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Compatibility:
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:06/11/21 07:26 PM
Created:07/18/16 01:11 PM
Monthly downloads:567
Total downloads:99,044
Favorites:131
MD5:
TTMP: The Tamriel Mapping Project  Popular! (More than 5000 hits)
Version: 3.5.1
by: SirAndy [More]
TTMP - The Tamriel Mapping Project
A simple AddOn that allows tracking of material nodes, chests, quests, lorebooks, treasure maps and much more!

- Most assets (wood/ore/cloth nodes, runes, chests etc) are added automatically to the map as they are interacted with.
- Custom map filters allow you to choose what assets are displayed on your map.
- You can choose between two icon sets and assign custom colors to each icon type.
- Can import data from other TTMP users (See TTMP Merge info below).
- Can import HarvestMap data.
- Supports the English, German, French and Russian version of the game (Although the interface and chat commands are still in English).

Needed Libraries
LibMapPins-1.0
LibAddonMenu-2.0

Related
- "TTMP: Saved Variables" SavedVariables file for TTMP with over 63,000 assets already tracked, ready to go
- TTMP: Merge Merge TTMP SavedVariables files from other players with yours to add their discoveries to your map

Participate
Upload your TTMP SavedVariables file to the thread linked below and i will merge your data into the next release:
http://www.thesidekickorder.com/bbs2...?showtopic=172

- Looking for help translating TTMP to Japanese
- Looking for help to fix the somewhat broken Russian translation
If you want to help, please contact me!

Latest Updates
- Fixed debug messages that were always showing
Thanks to @Mix for reporting the issue!
- Updated to API Version 100035
- Thanks to @dlrgames for sharing their SavedVariables file, it has been merged into this release!

If you want to start using TTMP with my latest Asset file that already contains over 63,000 tracked Assets, please download the latest "TTMP: Saved Variables" file and follow the installation instructions.

Known Issues
Ever since ZOS re-scaled the Auridon map a lot of nodes exist multiple times.
I cleaned up most of the map by now but there may still be some duplicates.

IMPORTANT - ACHTUNG - ATTENTION - WICHTIG
If you already have TTMP installed, do *NOT* overwrite your "SavedVariables" file with a newer version!
DON'T DO IT! There really is no reason to ever replace the "SavedVariables/TamrielMapping.lua" file directly.
You will lose everything you have ever mapped yourself!

Only touch the "SavedVariables/TamrielMapping.lua" file if:

- This is your first install of TTMP and you want to start with my latest asset file instead of creating your own (empty) file.
See "Using my latest Asset file" for instructions on how to use my latest "SavedVariables" file.

- You already have TTMP and you want to merge my latest asset file with yours. If so, follow the TTMPMerge instructions!


_______________________
TTMP Chat Commands:
For a full list of TTMP chat commands, scroll down to the "TTMP Usage" section.

_______________________
Currently tracked Assets:

Blacksmithing Nodes - automatic (Jewelry crafting uses the same spawn locations)
Woodworking Nodes - automatic
Clothing Nodes - automatic
Solvent Nodes - automatic
Enchanting Runes - automatic (Psijic Portals use the same spawn locations)
Alchemy Nodes - automatic
Treasure Chests - automatic
Backpacks - automatic (unless they are empty)
Heavy Sacks/Crates - automatic
Treasure Maps - manual
Dark Fissures - manual
Fishing Holes - manual
Skyshards - manual
Lorebooks - manual
Quests - manual
Crafting Surveys - manual
Points of Interest - manual
Thieves Troves - automatic
Safeboxes - automatic
Giant Clams - automatic
Antiquity Dig Sites - automatic

____________________
Installation/Update:
Simply unzip the download and copy the 'TamrielMapping' folder into your ESO "AddOns" folder and restart ESO.
If you're updating to a newer version, simply replace the whole folder.
If you also downloaded my latest saved Assets, see the section below.

_______________________
Using my latest Asset file:
If you don't want to start fresh, you can use my latest "SavedVariables" file, which already has over 63,000 tracked assets.
Simply drop my "SavedVariables/TamrielMapping.lua" into your ESO "SavedVariables" folder.

TTMP - SavedVariables (v3.5.0)
File info: Last updated on 2021.06.06, contains 63,085 tracked assets

NOTE:
Please make sure your text editor supports utf8, especially if you're playing in French, German or Russian!

_______________________
Updating your Asset file:
If you have already used TTMP, you can use my "SavedVariables/TamrielMapping.lua" file and the TTMPMerge AddOn to merge my latest asset file with your existing one.
In fact, you can merge files from any other TTMP user as well.

TTMPMerge AddOn (v3.5.0)

USAGE:
To use TTMPMerge you need to:

- Get my (or someone else's) "SavedVariables/TamrielMapping.lua" file
- Rename it to "TTMPMerge.lua"
- Copy it into your "SavedVariables" folder
- Open it with a text editor (make sure your text editor supports utf8!) and replace "TamrielMapping_Vars" in the first line with "TTMPMerge_Vars".
- Start ESO, enable TTMPMerge, load into a character and use the /ttmp merge command.

You can run a "test" by using "/ttmp merge test" which will process the new file but not make any changes to your local TTMP file.

NOTE:
Running a merge will freeze the game for several seconds, depending on how large the file is you're trying to import. This is OK!
It shouldn't take any longer than 5 - 10 seconds.

As always, please make sure you have a backup of your existing "SavedVariables" files before doing a merge!

_______________________
Website:
http://www.thesidekickorder.com/bbs2...?showtopic=172

_______________________
TTMP Usage:
/ttmp cmd (comment)

TTMP Commands to add Assets:
ore wood cloth water rune reagent plant chest
backpack pack sack crate map fish fissure
shard book quest survey poi(nt) trove box clam site


Commands can be followed by an optional comment, for example 'shard 6' or 'book Manual of Spellcraft'.

Other TTMP Commands:
save -> Saves all your newly found Assets to disk. Note that this will also reload the UI.
By default newly found Assets are only saved to disk when you logout to the character select screen!

del xxx -> Deletes Asset xxx at your current position where xxx is the type. For example 'del backpack'

pos -> Lists your current position on the map.

list (all) -> List a count of all Assets in the current zone.
If you specify 'all', Assets are counted for all zones!

merge (test) (all) -> Merge new Assets from a merge file.
By default only Assets that don't already exist in your local file are imported.
If you specify 'test', info about the merger is displayed but nothing as actually imported.
If you specify 'all', everything is imported and your existing Assets may be overwritten!
Note: This requires the TTMPMerge AddOn to be installed.

importhm (test) -> Experimental HarvestMap importer.
This will try to import assets from your HarvestMap AddOn install.
If you specify 'test', info about the merger is displayed but nothing is actually imported.

TTMP Configuration:
/ttmpcfg -> Shows the TTMP Config menu.

NOTE:
By default certain nodes are *NOT* shown on your map!
Please go to your Map Filters (the funnel looking icon between the key and the pin) and select what icons you want to see on the map!

_______________________

Change log:

## 3.5.1
- Fixed debug messages that were always showing
Thanks to @Mix for reporting the issue!

## 3.5.0
- Updated to API Version 100035
- Thanks to @dlrgames for sharing their SavedVariables file, it has been merged into this release!

## 3.4.0
- Updated to API Version 100034
- Thanks to @Jannish458 for sharing their SavedVariables file, it has been merged into this release!
- Added missing default icons for the latest assets

## 3.3.1
- Added Antiquity Dig Sites to the tracked assets

## 3.3.0
- Updated to API Version 100033
- Thanks to @Drio and @DramaKing for sharing their SavedVariables files, they have been merged into this release!

## 3.2.0
- Updated to API Version 100032
- Fixed bug with the new OnWorldMapChanged callback behavior that prevented correct map updates
- Fixed bug where Cloth nodes could be saved as Reagent nodes if they contained alchemical resin
- Added Crimson Nirnroot to the reagent loot table

## 2.7.1
- Fixed issue where the LibAddonMenu could cause errors with other AddOns that also implement it

## 2.7.0
- Updated to API Version 100027
- Merged over 1300 Elsweyr assets from the PTS

## 2.6.0
- Updated to API Version 100026

## 2.5.0
- Updated to API Version 100025
- Reworked loot display and options

## 2.4.1
- Fixed an issue with the HarvestMap import, updated to support their latest save format
- Added support for new HarvestMap asset types during import
- Fixed the missing "Psijic Portal" assets, they are now correctly added as rune nodes
NOTE: Psijic Portals share their spawn locations with regular rune nodes!
- Fixed issue with missing custom map pin icons, still need to find better images for two of them but at least they are there now

## 2.4.0
- Updated to API Version 100024
- Updated to the latest version of LibAddonMenu
- Added support for new "ore" types used for Jewelry Crafting
NOTE: Psijic Portals share their spawn locations with regular rune nodes!
- Added "Giant Clam" to the tracked assets and map filters
- Thanks to @alembiq for sharing their SavedVariables file, it has been merged into this release!
- Thanks to @darkwolf727 for additional map locations!
- Added menu option to turn on/off asset deletion on the map
NOTE: Switching this will automatically reload your UI to enable/disable the right-click delete

## 2.1.1
- Added manual delete option that allows for removal of assets by right-clicking on them on the map

## 2.1.0
- Updated to API Version 100021
- Updated to the latest version of LibAddonMenu
- Fixed a bug that didn't clear the last used interaction type when interacting with backpacks that had no items in them
This resulted in backpacks being added to the map erroneously, for example when opening writ reward boxes
- Added basic russian language support
Thanks to: @KiriX for the russian translations!

## 2.0.0
- Updated to API Version 100020
- Updated to the latest version of LibMapPins, LibAddonMenu

## 1.8.1
- Added a HarvestMap node importer
Thanks to: @Moosetrax for the idea and supplying me with his HM saved files!

## 1.8.0
- Updated to API Version 100018
- Added a minor tweak to how assets are handeled during a merge
- Updated the tracked assets, merged several user files, the total number of assets tracked is now over 32,000!
Thanks to: @Augestflex, @Drio, @Trippet

## 1.7.1
- Fixed crash when used in conjunction with the pChat AddOn.
pChat will crash and burn if one writes nested colorized strings to the chat window!
TTMP now detects if pChat is loaded and then omits some of the chat info coloring to prevent ESO from freezing.
Special thanks to @zasy99 and @msan for helping identifying the offending AddOn!
- Several minor bug fixes

## 1.7.0
- Updated to API Version 100017
- Removed the account based restriction on the SavedVariables file
This will also make merging SavedVariables files from other users easier
- Added code to automatically convert SavedVariables to the new format on load
- Added "Hello World" message to the AddOn loaded function

## 1.6.0
- Updated to API Version 100016

## 1.5.2
- Added function overload for FISHING_MANAGER.StartInteraction to get info about the last object we interacted with
- Fixed auto-loot bug, everything now works correctly with or without auto-loot turned on/off
- Streamlined some of the code and removed several redundant/unneeded calls

## 1.5.1
- Changed versioning numbers to be more in line with the ESO API version number
- (Partially) fixed bug where nodes were not added to the map when auto-loot was enabled.
Resource nodes like wood, ore, reagents etc. are now added correctly as are locked chests.
However, containers like backpacks, heavy sacks etc do not yet work with auto loot.
Neither OnLootUpdate() nor GetInteractionType() nor GetGameCameraInteractableActionInfo()
work with auto loot. :(

## 1.0.5
- Added basic support for localization. TTMP now works correctly in "en", "de" and "fr".
However, any display (menu, lables etc.) is still english only as are chat commands.
- Updated to the latest version of LibStub, LibMapPins, LibAddonMenu
- Adjusted some of the default settings
- Simplified the available /ttmp chat commands
- Changed the way the 'list' command counts Assets and added an 'all' option
- Added 'all' and 'test' options to the 'merge' command
- Fixed icon offsets in Hews Bane since ZOS decided to stealth change the map dimensions :(

## 1.0.4
- Added support for new resource types introduced with the DB patch (Dark Brotherhood)

## 1.0.3
- Added support for the Thieves Guild patch
- Added "Thieves Trove" tracking

## 1.0.2
- Added additional color settings for chat text output to the settings menu
- Added a 'merge' command that allows for merging of SavedVariables files from other users that contain additional map assets.
This requires the TTMPMerge AddOn to be installed. TTMPMerge is a simple stub that loads the new asset file into memory.
Once loaded, TTMP can access the new data and loop through it and add/update any new assets from the file.
- Fixed a bug that sometimes prevented Heavy Sacks/Crates from being added to the map
- Fixed a bug that sometimes prevented Cloth nodes from being added to the map
- Fixed a bug that prevented backpacks that had no items in them after opening them from being added to the map
- Fixed a bug in the duplicate asset detection function that could result in assets being moved instead of being ignored

## 1.0.1
- Updated to the latest version of LibMapPins
- Fixed a bug in the code that prevented recognizing map changes when other AddOns are installed that
also look for map changes, like AUI's minimap for example
- Adjusted the distance for detecting duplicate entries in dungeons to better deal with smaller dungeons

## 1.0.0
- Added option to individually tint the map icons by type
- Added support for new resource types introduced with the Orsinium patch
- Updated to the latest version of LibMapPins, LibAddonMenu

## 0.1.1
- Added support for new resource types introduced with the IC patch (Imperial City)

## 0.1.0
- Added "Options" menu
- Added /ttmpcfg slash command for the options menu
- Added icon offset values for maps with incorrect icon placement (most notably Craglorn)
- Added second "Built-In" icon set using ESO native icons for map markers
- Added option to tint the map icons with a custom color
- Added map filters to allow custom filtering of the map icons

## 0.0.9
- Consolidated settings and added them to the SavedVariables

## 0.0.8
- Added ability to delete assets

## 0.0.7
- Added ability to list zone assets

## 0.0.6
- Added optional description field to all assets.
This allows the user to add custom comments when adding an asset through the chat window.
- Added labels to map icons that show custom comments on mouse over.

## 0.0.5
- Changed the current map detection to be event based.
The map name is now only updated whenever a zone/map changes.

## 0.0.4
- Added custom "Points of Interest"
- Added "loot" display functions, displaying received loot and gold in the chat window

## 0.0.3
- Added automated tracking for several assets:
ore nodes, wood nodes, cloth nodes, reagent nodes, runes,
water (both water sacks and pure water springs), locked chests,
backpacks, heavy sacks

## 0.0.2
- Added more assets to the tracking list

## 0.0.1
- Initial code
Archived Files (20)
File Name
Version
Size
Uploader
Date
3.5.0
36kB
SirAndy
06/06/21 04:34 PM
3.4.0
36kB
SirAndy
05/12/21 10:51 AM
3.3.0
43kB
SirAndy
11/07/20 03:06 PM
3.2.0
43kB
SirAndy
10/07/20 12:13 PM
2.7.1
110kB
SirAndy
05/31/19 01:38 PM
2.7.0
106kB
SirAndy
05/21/19 11:14 PM
2.5.0
94kB
SirAndy
11/04/18 01:27 PM
2.4.1
85kB
SirAndy
09/18/18 12:16 PM
2.4.0
84kB
SirAndy
09/11/18 06:18 PM
2.1.0
79kB
SirAndy
11/25/17 09:00 PM
2.0.0
77kB
SirAndy
08/20/17 04:37 PM
1.8.0
73kB
SirAndy
03/11/17 06:50 PM
1.7.1
73kB
SirAndy
11/28/16 11:54 PM
1.7.0
73kB
SirAndy
11/18/16 09:17 PM
1.6.0
72kB
SirAndy
08/02/16 06:32 PM
1.5.2
72kB
SirAndy
07/26/16 01:02 PM
1.5.2
325kB
SirAndy
07/25/16 11:29 PM
1.5.1
320kB
SirAndy
07/20/16 12:54 PM
1.0.5
324kB
SirAndy
07/18/16 02:05 PM
1.0.5
70kB
SirAndy
07/18/16 01:11 PM


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Unread 07/18/16, 02:00 PM  
SirAndy
 
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Fixed the main page to show the download links for my latest "SavedVariables" file, the TTMPMerge AddOn and the TTMP website.

Enjoy!
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Unread 07/18/16, 02:13 PM  
OSean980

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This is a very interesting addon. This is such a beautiful way to consolidate all the skyshard, lorebook, and treasure/survey map info I want. I'm looking forward to using it. I've only found two things that stand out so far that may not be intentional.

1) There's what looks like a debug message in chat every time the map changes or I look at a different zone on the map, even after I've disabled all the chat outputs. (ex: TTMP:OnMapChanged(): stormhaven/stormhaven_base)

2) Woodworking, blacksmithing, alchemy pins, (etc.), don't seem to be added to the map if activating nodes using the game's autoloot setting.
Last edited by OSean980 : 07/18/16 at 02:13 PM.
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Unread 07/18/16, 02:16 PM  
SirAndy
 
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Originally Posted by OSean980
This is a very interesting addon. This is such a beautiful way to consolidate all the skyshard, lorebook, and treasure/survey map info I want. I'm looking forward to using it. I've only found two things that stand out so far that may not be intentional.

1) There's what looks like a debug message in chat every time the map changes or I look at a different zone on the map, even after I've disabled all the chat outputs. (ex: TTMP:OnMapChanged(): stormhaven/stormhaven_base)

2) Woodworking, blacksmithing, alchemy pins, (etc.), don't seem to be added to the map if activating nodes using the game's autoloot setting.
@OSean980

Thanks for the feedback. I'll look into the debug message, most likely a leftover.

I never use autoloot and didn't think of testing with it. I'll dig into that tonight!


PS: Also, by default those pins are hidden, make sure you change the map filters to show them!
Last edited by SirAndy : 07/18/16 at 02:17 PM.
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Unread 07/18/16, 10:46 PM  
SirAndy
 
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Originally Posted by SirAndy
I never use autoloot and didn't think of testing with it. I'll dig into that tonight!
This might take a bit longer. I have a partial fix but certain containers like backpacks and heavy sacks still don't work with auto-loot.

Neither OnLootUpdate() nor GetInteractionType() nor GetGameCameraInteractableActionInfo() work with auto loot enabled and i can't seem to find a way to trigger anything useful before the OnLootReceived() callback that would give me a hint that the loot is coming from the player interacting with a container.

I'll upload the improved version tomorrow and continue to work on a complete fix ...
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Unread 07/19/16, 04:44 AM  
QuadroTony
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Originally Posted by SirAndy
Originally Posted by SirAndy
I never use autoloot and didn't think of testing with it. I'll dig into that tonight!
This might take a bit longer. I have a partial fix but certain containers like backpacks and heavy sacks still don't work with auto-loot.

Neither OnLootUpdate() nor GetInteractionType() nor GetGameCameraInteractableActionInfo() work with auto loot enabled and i can't seem to find a way to trigger anything useful before the OnLootReceived() callback that would give me a hint that the loot is coming from the player interacting with a container.

I'll upload the improved version tomorrow and continue to work on a complete fix ...
try to look at other addons

harvest map for example working with autoloot and sacks etc
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Unread 07/19/16, 11:55 AM  
SirAndy
 
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Originally Posted by QuadroTony
try to look at other addons
harvest map for example working with autoloot and sacks etc
Good idea, no need to reinvent the wheel if someone has already figured it out ...
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Unread 07/20/16, 01:00 PM  
SirAndy
 
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Originally Posted by SirAndy
I'll upload the improved version tomorrow and continue to work on a complete fix ...
I uploaded the (partial) fix and advanced the version number to 1.5.1.
If you're updating your TTMP, don't overwrite your "SavedVariables/TamrielMapping.lua" with the one in the download!
I added upgrade instructions in the "READ_ME_FIRST.txt" file and on the main page here.

Most assets/nodes now work with auto-loot, except Backpacks and Heavy Sacks/Crates.
See "Currently tracked Assets" list on the main page for more info

I'm still working on getting those to work with auto-loot but it does not seem to be trivial. I did look at the HarvestMap source and it does not seem they have a usable solution for me either.
Last edited by SirAndy : 07/20/16 at 01:01 PM.
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Unread 07/21/16, 10:31 AM  
Eloora

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Are all of the pins handled in the same way in terms of discovery and displaying? As in, none show until discovered, and then they always show? For example, I want to see uncollected skyshard, lorebook and POI locations, so I can choose to seek them out, but I don't need the pins after I've already collected them/gotten the achievement on a given character. Nodes and chests are the opposite, since they respawn.
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Unread 07/21/16, 11:43 AM  
SirAndy
 
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Originally Posted by Eloora
Are all of the pins handled in the same way in terms of discovery and displaying? As in, none show until discovered, and then they always show? For example, I want to see uncollected skyshard, lorebook and POI locations, so I can choose to seek them out, but I don't need the pins after I've already collected them/gotten the achievement on a given character. Nodes and chests are the opposite, since they respawn.
@Eloora
Yes, once discovered, the pins stay on the map. My intention for this AddOn was to map as much of Tamriel as possible and keep that info.

So unfortunately there is no provision for pins to disappear once located, like Skyshards or Lorebooks.
But at least in the case of the Skyshards i started to number them and add the long description to them (not all have that yet) so if you mouse over them on the map you can easily identify what Skyshard it is and crosscheck with your achievement list.

Sorry, i know that's not exactly what you want.
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Unread 07/25/16, 08:30 AM  
wolfeng_

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Love the idea, and I can definately see it becoming a must have if you can work some stuff out (not an addon developer so I'm not sure how much of it is just me dreaming).

- Add the pins without an account name requirement.

- Skyshards/Lorebooks: Get them off if we already have it.
There are already mods out there that do this, so learn with them if you want to centralize all in one place.

- Same for other material pins, once looted would be great if they could be turned off for a period of time.

- Make the pins blend with the map as if they were part of it, the size is just perfect, but a rainbow on the map is too much.

- Some identical pins are right next to each other, would be nice if they got merged. http://i.imgur.com/UKMcWCA.jpg
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Unread 07/25/16, 11:33 PM  
SirAndy
 
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Fixed the auto-loot problem and uploaded the latest version ...

Everything should now work with auto-loot enabled. If not, please let me know.
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Unread 07/25/16, 11:45 PM  
SirAndy
 
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Originally Posted by wolfeng_
Love the idea, and I can definately see it becoming a must have if you can work some stuff out (not an addon developer so I'm not sure how much of it is just me dreaming).
@wolfeng_

Thanks for the feedback, i'll address your points individually:


- Add the pins without an account name requirement.
Not sure what you mean by that? Could you please elaborate on this a bit more.


- Skyshards/Lorebooks: Get them off if we already have it.
There are already mods out there that do this, so learn with them if you want to centralize all in one place.

This is certainly something i can look into. Do you know of any specific AddOn that does this?


- Same for other material pins, once looted would be great if they could be turned off for a period of time.
The only way i can see this working is if i keep two separate lists of nodes, a "master" list and a "character" list. I'm not sure how well that would work, one of my initial concerns was to keep the memory usage as small as possible. Implementing something like this could easily double/triple/quadruple the memory usage if you wanted that feature for each of your characters.


- Make the pins blend with the map as if they were part of it, the size is just perfect, but a rainbow on the map is too much.
The colors of the icons are already customizable in the settings as well as the actual icons used. You can drop your own icons in the icons folder and select them in the menu.



- Some identical pins are right next to each other, would be nice if they got merged.
http://i.imgur.com/UKMcWCA.jpg
There already is a minimum radius around each node type where they are consolidated into one. Maybe if i add that radius as a customizable value to the settings? There are several different values for different types of assets.


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Unread 07/26/16, 01:12 AM  
votan
 
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Originally Posted by SirAndy
- Add the pins without an account name requirement.
Not sure what you mean by that? Could you please elaborate on this a bit more.
I think he talks about account-wide nodes.

Originally Posted by SirAndy
- Skyshards/Lorebooks: Get them off if we already have it.
There are already mods out there that do this, so learn with them if you want to centralize all in one place.

This is certainly something i can look into. Do you know of any specific AddOn that does this?
The addons are called Skyshards and Lorebooks. And I don't think you want to re-implement them. Believe me

Originally Posted by SirAndy
- Same for other material pins, once looted would be great if they could be turned off for a period of time.
The only way i can see this working is if i keep two separate lists of nodes, a "master" list and a "character" list. I'm not sure how well that would work, one of my initial concerns was to keep the memory usage as small as possible. Implementing something like this could easily double/triple/quadruple the memory usage if you wanted that feature for each of your characters.
Use a First-In-First-Out (FiFo) list with a customizable number of max entries. If a node is in this "done" list, hide the pin.
Last edited by votan : 07/26/16 at 09:24 AM.
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Unread 07/26/16, 01:29 AM  
QuadroTony
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looking for Changelog tab please!

on the addon's page
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Unread 07/26/16, 11:10 AM  
Eloora

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Originally Posted by SirAndy
Originally Posted by wolfeng_
Love the idea, and I can definately see it becoming a must have if you can work some stuff out (not an addon developer so I'm not sure how much of it is just me dreaming).
@wolfeng_

Thanks for the feedback, i'll address your points individually:


- Add the pins without an account name requirement.
Not sure what you mean by that? Could you please elaborate on this a bit more.

I think he means that it's a bit fiddly to open up your provided asset file, which contains all of the discovered map pins, and enter our account name in the lua file in order for them to show up for us in game. You probably know more about the necessity of this than I do, though.


- Skyshards/Lorebooks: Get them off if we already have it.
There are already mods out there that do this, so learn with them if you want to centralize all in one place.

This is certainly something i can look into. Do you know of any specific AddOn that does this?

This is exactly what I had requested to be done in my last post. You are already aware of how the Skyshards and Lorebooks mods function. They both "hide what you know", so to speak. Your response to me indicated that you weren't actually interested in mimicking the functionality of these mods, which would negate the need for users to keep them installed alongside yours. You seem to just want to...show where everything is, I guess? Every pin in a given category is either shown or hidden. It's your mod, and certainly your prerogative to make it function the way you want, this is just going to be the common feedback from users on this topic.



- Some identical pins are right next to each other, would be nice if they got merged.
http://i.imgur.com/UKMcWCA.jpg
There already is a minimum radius around each node type where they are consolidated into one. Maybe if i add that radius as a customizable value to the settings? There are several different values for different types of assets.

Can never go wrong with more options!


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