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Compatibility: | Update 43 (10.1.0) Gold Road (10.0.0) Scions of Ithelia (9.3.0) Endless Archive (9.2.5) base-game patch (9.1.5) Necrom (9.0.0) Scribes of Fate (8.3.5) |
Updated: | 08/25/24 12:45 PM |
Created: | 08/19/18 09:58 AM |
Monthly downloads: | 12,250 |
Total downloads: | 1,058,935 |
Favorites: | 400 |
MD5: | |
Categories: | Bags, Bank, Inventory, Beta-version AddOns |
shaderCache.cooked
File Name |
Version |
Size |
Author |
Date |
Type |
2.0.0 |
946B |
08/16/24 06:58 AM |
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File Name |
Version |
Size |
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0.13.11 |
302kB |
KLISK |
08/24/24 01:34 PM |
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0.13.10 |
303kB |
KLISK |
08/24/24 10:56 AM |
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0.13.09 |
84kB |
KLISK |
08/24/24 05:09 AM |
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0.13.01 |
85kB |
Baertram |
08/19/24 01:12 PM |
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0.13.0 |
85kB |
KLISK |
08/19/24 12:36 PM |
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0.12.22 |
85kB |
Baertram |
08/16/24 06:58 AM |
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0.12.21 |
85kB |
Baertram |
08/12/24 08:35 AM |
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0.12.20 |
83kB |
Baertram |
08/12/24 02:01 AM |
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0.12.19 |
84kB |
Baertram |
06/30/24 03:49 PM |
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0.12.18 |
84kB |
Baertram |
06/16/24 09:26 AM |
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0.12.17 |
82kB |
Baertram |
06/03/24 01:56 PM |
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82kB |
Baertram |
05/12/24 09:40 AM |
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82kB |
Baertram |
03/12/24 11:56 AM |
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81kB |
Baertram |
03/11/24 07:56 AM |
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81kB |
Baertram |
01/13/24 11:48 AM |
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0.12.12 |
80kB |
Baertram |
10/13/23 04:19 PM |
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0.12.11 |
80kB |
Baertram |
04/19/23 08:31 AM |
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0.12.10 |
79kB |
Baertram |
01/10/23 06:15 PM |
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0.12.09 |
79kB |
Baertram |
01/04/23 04:21 AM |
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0.12.081 |
79kB |
Baertram |
01/04/23 02:58 AM |
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0.12.08 |
88kB |
Baertram |
01/03/23 12:08 PM |
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0.12.07 |
284kB |
KLISK |
11/26/22 09:02 AM |
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285kB |
KLISK |
11/22/22 10:51 AM |
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285kB |
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11/20/22 11:00 AM |
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287kB |
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285kB |
KLISK |
11/15/22 02:45 AM |
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285kB |
KLISK |
11/14/22 02:12 AM |
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0.12.0 |
285kB |
KLISK |
11/13/22 11:49 AM |
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0.11.35 |
88kB |
Baertram |
10/02/22 06:43 PM |
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0.11.34 |
88kB |
Baertram |
08/22/22 09:44 AM |
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0.11.33 |
88kB |
KLISK |
06/25/22 01:39 PM |
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0.11.32 |
88kB |
Baertram |
06/25/22 10:00 AM |
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88kB |
Baertram |
06/25/22 07:44 AM |
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86kB |
Baertram |
06/23/22 03:34 PM |
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85kB |
Baertram |
06/22/22 07:46 AM |
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84kB |
Baertram |
06/18/22 06:51 AM |
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84kB |
Baertram |
06/14/22 04:10 PM |
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82kB |
Baertram |
06/13/22 02:59 PM |
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81kB |
Baertram |
05/27/22 02:06 PM |
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0.11.24 |
81kB |
Baertram |
05/26/22 12:47 PM |
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0.11.23 |
79kB |
Baertram |
04/16/22 04:12 PM |
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0.11.22 |
394kB |
KLISK |
03/15/22 06:54 AM |
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0.11.21 |
79kB |
Baertram |
01/13/22 12:26 PM |
Comment Options |
08/30/24, 11:25 AM | |||
Forum posts: 6
File comments: 172
Uploads: 0
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Definitely an improvement, thank you very much! |
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ApoAlaia |
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08/30/24, 11:20 AM | ||
Forum posts: 4
File comments: 48
Uploads: 0
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Line 95 of compatibility.lua change to: PP:CreateBackground(ZO_AlchemyTopLevelPotionMaker, --[[#1]] nil, nil, nil, -6, 10, --[[#2]] nil, nil, nil, 0, -4) Line 96 of compatibility.lua change to: PP:CreateBackground(ZO_AlchemyTopLevelPoisonMaker, --[[#1]] nil, nil, nil, -6, 10, --[[#2]] nil, nil, nil, 0, -4) Before: After: As for Enchant Maker, I haven't been able to make it look as I would like just yet, I've only managed to get a background to render behind it, but not the full vertical size as I would like. If this doesn't get official support, I'll continue experimenting. |
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Foozeyy |
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Foozeyy |
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08/29/24, 08:37 AM | |
Forum posts: 6
File comments: 172
Uploads: 0
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On the subject of compatibility...
Many moons ago, maybe a couple of years now?, when ZOS changed the API and all things drawTier/layer/level went awry this addon became partially incompatible with PP: https://www.esoui.com/downloads/info...hantMaker.html Is still 'useable' but it doesn't render correctly. I was wondering if someone would have the time and will to look into adding compatibility for it. Outside using CraftStore I don't think there is any other addon that improves the functionality of the enchanting station. Furthermore an addon that I believe KLISK added compatibility for even further back also went a bit whack when that update happened. https://www.esoui.com/downloads/info405-PotionMakerforAlchemyCrafting.html#info Issues are purely cosmetic, the functionality is still there, but I thought I'd ask on the off chance...
Last edited by ApoAlaia : 08/30/24 at 05:42 AM.
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08/29/24, 06:54 AM | |
@Baertram said it right. It would be good to add this to compatibility.lua.
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KLISK |
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08/29/24, 06:25 AM | |||
Forum posts: 6
File comments: 172
Uploads: 0
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Re: Re: Centering Question
Warning: Spoiler
The map might be offset to the right, but to me it looks aesthetically pleasing. With the map centered there would be too much 'empty space' between the map and the zone list, and not enough to comfortably accomodate the BMU 'panel'. I can see how someone might find complete symmetry preferable however I personally prefer it as it is. |
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ApoAlaia |
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08/29/24, 04:36 AM | ||
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Re: Centering Question
That most probably happens because at the left of the map you see the map zone completion UI parts of the vanilla UI (and other addons like "Beam Me Up" show there UI there too), if toggled/enabled.
You need to keep in mind that here are thoussands of addons that work together, and were tested to do so. What may not lok proper for your "designer eyes" often got a reason And it's not always that simple to male UI parts jump around if addon1, 2 3 or 4 are enabled, or all of them or none etc. Thanks for your updated offsets, but I think they will not be included into PP default values (unless I'm totally wrong with the reasons above).
Last edited by Baertram : 08/29/24 at 05:05 AM.
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Baertram |
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08/29/24, 04:06 AM | |
Forum posts: 4
File comments: 48
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Centering Question
Is it just a design decision or is there a reason for making the map off-center to the right and the top menu bar off-center to the left? Shouldn't they both just be centered? I can see in the code that you've done it intentionally, so I was just wondering why?
Anyway, if anyone wants them to be centered like they are normally: - Change line 34 of tabs.lua to PP.Anchor(ZO_MainMenu, --[[#1]] TOP, nil, TOP, 0, 20) - Change line 123 of worldMapScene.lua to PP.Anchor(ZO_WorldMap, --[[#1]] TOP, nil, TOP, 0, 80, --[[#2]] true, BOTTOM, nil, BOTTOM, 0, -70)
Last edited by Foozeyy : 08/29/24 at 04:13 AM.
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Foozeyy |
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08/25/24, 12:49 AM | ||
Re: Extended Journal
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KLISK |
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08/24/24, 08:59 PM | |
Forum posts: 4
File comments: 48
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Extended Journal
I've noticed the Extended Journal anchors and background isn't quite right when you compare it to other vanilla menus. The background sizing doesn't match up and the tabs aren't aligned to the right at the same position as other menus along with not having enough gap between the tab group and the window background itself. I've managed to get it pretty close in my game, but it's not perfect, because I can't unlink the menu bar from the menu content, nor can I align the content further to the left, negative values just don't work for the left side of the screen anchor.
Here are the values that I'm currently working with: Code:
PP:CreateBackground(frame, --[[#1]] nil, nil, nil, -20, 0, --[[#2]] nil, nil, nil, 0, 10) PP.Anchor(frame, --[[#1]] TOPRIGHT, GuiRoot, TOPRIGHT, -10, 110, --[[#2]] true, BOTTOMRIGHT, GuiRoot, BOTTOMRIGHT, 10, -70) |
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Foozeyy |
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08/24/24, 12:32 PM | ||||
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Companions were introduced with Blackwood DLC afaik.
I'm pretty sure we had added support for that already some day to PP but I cannot find it anymore :-( Basically it's all the same as normal non companion like inventory, skills and collections (menubar buttons in that order left to right). https://github.com/esoui/esoui/tree/...anion/keyboard Could be that this normal companion's UI (inventory with items to equip at the companion, skills for companion skills, collections for the collected items to use on companion like clothes and mounts) is first accesible after talking to the companions! So it must init somewhere there via an event or similar. I could not find an event but one could maybe hook into this to init the companion stuff and react on menu button changes https://github.com/esoui/esoui/blob/...board.lua#L110 Object: COMPANION_KEYBOARD COMPANION_CHARACTER_KEYBOARD Scenes: 1) COMPANION_CHARACTER_KEYBOARD_SCENE 2) COMPANION_SKILLS_KEYBOARD_SCENE 3) COMPANION_COLLECTION_BOOK_KEYBOARD_SCENE Fragments: COMPANION_KEYBOARD_FRAGMENT COMPANION_OVERVIEW_KEYBOARD_FRAGMENT COMPANION_CHARACTER_KEYBOARD_FRAGMENT COMPANION_COLLECTION_BOOK_KEYBOARD_FRAGMENT COMPANION_EQUIPMENT_KEYBOARD_FRAGMENT COMPANION_SKILLS_KEYBOARD_FRAGMENT
Last edited by Baertram : 08/24/24 at 12:45 PM.
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Baertram |
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08/24/24, 11:11 AM | ||
Lua Code:
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KLISK |
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08/24/24, 09:51 AM | ||
Forum posts: 4
File comments: 48
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The values I used are the same as the ones used in the journal and collections scenes: Code:
PP:CreateBackground(ZO_Skills, --[[#1]] nil, nil, nil, -10, -10, --[[#2]] nil, nil, nil, 0, 44) PP.Anchor(ZO_Skills, --[[#1]] TOPRIGHT, GuiRoot, TOPRIGHT, 0, 120, --[[#2]] true, BOTTOMRIGHT, GuiRoot, BOTTOMRIGHT, 0, -104) |
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Foozeyy |
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08/24/24, 09:18 AM | |
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You can play around in scenes/skillsScene.lua at line 42
PP:CreateBackground(ZO_Skills, --[[#1]] nil, nil, nil, -10, -5, --[[#2]] nil, nil, nil, 0, 44) And this line below PP.Anchor(ZO_Skills, --[[#1]] TOPRIGHT, GuiRoot, TOPRIGHT, 0, 85, --[[#2]] true, BOTTOMRIGHT, GuiRoot, BOTTOMRIGHT, 0, -104) You can change the x 0 and y 85 values here at the top anchor to e.g. 0 and 95. And maybe you need to adjust the PP:CreateBackground offsets for x -10 and y -5 then too. Else I do not have any easy fix or idea. But as I said that might shrink the UI and move all other controls in it again, maybe it works fine. And maybe it will just fail or flicker or whatever if you switch the tabs at the skills UI.
Last edited by Baertram : 08/24/24 at 09:21 AM.
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Baertram |
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08/24/24, 08:57 AM | |||||
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Last edited by Foozeyy : 08/24/24 at 08:59 AM.
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Foozeyy |
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