQagan
 
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Thanks for the new use ALL function, awesome.

Also I just got this:

Warning: Spoiler

in both 0.07 and BETA 0.07 upon logging into or traveling to my home.

I get it for other homes too (but not all of them?), for example:

Warning: Spoiler


Weird thing I don't get these if I visit either Earthtear Cavern or Grand Topal Hideaway if it's owned by someone else, it only happens in those that I own.

Also it doesn't happen in my instance of Ravenhurst.

And then this happens if I press current zone in the addon settings if I'm in Grand Topal Hideaway:
Warning: Spoiler


For Ravenhurst, it just loads in Rivenspire saved mounts. I assume there is something special about these new(er?) homes? But tbh it should just totally ignore all of these scripts in homes because you can't mount in there anyway.
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Unread 09/20/18, 05:52 AM  
Baertram
 
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Please try this beta version:
FCOMounty BETA v0.07

Added:
-There is a new checkbox above the zone & subzone selection dropdown boxes. If you enable it the -ALL- entry in the subzones dropdown will apply the mount for all your subzones in the selected zone.

Changed:
-Removed libraries. They need to be installed as standalone now.
Needed libraries are:
LibStub
LibAddonMenu-2.0

-Zone names can have a descriptive string now so that e.g. "Darkbrotherhood" can be shown as "Gold Coast" in the zone dropdown box.
Currently renamed zonenames:
Clockwork -> Clockwork City
Darkbrotherhood -> Gold Coast
Thievesguild -> Hews Bane
Therift -> The Rift
Malabaltor -> Malabal Tor

-SubZone names can have a descriptive string now so that e.g. Anvilcity can be shown as "Anvil city" in the subZone dropdown box.
Some subzone names have been renamed unil now, more or translations are not planned until someone provides the data + translations
Last edited by Baertram : 09/20/18 at 08:00 AM.
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Unread 09/20/18, 02:15 AM  
Baertram
 
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Re: Re: Re: switched, still

Hi, just checked it again.
ZOs did not rename them they always were like this!
The name of the DLC Thievesguild and Darkbrotherhood were integrated into the map texture paths. This way the zonename was "extracted" wrong from the texture paths.
I'm working on a mapping so one can rename the zone and subzone entries "visual". In the background the original texture path constnts will be used then.
This might help for multi language support as well.

Originally Posted by cag_dk
Originally Posted by Baertram
ZOs might have renamed some map textures in some regions

I'd need to check ALL map texture names now, omg. Sorry I don't have the time to do this, nor the will
Hey, we're on the right path.. diagnosis done and a cure in the works... not all disease can be dealt with, with a single pill... some take a little longer

I'll keep an eye out for the zone names, if memory prevails
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Unread 09/19/18, 11:23 AM  
Baertram
 
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Yes, this is the normal behaviour.
As cag_dk already said the -ALL- subzone is not used if a specific subzone was set with another value AND you are in this subzone currently.
I'm not sure how to chnage this as this is a nornal behaviour:


You set mount1 to subzone1 and want to use it in this subzone.
You set mount2 to subzone2 and want to use it in this subzone.
Next day you set mount1 to subzone -ALL- and want to use this for all subzones.
Next day you want to use mount2 for subzone2 again. So you change subzone2 to mount2. Subzone -ALL- still uses mount1.
What should the game do now? I don't want/will definately not to save a timestamp to check which settings are the "newest" ones!

Currently the mouns for a combination of zone+subzone are empty. Ther is none selected.
You are able to set a mount for the subzone -ALL- of each zone. This will not change the mount for ALL the subzones in this zone! This will only affect the -ALL- entry in the subzone and will be used.
But if you set a mount for a real subzone, not the -ALL- subzone, the game will recognize this and use this subzone mount then. Even if you have set another mount for the -All- subzone.

So the problem is:
One would need a button to clear the mount of a subzone entry, even for the -ALL- subzone entry. Clear = remove the selected mount.
You could clear all subzones which are set and only set the -ALL- mount for the subzone.
This way the game would not use the mount of the subzones anymore as there are no mounts selected. And it will only use the -ALL- entry.

Another idea, even better imo:
Add a chekcbox and if you enable it, the addon will ONLY use the -ALL- subzone entry. So you can enable/disable this chekcbox and your set mounts for each subzone will be kept. You wouldn't need to remove them and set them new if you want to use them again.

I'd prefer the 2nd idea.

Originally Posted by HowellQagan
Originally Posted by Baertram
Originally Posted by HowellQagan
//
Not sure if I understand you correctly. You have set which mount to all, in which zone?
And the palomino horse was set to subzones before?
And is still used for those subzones?
Works as intended then I think.

Changing the zone to all won't change already set subzones (from earlier time) to the chosen zones mount I think. Never thought about this so far.
It happens in all zones. When I first downloaded this addon, I've set 1 mount to every zone's -ALL- subzone and yet if I select a specific one, it is already set to that one horse (seems to be some kind of default thing). So basically I have to set them one by one for all the subzones.
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Unread 09/19/18, 01:31 AM  
HowellQagan
 
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Originally Posted by Baertram
Originally Posted by HowellQagan
//
Not sure if I understand you correctly. You have set which mount to all, in which zone?
And the palomino horse was set to subzones before?
And is still used for those subzones?
Works as intended then I think.

Changing the zone to all won't change already set subzones (from earlier time) to the chosen zones mount I think. Never thought about this so far.
It happens in all zones. When I first downloaded this addon, I've set 1 mount to every zone's -ALL- subzone and yet if I select a specific one, it is already set to that one horse (seems to be some kind of default thing). So basically I have to set them one by one for all the subzones.
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Unread 09/14/18, 08:31 PM  
cag_dk

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switched, still

Hi Beartram

It seems that the "-ALL-" in "subzone" doesn't get recognized, and the current local zone takes precedence, will test some more, but if this is the 'only' problem I hope it's an easy fix
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Unread 09/11/18, 08:22 AM  
cag_dk

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Re: Re: switched, still

Originally Posted by Baertram
ZOs might have renamed some map textures in some regions

I'd need to check ALL map texture names now, omg. Sorry I don't have the time to do this, nor the will
Hey, we're on the right path.. diagnosis done and a cure in the works... not all disease can be dealt with, with a single pill... some take a little longer

I'll keep an eye out for the zone names, if memory prevails
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