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Markarth (6.2.5)
Updated:11/03/20 08:42 AM
Created:05/21/14 12:42 PM
Monthly downloads:454
Total downloads:46,262
Favorites:63
MD5:
Categories:Map, Coords, Compasses, PvP, ToolTip
English POI and Keep Names  Popular! (More than 5000 hits)
Version: 8.0.1a
by: Garkin, Ayantir, hatsune681
Simple addon that will display english names for points of interest and keeps if you play in the different language:
Text colors and format of tooltips can be configured in the SETTINGS -> Addons Settings -> English POI Names menu. Or just use slash command /poi.

Important : Manually update data (in settings) the first time you go to Cyrodiil

Points of interest :


Keep tooltips in Cyrodiil :


Thanks to:
Phidias for german localization.
Zuhligan for french localization.
Friday_The13_rus for 8.0.0 and russian localization

2021.04.27 : Not updated but still works as of today (do not forget to update data in settings)
v8.0.1a
- Update API
- Note : don't forget to Update data in Addon options to retrieve latest names

v8.0.1 (Friday_The13_rus for 8.0.0 & Hatsune681)
- Load stored user data instead of static one (8.0.0)
- New feature : "Update data" in Addon settings (8.0.0)
- Added Russian translation (8.0.0)
- removed "contribute" flag and related code (8.0.1)
- removed datafiles (8.0.1)
- Load PvE data if missing at start (8.0.1)
- Missing feature : auto-load RvR data (ok after manual update)

v7.5.3 (Hatsune681)
- Update API
- Added Shiromi-fry keep POIs

v7.5.2 (Hatsune681)
- removed deprecated LibStub call

v7.5 (Hatsune681)
- API Update
- removed Libaddonmenu-2.0 now it's needed as many other addons
- Static data now in separate files
- "Contribute" boolean set in each data file to see numbers for untranslated places if you want to help adding new english names
- Added Wayshrine hook
- No big changes in structures, compatability should remain the same
- Need help to add Russian language

v6 (Ayantir)
- API & Lib Update
- Added Clockwork City pins

v5 (Ayantir)
- API & Lib Update
- Added few pins (mainly housing & dungeons mode II names).

v4 (Ayantir)
- API & Lib Update

v3 (Ayantir)
- API & Lib Update
- Few data reworks due to One Tamriel update

v2 (Ayantir)
- Added Imperial City Districts, Cyrodiils towns & Shadowfen dungeons
- API Update
- LibAddonMenu library update

v1 (Ayantir)
- Added Gold Coast pins
- API Update
- LibAddonMenu library update

v0.9 (Ayantir)
- Added Hew's Bane pins
- API Update
- LibAddonMenu library update

v0.8.0 (Ayantir)
- Added Wrothgar pins
- API Update

v0.7.0
- updated API version to 100012 (Update 7)
- updated LibAddonMenu-2.0 (r18)
- updated LibStub (r4)

v0.6.6
- updated API version to 100011 (Update 6)
- updated LibAddonMenu-2.0 (r17)

v0.6.5
- updated API version to 100010 (Update 5)
- updated LibAddonMenu-2.0 (r16)

v0.6.4
- updated API version to 100009 (Update 4)

v0.6.3
- added german translation (thanks to Phidias)

v0.6.2
- updated API version to 100008 (Update 3)
- updated LibAddonMenu-2.0 (r14)

v0.6.1
- updated LibStub (r2) and LibAddonMenu-2.0 (r13) libraries

v0.6
- updated API version
- updated zone ID's
- updated LibAddonMenu-2.0

v0.5.1
- updated LibAddonMenu library

v0.5
- changed settings menu to use LibAddonMenu-2.0 library
- added french translation (thanks to Zuhligan)

v0.4
- fixed bug where keep tooltips wasn't correctly updated
- added settings menu
- added license (MIT)

v0.3.1
- added missing "Western Elsweyr Gate" name

v0.3
- added Craglorn POI names
- added missing keep names

v0.2.2
- updated API version

v0.2.1
- fixed overflowing text on keep tooltips

v0.2
- added english names to keep tooltips

v0.1
- initial release
Optional Files (0)


Archived Files (29)
File Name
Version
Size
Uploader
Date
8.0.1
8kB
hatsune681
10/06/20 11:48 AM
7.5.3
25kB
hatsune681
08/24/20 09:50 AM
7.5.2
25kB
hatsune681
06/23/20 09:55 AM
7.5
25kB
hatsune681
05/29/20 02:01 PM
6
63kB
Ayantir
11/04/17 07:42 AM
5
62kB
Ayantir
07/23/17 06:51 AM
4
60kB
Ayantir
05/31/17 01:56 PM
3
56kB
Ayantir
10/05/16 09:23 PM
2
54kB
Ayantir
07/31/16 11:08 AM
1
58kB
Ayantir
05/29/16 02:53 AM
0.9
53kB
Ayantir
03/07/16 12:30 PM
0.8.0
52kB
Ayantir
11/02/15 08:19 AM
0.7.0
52kB
Garkin
08/31/15 09:19 AM
0.6.6
45kB
Garkin
03/03/15 08:12 AM
0.6.5
42kB
Garkin
11/03/14 10:28 AM
0.6.4
41kB
Garkin
09/16/14 10:37 AM
0.6.3
41kB
Garkin
08/07/14 08:27 AM
0.6.2
41kB
Garkin
08/05/14 10:10 AM
0.6.1
40kB
Garkin
07/21/14 11:46 AM
0.6
39kB
Garkin
06/25/14 08:20 AM
0.5.1
39kB
Garkin
06/15/14 05:44 AM
0.5
38kB
Garkin
06/13/14 05:31 AM
0.4
20kB
Garkin
05/25/14 03:17 PM
0.3.1
13kB
Garkin
05/24/14 11:26 AM
0.3
13kB
Garkin
05/23/14 09:04 PM
0.2.2
12kB
Garkin
05/23/14 06:38 AM
0.2.1
12kB
Garkin
05/21/14 05:52 PM
0.2
12kB
Garkin
05/21/14 05:25 PM
0.1
11kB
05/21/14 12:42 PM


Post A Reply Comment Options
Unread 01/28/21, 11:25 AM  
Friday_The13_rus

Forum posts: 4
File comments: 59
Uploads: 0
Originally Posted by ksorah
Hello, it's not working anymore ?
Hi. I have no issues with addon. Everything is OK.
Have you tried clicking the update names button in the addon settings?
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Unread 10/06/20, 11:53 AM  
hatsune681
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 21
Uploads: 2
Re: Re: Friday_The13_rus's new version

Originally Posted by Friday_The13_rus
Thank you for reply. I'll ask him.
Found just one issue - no data loaded for Cyrodil if you never been there. To load full data about it, I suppose, the character should visit it under all fractions.
It is one point why I keep static data.
I've updated the mod with your features and the auto load for PvE.
I think Cyrodiil can be auto-updated with another hook after map loading when entering campaign. I didn't have time to figure out how to do this and uploaded the 8.0.1 as it's really amazing.
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Unread 10/06/20, 11:36 AM  
Friday_The13_rus

Forum posts: 4
File comments: 59
Uploads: 0
Re: Friday_The13_rus's new version

Originally Posted by hatsune681
Hello,

I'm looking at your "little" update.. It's far from being "little"... It's more like a new major version ! 😮

Only Garkin can say if someone is a maintainer so if you're willing to become one you'll have to ask him. If you just want to be a "contributor", I'll upload a very slightly modified version (8.0.1, yours would be 8.0.0)

Here are the little changes
  • remove "contribute" flag and code as it's now useless
  • remove all static data from code side (simply remove the 3 array files, keeping only EnglishPOINames.lua with no data)
  • load data automatically if there is no data in saved variables

I'm currently checking if data is loading correctly with no data file (start in English locale then switch to another, start in non English locale, character w/o cyrodiil)

Best Regards
Thank you for reply. I'll ask him.
Found just one issue - no data loaded for Cyrodil if you never been there. To load full data about it, I suppose, the character should visit it under all fractions.
It is one point why I keep static data.
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Unread 10/05/20, 08:37 AM  
hatsune681
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 21
Uploads: 2
Friday_The13_rus's new version

Originally Posted by Friday_The13_rus
Hi. I added English names for Greymoor. How can I share my changes and contribute to the addon?
Hello,

I'm looking at your "little" update.. It's far from being "little"... It's more like a new major version ! 😮

Only Garkin can say if someone is a maintainer so if you're willing to become one you'll have to ask him. If you just want to be a "contributor", I'll upload a very slightly modified version (8.0.1, yours would be 8.0.0)

Here are the little changes
  • remove "contribute" flag and code as it's now useless
  • remove all static data from code side (simply remove the 3 array files, keeping only EnglishPOINames.lua with no data)
  • load data automatically if there is no data in saved variables

I'm currently checking if data is loading correctly with no data file (start in English locale then switch to another, start in non English locale, character w/o cyrodiil)

Best Regards
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Unread 10/03/20, 09:11 AM  
Friday_The13_rus

Forum posts: 4
File comments: 59
Uploads: 0
Originally Posted by hatsune681
Originally Posted by Gamer1986PAN
Will this addon receive an update for western skyrim/greymoor as well? Especially the harrowstorms would be great.
I'm really sorry, I quite don't play ESO at the moment.
Hi. I added English names for Greymoor. How can I share my changes and contribute to the addon?
Last edited by Friday_The13_rus : 10/03/20 at 09:13 AM.
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Unread 08/24/20, 09:54 AM  
hatsune681
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 21
Uploads: 2
Originally Posted by Gamer1986PAN
Will this addon receive an update for western skyrim/greymoor as well? Especially the harrowstorms would be great.
I'm really sorry, I quite don't play ESO at the moment.
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Unread 07/14/20, 09:33 AM  
Gamer1986PAN
AddOn Author - Click to view AddOns

Forum posts: 84
File comments: 529
Uploads: 2
Will this addon receive an update for western skyrim/greymoor as well? Especially the harrowstorms would be great.
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
Last edited by Gamer1986PAN : 07/14/20 at 02:49 PM.
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Unread 06/01/20, 01:25 PM  
@DeadSoon
AddOn Author - Click to view AddOns

Forum posts: 15
File comments: 207
Uploads: 3
THANK YOU

Thank you hatsune681 for your work! It is so great, that this good old addon received an update.
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Unread 05/30/20, 02:25 AM  
Shiromi-fry

Forum posts: 0
File comments: 11
Uploads: 0
Please add lines to Keep_Names.lua
Code:
	[163] = "Winter's Peak Outpost",
	[164] = "Carmala Outpost",
	[165] = "Harlun's Outpost",
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Unread 05/24/20, 04:33 PM  
hatsune681
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Forum posts: 0
File comments: 21
Uploads: 2
Re: Re: Re: Re: Need update, Dungeons aren't any more translated

Originally Posted by @DeadSoon
Originally Posted by hatsune681
I reorganized the code and added some hooks in local copy. This work nicely since the two latest API updates. I can send the code but I don't want to be the maintainer of this package (static data is locally completely separated from main code for clarity, I won't put the whole files in a comment)
Maybe you want to share your modified version here via link?

Maybe the original author (Garkin) want to catch up your work you have done to merge it to an official update
I cannot share the whole text it in comments, because :

Code:
11/09/2019  18:29         <REP>    Language
04/11/2017  15:38          56 615  EnglishPOINames.old
12/11/2019  12:04          11 221  EnglishPOINames.lua
24/02/2020  18:33             714  EnglishPOINames.txt
12/11/2019  12:06           3 870  Keep_Names.lua
02/03/2020  15:15          37 422  POI_Names.lua
02/03/2020  14:17          13 432  Shrine_Names.lua
I would have to put the whole text...

in short, in EnglishPOINames.lua, I put all static data in separated files, modified HookPoiTooltips() :
Code:
local function HookPoiTooltips()
	local function AddEnglishName(pin)
		local poiIndex = pin:GetPOIIndex()
		local zoneId = GetZoneId(pin:GetPOIZoneIndex())
--		local locString = ""
--		if englishPOINames[zoneId] then
--			local englishName = englishPOINames[zoneId][poiIndex]
--			if englishName then
--				local localizedName = ZO_WorldMapMouseoverName:GetText()
--				ZO_WorldMapMouseoverName:SetText(zo_strformat("<<1>>\n<<2>>", localizedName, POI_COLOR:Colorize(englishName)))
--			end
--		end
--		replacement to see numbers instead of nothing
		local localizedName = ZO_WorldMapMouseoverName:GetText()
		local englishName = getEnglishPOIName(zoneId, poiIndex)
		local locString = zo_strformat("<<1>>\n<<2>>", localizedName, POI_COLOR:Colorize(englishName))
		ZO_WorldMapMouseoverName:SetText(locString)
	end
	--hooks
	local CreatorPOISeen = ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_POI_SEEN].creator
	ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_POI_SEEN].creator = function(...)
		CreatorPOISeen(...) --original tooltip creator
		AddEnglishName(...)
	end
	local CreatorPOIComplete = ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_POI_COMPLETE].creator
	ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_POI_COMPLETE].creator = function(...)
		CreatorPOIComplete(...) --original tooltip creator
		AddEnglishName(...)
	end
end

-- imitating previous hook but this time for WayShrines
local function hookWayShrineTootltips()
	local function addWayShrineName(pin)
		local localizedName = ZO_WorldMapMouseoverName:GetText()
		local nodeIndex = pin:GetFastTravelNodeIndex()
		local englishName = getEnglishShrineName(nodeIndex)
		local locString = zo_strformat("<<1>>\n<<2>>", localizedName, POI_COLOR:Colorize(englishName))
		ZO_WorldMapMouseoverName:SetText(locString)
	end

	local creatorFTWS = ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_FAST_TRAVEL_WAYSHRINE].creator
	ZO_MapPin.TOOLTIP_CREATORS[MAP_PIN_TYPE_FAST_TRAVEL_WAYSHRINE].creator = function(...)
		creatorFTWS(...)--inherited constructor
		addWayShrineName(...)
	end

	-- Hacking [MAP_PIN_TYPE_FAST_TRAVEL_WAYSHRINE_CURRENT_LOC].creator
	-- seems to be useless as previous one already does the job
end
in HookKeepTooltips() I changed (name normalization) a line
Code:
--		local englishKeepName = EnglishKeepName(keepId)
		local englishKeepName = getEnglishKeepName(keepId)
added a line :
Code:
		HookPoiTooltips()
		HookKeepTooltips()
-- this line is new :
		hookWayShrineTootltips()
		CreateAddonMenu()
		OnGamepadPreferredModeChanged()
Keep_Names.lua starts like this :
Code:
--[[
--
--  Keep Names
--
--
--]]
local englishKeepNames = {
is followed by all data and ends with :
Code:
function getEnglishKeepName(l_Index)
	return englishKeepNames[l_Index] or l_Index 
end
Same for POI_Names.lua which ends with :
Code:
function getEnglishPOIName(l_Zone, l_Index)
	if englishPOINames[l_Zone] then
		return englishPOINames[l_Zone][l_Index] or l_Zone .. ":" .. l_Index
	end
	return l_Zone .. ":" .. l_Index
end
Same for Shrine_Names.lua :
Code:
function getEnglishShrineName(l_Index)
	return englishShrineNames[l_Index] or l_Index
end
All places I have the name but not the number are commented in data files. I thought about adding a "debug/contribute" setting to show numbers or not but as I'm currently the only one who uses this version, I was too lazy to code it

Notes :
my naming convention is to always start non constant identifiers by a low case character
I have a local addon which adds /l2fr /l2en /l2de macros to fast switch between languages (minimum memory usage, no cpu/gpu usage) as I play in "VOST", it's handy to get english names when I see numbers on the map. (I still have not visited so many places)

Of course if this is helpful, I'll gladly send all the zip file to the author as this addon is too useful to be lost

Regards

Edit : I don't know where to put the zip file as I don't have any anonymous permanent cloud
Last edited by hatsune681 : 05/24/20 at 04:42 PM.
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Unread 05/22/20, 06:36 AM  
@DeadSoon
AddOn Author - Click to view AddOns

Forum posts: 15
File comments: 207
Uploads: 3
Re: Re: Re: Need update, Dungeons aren't any more translated

Originally Posted by hatsune681
I reorganized the code and added some hooks in local copy. This work nicely since the two latest API updates. I can send the code but I don't want to be the maintainer of this package (static data is locally completely separated from main code for clarity, I won't put the whole files in a comment)
Maybe you want to share your modified version here via link?

Maybe the original author (Garkin) want to catch up your work you have done to merge it to an official update
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Unread 05/01/20, 05:49 AM  
p6kocka

Forum posts: 19
File comments: 76
Uploads: 0
Re: Re: Re: Need update, Dungeons aren't any more translated

Originally Posted by hatsune681
Originally Posted by hatsune681
"so much work, so little time"
I reorganized the code and added some hooks in local copy. This work nicely since the two latest API updates. I can send the code but I don't want to be the maintainer of this package (static data is locally completely separated from main code for clarity, I won't put the whole files in a comment)
Hi, could you send me the codes pls? I would like to use this addon, but it isn┤t showing the translation for the latest dlcs. Thank you
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Unread 04/08/20, 03:23 AM  
hatsune681
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Forum posts: 0
File comments: 21
Uploads: 2
Re: Re: Need update, Dungeons aren't any more translated

Originally Posted by hatsune681
"so much work, so little time"
I reorganized the code and added some hooks in local copy. This work nicely since the two latest API updates. I can send the code but I don't want to be the maintainer of this package (static data is locally completely separated from main code for clarity, I won't put the whole files in a comment)
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Unread 09/19/19, 03:22 AM  
hatsune681
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File comments: 21
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Re: Need update, Dungeons aren't any more translated

"replying to myself" to add informations :
Having an old character with completed dungeons and new ones with just discovered dungeons, I've seen that the hooks no longer work when dungeons are completed.

In esoapi, I may have found some information at function CreateSinglePOIPin(zoneIndex, poiIndex) :
-- Seen Wayshines are POIs, discovered Wayshrines are handled by AddWayshrines()
-- Request was made by design to have houses and dungeons behave like wayshrines.
AddWayshrines() is an event called function line 6450 for OnFastTravelBegin and OnFastTravelEnd events

"so much work, so little time"
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Unread 09/18/19, 09:29 AM  
hatsune681
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File comments: 21
Uploads: 2
Need update, Dungeons aren't any more translated

Hello,

I locally modified the addon a bit to add missing entries and saw that dungeons are no longer translated even with original code (I just added "show indexes when strings are not defined" )
They might have been changed to FastTravelWayShrine type but I don't know how to find the new pin type atm.

regards
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