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Greymoor (6.0.5)
Updated:07/25/20 01:14 PM
Created:05/31/20 11:31 PM
Monthly downloads:5,972
Total downloads:19,324
Favorites:43
MD5:
6.0.5
ScrySpy  Popular! (More than 5000 hits)
Version: 1.25
by: Sharlikran [More]
Thanks to the community

I appreciate all the in game bow emotes and thanks. However, so you do not think I am being rude, I only have whisper, group and guild chat enabled. If anyone has tried to say a kind and subtle thank you I didn't see it. You are welcome. If you see me in game on the NA server and wish to say thanks you can whisper me if you like instead. Although I do reload my UI over and over testing changes, so I may not see it. You can try though. Thank you all for using the mod.

I Scry with my little eye...

ScrySpy is a mod I created for tracking Dig Locations similar to how HarvestMap tracks Harvest nodes. If you are satisfied with your elite scrying skills then this is not for you.

ScrySpy collects locations you visit. I have included what locations I found to test with. However, it records and draws the locations you find as you use the mod just like HarvestMap.

If you are like me knowing approximately where I have to go is helpful to me so I thought I'd share.

Requires:

LibMapPins - LibMapPins
LibGPS - LibGPS
Lib3D - Lib3D
CustomCompassPins - CustomCompassPins
LibAddonMenu - LibAddonMenu

Credits:

Shinni for his patience while I asked about why pins didn't draw on the map.
Scootworks for helping me learn both LibMapPins and Lib3D. It allowed me to have map pins in 2D and once you are at the Digsite locations a 3D pin.

German translation: Baertram
Russian translation: adjutantt
French translation: ChtiClem
1.25

- Adjustments to variables to not conflict with other mods

1.24

- Opps left a debug feature active

1.23

- Tweak for saved vars routines for The Rift

1.22

- Additional locations

1.21

- Fix for compass pins not being drawn except after using the settings menu

1.20

- Update for french client.

1.19

- Optimizations to hiding and drawing pins.

1.18

- Added message to clear up the confusion when you are not scrying on the main map. For example when in a City like Solitude.

1.17

- Fix for when GetDimensions control is unavailable

1.16

- Update for Eyevea Map Name fix in LibMapPins

1.15

- Fix for 3D pin color being blank when you have a new SavedVariables file
- Tweaked the distance to be a bit closer to the Compass Pin for the polygon

1.14

- All pins automatically hide when there are no active dig sites
- Only Map Pins, Compass Pins, and 3D Pins show up that are within a certain distance of the polygon, or polygons if there is more than one.

1.13

- Adjustments to LAM color picker routine

1.12

- Added LAM support to have a settings panel.

1.11

- Added CustomCompassPin support

1.10

- Beta 3D Pin Support
- Data will be reset

1.02

- Hotfix for error storing 3D Pin data

1.02

- Added support to save data for 3D Pins
NOTE: This mod will not draw 3D Pins yet, still working on it.

1.01

- Opps forgot to add the Russian node name, sorry
Optional Files (0)


Archived Files (19)
File Name
Version
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Date
1.24
38kB
Sharlikran
07/24/20 04:37 PM
1.23
38kB
Sharlikran
07/24/20 04:30 PM
1.22
38kB
Sharlikran
07/14/20 05:35 PM
1.21
29kB
Sharlikran
07/06/20 01:20 AM
1.20
29kB
Sharlikran
06/22/20 02:25 PM
1.19
29kB
Sharlikran
06/21/20 07:38 PM
1.18
29kB
Sharlikran
06/20/20 06:50 PM
1.17
29kB
Sharlikran
06/18/20 11:29 PM
1.16
29kB
Sharlikran
06/17/20 05:05 PM
1.15
29kB
Sharlikran
06/08/20 06:15 AM
1.14
21kB
Sharlikran
06/07/20 02:46 AM
1.13
18kB
Sharlikran
06/05/20 08:30 AM
1.12
18kB
Sharlikran
06/04/20 06:25 PM
1.11
10kB
Sharlikran
06/03/20 02:01 AM
1.10
10kB
Sharlikran
06/02/20 03:51 PM
1.03
6kB
Sharlikran
06/02/20 01:47 AM
1.02
6kB
Sharlikran
06/02/20 01:18 AM
1.01
4kB
Sharlikran
06/01/20 12:17 AM
1.0
4kB
Sharlikran
05/31/20 11:31 PM


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Unread 08/01/20, 11:36 AM  
Sharlikran
 
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Originally Posted by Spajdr
Still does not work reliably all the time, there are places (non cities) where it just don't save a dig location.
This would mean you do not have locations for that polygon.

As mentioned on the description page this mod records locations you find. I am happy to look into specific locations but I would need a screen shot of exactly the polygon from the map where the map pins and the 3D pin does not show up. Then I can verify whether or not pins show up for that location. However, when I test it I will have to get an Excavation for that Polygon and record a pin and then I have to keep trying until I get the same polygon a second time to see if my first pin is displayed.

Also this mod requires that the game is in the 4 supported languages because it uses the name of the digsite to capture the location. So English, Russian, French, and German only. If you us a fan based translation in Polish or Spanish or some other non official language then I would need the exact string used so I can match it when you dig for the relic in order to record the location.
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Last edited by Sharlikran : 08/02/20 at 04:42 AM.
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Unread 08/01/20, 05:54 AM  
Spajdr

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Still does not work reliably all the time, there are places (non cities) where it just don't save a dig location.
During that, chat window does not inform me to enter specific command.
But I love it anyway
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Unread 07/24/20, 02:03 AM  
Sharlikran
 
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Re: Mini map icon

Originally Posted by Argoniian
Add doesn't show the icons on the map.
They only show when there is an active dig site and only close to the polygon. Make sure you have the most recent version.

Also make sure you pay very close attention to the chat message. If you scry in a location, say a city like Vulkhel Guard, the game itself doesn't have access to the map pins. The mod can't obtain what it needs. You will have to use the slash command as instructed once you are close to the digsite.

If you don't scry in a city then everything will happen automatically.
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Last edited by Sharlikran : 07/24/20 at 11:11 AM.
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Unread 07/24/20, 01:08 AM  
Argoniian

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Mini map icon

Add doesn't show the icons on the map.
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Unread 07/23/20, 06:20 AM  
Sharlikran
 
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Originally Posted by Spajdr
I'm currently in Auridon and sites near the dungeon Banished Cells I,II are not recorded.
I can see 3D pin to appear once digging is done but it immediately disappears.
They only show when there is an active dig site and only close to the polygon. Make sure you have the most recent version.

Also make sure you pay very close attention to the chat message. If you scry in a location, say a city like Vulkhel Guard, the game itself doesn't have access to the map pins. The mod can't obtain what it needs. You will have to use the slash command as instructed once you are close to the digsite.

If you don't scry in a city then everything will happen automatically.
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Admin for TES5Edit, occasional LOOT masterlist contributor, and Wrye Bash contributor. I also maintain special Fallout 3 and Fallout NV versions of Wrye Flash.
Last edited by Sharlikran : 07/24/20 at 11:11 AM.
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Unread 07/22/20, 07:52 AM  
Spajdr

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I'm currently in Auridon and sites near the dungeon Banished Cells I,II are not recorded.
I can see 3D pin to appear once digging is done but it immediately disappears.
Last edited by Spajdr : 07/22/20 at 07:53 AM.
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Unread 06/22/20, 02:28 PM  
Sharlikran
 
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I have a new version 1.20 and the person that submitted that update for the French clients said that the sites are not recorded. If you use this in French would you see if you go to a new site, you excavate, then the next time you go to the same area, do you see the new locations you have created by excavating?

If it stops working with 1.20 for French and new locations are not recorded please let me know.
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Unread 06/20/20, 06:53 PM  
Sharlikran
 
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Re: also this one

Originally Posted by BMCXP
user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
user:/AddOns/ScrySpy/ScrySpy.lua:491: in function 'OnRevealAntiquity'
Originally Posted by Uniquitous
user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
There is now a notification in chat when the compass pins are not available. You simply go to the main map, or close to the polygon/area/digsite and type /ssrefresh and you will see the pins.
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Unread 06/20/20, 11:17 AM  
Sharlikran
 
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Originally Posted by Uniquitous
I'm in Solitude getting this when attempting to scry

user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'

On using /reloadui got this, don't know if it helps you any?

user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'

That helps a lot because people are scrying when not on the main map and the information you need is not part of the Solitude map. So I may have to output a notification in yellow text that will say "Pins not drawn manually initialize" or something where you have to type a slash command to get the pins.

If you scry in the main zone it should work. The API does not allow authors to do whatever they like for anything related to scrying and ZOS made sure that we had limited access to scrying related things. I had to get creative to do this.

Minion is not reliable at installing mods. When you have errors, reinstall everything related to the mod and it's dependencies first before reporting an error please. In the current version line 474 is "end" so I know Minion screwed up your install or you didn't update.
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Last edited by Sharlikran : 06/20/20 at 03:45 PM.
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Unread 06/20/20, 09:37 AM  
Uniquitous

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I'm in Solitude getting this when attempting to scry

user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
|caaaaaa<Locals> map_pin_keys = [table:1]{}, polygon_information = [table:2]{}, _ = 41, polygon_location = [table:3]{(null) = 77, (null) = 78}, _ = [table:4]{1 = 347}, pin_information = 77, temp_compas_pin_location = [table:5]{size = 200, y = 2.6481952667236, x = 0.3319191634655} </Locals>|r
user:/AddOns/ScrySpy/ScrySpy.lua:482: in function 'OnTrackingUpdate'
|caaaaaa<Locals> eventCode = 131703 </Locals>|r

On using /reloadui got this, don't know if it helps you any?

user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
|caaaaaa<Locals> map_pin_keys = [table:1]{}, polygon_information = [table:2]{}, _ = 42, polygon_location = [table:3]{(null) = 37}, _ = [table:4]{1 = 347}, pin_information = 37, temp_compas_pin_location = [table:5]{size = 200, x = 0.3319191634655, y = 2.6481952667236} </Locals>|r
user:/AddOns/ScrySpy/ScrySpy.lua:555: in function 'OnLoad'
|caaaaaa<Locals> eventCode = 65536, addOnName = "ZO_Ingame", fragment = [table:6]{state = "hidden", fireCallbackDepth = 0, allowShowHideTimeUpdates = F} </Locals>|r
Last edited by Uniquitous : 06/20/20 at 09:47 AM.
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Unread 06/19/20, 08:14 PM  
Sharlikran
 
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Re: also this one

Originally Posted by BMCXP
user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
user:/AddOns/ScrySpy/ScrySpy.lua:491: in function 'OnRevealAntiquity'
Where were you and what were you doing so I can try to reproduce that. The value it is looking for has to be there unless you have a special case where you are doing something I have never done. Such as Phinix mentioned. If you do an achievement and you collect something from a table then I have not gotten that far.

What were you doing when this happened? I added a check for it anyway but unless I know what is happening then I don't know how that will effect hiding and drawing pins on the map.
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Last edited by Sharlikran : 06/19/20 at 08:26 PM.
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Unread 06/19/20, 05:09 PM  
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also this one

user:/AddOns/ScrySpy/ScrySpy.lua:474: table index is nil
stack traceback:
user:/AddOns/ScrySpy/ScrySpy.lua:474: in function 'ScrySpy.update_antiquity_dig_sites'
user:/AddOns/ScrySpy/ScrySpy.lua:491: in function 'OnRevealAntiquity'
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Unread 06/18/20, 08:21 PM  
Sharlikran
 
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Originally Posted by Phinix
Thanks for this addon! Just encountered an error today when acquiring the lead for the Al-Esh Ascension Coin. This lead is gained by "looting" the mysterious coins upstairs in the antiquities building, which only appears after you have dug up the freebie green leads in each zone (minus PVP zones):
You are welcome.

I will add a check for that but it's odd. That routine looks for the dimensions of the polygon you see on the world map. Weird that it would not have at least a circle with some kind of dimensions.
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Last edited by Sharlikran : 06/19/20 at 03:07 AM.
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Unread 06/18/20, 10:01 AM  
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Thanks for this addon! Just encountered an error today when acquiring the lead for the Al-Esh Ascension Coin. This lead is gained by "looting" the mysterious coins upstairs in the antiquities building, which only appears after you have dug up the freebie green leads in each zone (minus PVP zones):

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Unread 06/17/20, 07:42 PM  
TagCdog

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Re: Re: SavedVariables file

Originally Posted by Sharlikran
Originally Posted by Durnik
I like the addon so far. I've got almost 800 lines of code in my savedvariables file of finds. Will there be an option to share at some point? Would love to be able to combine mine with others finds.
I am not sure how to approach that yet. Simply because even Harvestmap had some people that were just bored enough taint the locations with fake values. This was the example the user posted for HarvestMap. There is no way currently to detect whether or not the values are in the Polygon. ESO also doesn't allow mod authors access to any data such as all the locations and polygons. So I can't check the node when the polygon isn't showing on the map.

I'm considering it but that's about all I can do for now.

I posted this question in github, but just now saw this answer. HarvestMap nevertheless is more often than not correct. I would much rather have potential markers than running around blind.

Also, I know pin locations are never exact from person to person so it would have to somehow account for this, but couldn't you verify digsites by percentage of roughly matching user data? Outliers would get purged because no-one else will ever upload them again. Technically you could even go as far as to log uploads, match with bad data, and ban bad uploaders.

Even still, the addon's core database can be updated/maintained to include known good matches as provided by multiple users. HarvestMap's upload and merge batch script is more or less the user's risk?
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