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Updated: 09/17/18 08:27 AM
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Compatibility:
Wolfhunter (4.1)
Summerset (4.0)
Dragon Bones (3.3)
Clockwork City (3.2)
Horns of the Reach (3.1)
Morrowind (3.0)
Homestead (2.7)
One Tamriel (2.6)
Shadows of the Hist (2.5)
Dark Brotherhood (2.4)
Thieves Guild (2.3)
Orsinium (2.2.4)
Updated:09/17/18 08:27 AM
Created:01/17/15 11:42 AM
Monthly downloads:1,636
Total downloads:49,156
Favorites:120
MD5:
FCO Lockpicker  Popular! (More than 5000 hits)
Version: 0.0.94
by: Baertram [More]
IMPORTANT CHANGE - Version 0.0.94
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 Lockpicker

Application is Fast API ready

Do you remember that moment as you find a nice chest somehwere but then you realize that you don't have any lockpicks left in your pocket?
And the next moment some other player appears and loots this chest right in front of you?


This simple addon gives you the possibility to colorize the "lockpicks left" information that you see at the bottom line, if you are lockpicking a chest.
The colors can be changed according to a number of lockpicks that you have left in your inventory (threshold values).


The next chest you will lockpick will give you the visual information now, if you need to get some new lockpicks to your pocket.

In addition the addon is able to show you a visual helper during your lockpicking:
A green check icon will be shown each time a chamber of the current lockpick progress was picked and you need to release your mouse button!

And you are able to colorize the lock's springs green as they get resolved.


This addon comes with a settings menu LAM 2.0.

No other features so far. If you wish other features use the addon feature/bugs panel please.
0.0.94
Updated API and removed libraries.
You need to install them as standalone versions.
Check the description for infformation 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.


0.0.93
Fixed bug: Chat will now restore properly to the state it got before the lockpicking started

0.0.92
Updated API and libraries

0.0.9l
Hopefully fixed: Working within gamepad mode now.
-> Thanks to Trent Apple for the fix!

0.0.9k
-Api raise to Morrowind
-Fixed 2 french translation strings that were missing (wrong capitalized variable names ...)

0.0.9j
-Api raise to Homestead
-Updated library LAM

0.0.9i
Added green colorized lock springs option (Thanks to AssemblerManiac for the idea and code!)

0.0.9h
Added Japanese translations.
Added option to use the game client's language.

0.0.9g
Fixed a copy&paste error from previous version

0.0.9f
Fixed settings variable error

0.0.9e
Fixed library path

0.0.9d
Updated library libAddonMenu 2.0 r23

0.0.9c
Fixed bug with languages

0.0.9b
Updated: Russian translation

0.0.9a
Fixed: Lockpick chamber resolved icon showing on top of chest again

0.0.9
Updated API
Updated libraries

0.0.8d
-Updated LAM to 2.0 r25
-Updated API to Shadows of the Hist

0.0.8c
API raised to Dark Brotherhood

0.0.8b
-Updated: Library libAddonMenu 2.0 to version 20

0.0.8a
-Updated: API version to support Thieves guild
-Added: Feature to show a "green check" icon if the current chamber of the lock is picked successfully
Enable this setting in the settings (Standard value: Disabled)
->This will show you a green check icon each time a chamber of the current lockpick progress was picked and you need to release your mouse button

0.0.8
-Updated API version to support patch 2.2
-Added support for FastAPI tool: http://www.esoui.com/downloads/info1220-FastAPI.html

0.0.7b
Updated: API to version 100012

0.0.7b
Updated: LibStub v4

0.0.7
Updated: LibStub v3 & LibAddonMenu 2.0 r18

0.0.6
Fixed a bug where the chat was not restored to the previous state as the lockpicking ended/failed

0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.

0.0.4a
-Updated french translations. Many thanks to Chou for the help!

0.0.4
-Updated the API version for patch 1.6 (100011)

0.0.3
-Updated libAddonMenu-2.0 to version 17

0.0.2
-Fixed a bug with the minimum threshold value inside the settings
Optional Files (0)


Archived Files (30)
File Name
Version
Size
Author
Date
0.0.93
56kB
Baertram
03/09/18 03:07 PM
0.0.92
56kB
Baertram
03/04/18 08:07 AM
0.0.9l
53kB
Baertram
05/21/17 04:26 PM
0.0.9k
54kB
Baertram
05/14/17 06:53 AM
0.0.9j
54kB
Baertram
02/06/17 02:31 PM
0.0.9i
54kB
Baertram
12/10/16 02:20 PM
0.0.9h
96kB
Baertram
11/05/16 09:30 AM
0.0.9g
95kB
Baertram
10/31/16 10:06 AM
0.0.9f
95kB
Baertram
10/31/16 07:19 AM
0.0.9e
54kB
Baertram
10/31/16 01:54 AM
0.0.9d
55kB
Baertram
10/30/16 01:23 PM
0.0.9c
50kB
Baertram
10/21/16 07:19 AM
0.0.9b
51kB
Baertram
10/16/16 10:10 AM
0.0.9a
49kB
Baertram
10/09/16 09:55 AM
0.0.9
49kB
Baertram
10/02/16 07:43 PM
0.0.8d
47kB
Baertram
07/17/16 01:12 PM
0.0.8c
49kB
Baertram
05/14/16 03:58 PM
0.0.8b
49kB
Baertram
03/26/16 06:44 PM
0.0.8a
44kB
Baertram
02/19/16 06:09 AM
0.0.8
44kB
Baertram
11/01/15 03:32 PM
0.0.7b
44kB
Baertram
08/31/15 05:12 PM
0.0.7a
44kB
Baertram
08/04/15 01:39 PM
0.0.7
44kB
Baertram
06/14/15 02:15 PM
0.0.6
37kB
Baertram
04/22/15 09:33 AM
0.0.5
37kB
Baertram
04/13/15 06:16 AM
0.0.4a
37kB
Baertram
04/09/15 06:58 PM
0.0.4
37kB
Baertram
03/03/15 06:09 PM
0.0.3
37kB
Baertram
02/23/15 11:53 AM
0.0.2
34kB
Baertram
02/16/15 04:46 AM
0.0.1
34kB
Baertram
01/17/15 11:42 AM


Post A Reply Comment Options
Unread 10/14/18, 07:02 PM  
Break977

Forum posts: 0
File comments: 2
Uploads: 0
Re: Re: Addon doesn't work

Originally Posted by Baertram
Originally Posted by Break977
So not sure what the reason is, but I have your addon installed, I have the current LibStub and LibAddonMenu-2.0 installed in the addons folder, but after logging into the game, the addon does not load.



https://imgur.com/a/kFhKohg -- Photo from in game
The popup does not show LibAddonMenu-2.0 so it is not enabled and/or installed properly!
Check the c:\users\windows username\documents\Elder Scrolls Online\live\AddOns folder if there is a folder called LibAddonMenu-2.0, containing a LibAddonMenu-2.0.txt and another subfolder LibAddonMenu-2.0 and a subfolder LibStub.

Be sure to enable this library within the ingame addon manager. Install the addon "Votans Addon List" please and check if the library LibAddonMenu-2.0 is shown at the bottom of the addon manager list (click on the "Scroll to libraries" button at the top of the list to get there).


Edit:
From your screenshot I can see that you already got Votan's Addon List enabled (maybe by one of his addons which contain it already). So update the version via Minion please so that you got the newest version. Then just click the checkbox of FCOLockpicker and it should autoamtically enable the dependent libraries if they are installed properly.
If this does not work you got an older version of Votans Addon List, or you are missing the correctly installed library.

Be sure that the extracted library (if you did it manually, without Minion) will not create a name like the zip file, e.g. "LibAddonMenu.zip" ->
Wrong: AddOns/LibAddonMenu/LibAddonMenu-2.0/...
Correct: AddOns/LibAddonMenu-2.0/...
Ok all fixed now. As you mentioned, it wasnt the fact that I didnt have LibAddonMenu-2.0 installed, but how it was installed. Once I got all LibAddonMenu-2.0's files to their correct location in folders/subfolders, I restarted my game and now it works as intended. Thanks for the help and great work on the addon btw.
Last edited by Break977 : 10/14/18 at 07:05 PM.
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Unread 10/14/18, 02:50 PM  
Baertram
 
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Uploads: 48
Re: Aaron doesn't work

Originally Posted by Break977
So not sure what the reason is, but I have your addon installed, I have the current LibStub and LibAddonMenu-2.0 installed in the addons folder, but after logging into the game, the addon does not load.



https://imgur.com/a/kFhKohg -- Photo from in game
The popup does not show LibAddonMenu-2.0 so it is not enabled and/or installed properly!
Check the c:\users\windows username\documents\Elder Scrolls Online\live\AddOns folder if there is a folder called LibAddonMenu-2.0, containing a LibAddonMenu-2.0.txt and another subfolder LibAddonMenu-2.0 and a subfolder LibStub.

Be sure to enable this library within the ingame addon manager. Install the addon "Votans Addon List" please and check if the library LibAddonMenu-2.0 is shown at the bottom of the addon manager list (click on the "Scroll to libraries" button at the top of the list to get there).


Edit:
From your screenshot I can see that you already got Votan's Addon List enabled (maybe by one of his addons which contain it already). So update the version via Minion please so that you got the newest version. Then just click the checkbox of FCOLockpicker and it should autoamtically enable the dependent libraries if they are installed properly.
If this does not work you got an older version of Votans Addon List, or you are missing the correctly installed library.

Be sure that the extracted library (if you did it manually, without Minion) will not create a name like the zip file, e.g. "LibAddonMenu.zip" ->
Wrong: AddOns/LibAddonMenu/LibAddonMenu-2.0/...
Correct: AddOns/LibAddonMenu-2.0/...
Last edited by Baertram : 10/14/18 at 02:54 PM.
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Unread 10/14/18, 02:32 PM  
Break977

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File comments: 2
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Addon doesn't work

So not sure what the reason is, but I have your addon installed, I have the current LibStub and LibAddonMenu-2.0 installed in the addons folder, but after logging into the game, the addon does not load.



https://imgur.com/a/kFhKohg -- Photo from in game
Last edited by Break977 : 10/14/18 at 07:04 PM.
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Unread 10/14/18, 09:36 AM  
Baertram
 
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Forum posts: 1800
File comments: 1947
Uploads: 48
Re: Kudos

Thanks for the feedback. I'm glad the addon also helps the players by "real means" and not only to be "lazy"

Originally Posted by Imrithor
I just wanted to say well done for a great addon and keep up the good work. My wife is an avid ESO junkie but she is almost legally blind in both eyes. If it wasn't for your addon she would have no hope of picking locks. Anyone that says this addon gives an "unfair advantage" needs to take a good look at themselves because this addon levels the playing field for those visually impaired players in our ESO community.

Cheers

Imrithor

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Unread 10/13/18, 11:29 AM  
Imrithor

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Thumbs up Kudos

I just wanted to say well done for a great addon and keep up the good work. My wife is an avid ESO junkie but she is almost legally blind in both eyes. If it wasn't for your addon she would have no hope of picking locks. Anyone that says this addon gives an "unfair advantage" needs to take a good look at themselves because this addon levels the playing field for those visually impaired players in our ESO community.

Cheers

Imrithor

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Unread 09/26/18, 11:07 AM  
Baertram
 
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Originally Posted by haloshirls
Originally Posted by Baertram
Originally Posted by haloshirls
I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
Having only "1 addon containing all libs in the addons's txt" got the same problem as all addons have:
1 update of any lib wil lneed you to update the whole addon with all content again! This is NOT what a library is designed for. Libraries are designed to be a standalone piece of code which can be updated and maintained without any dependency to other addons. You will just have to update the single library and nothing else, which will make it smooth and fast to maintain, and wil laffect all addons using this lib automatically afterwards!

This is not possible at all. How should I tell my addon to remove other addon's folders and point to my addon's folder via there txt file?
If ppl do not use my addon the txt file will point to a wrong path.
And it is the same as it works today: All addons using standalone libs do not point to any library folder but simply find the libs via LibStub, as the lib* folders got their own txt file which will let the game know where the libraries are.
The libs are installed like normal addons and therefor are in their folder called Lib*. I don't get what the problem will be there?

You talk again about putting libraries into the addons dir. This is NOT the way libraries are build. They should be kept as standalone and updated like normal addons ion ONE SINGLE place, and not in every subfolder of about 100 addons you got installed.

Benefits:
-Only 1 lib* folder for each used library to update (via Minion or if you do not want to use Minion manually. If the library did not update but the game's API did you'll just have to enable "Use out of date addons" ingame in the addon manager or edit the Lib*.txt file in the lib* folders to update teh API number behind ##'APIVersion: 100025 e.g.).
-No copies of libraries inside addons subfolders which will make the loading of the game slower and use space on your harddrive/SSD.
-More time for us to concentrate on addon features and fixes instead of a need to update all libraries in subfolders where only the libs have changed, but the addons didn't. Needs us to:
Increase the addon version.
Change the library files.
Build new zip files.
Upload them to ESOUI and and and.
Post changelogs about changed libraries and no changes in the addon.
If a lib was not tested properly and destroy the game somehow Ppl will NOT ask the addon devs of the addons where the lib was included anymore about help as they don't have to do with the libraries and only use them e.g. The eso lua error message will point to the lib* folder's lib*.lua file and you will know it's about the library then, and not the addon.
Im very sorry. That was not supposed to sound like a feature request.
Thank you for the answer tho, that was exactly what i wanted to know. ty
I knew it was only a question, no feature request. Just wanted to answer with a bit more detail about this as there are many users asking similar questions in the past weeks. Maybe it will be a text someone else finds and will read as well.
No need to say sorry and you are welcome
Last edited by Baertram : 09/26/18 at 11:08 AM.
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Unread 09/26/18, 11:05 AM  
haloshirls

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Originally Posted by Baertram
Originally Posted by haloshirls
I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
Having only "1 addon containing all libs in the addons's txt" got the same problem as all addons have:
1 update of any lib wil lneed you to update the whole addon with all content again! This is NOT what a library is designed for. Libraries are designed to be a standalone piece of code which can be updated and maintained without any dependency to other addons. You will just have to update the single library and nothing else, which will make it smooth and fast to maintain, and wil laffect all addons using this lib automatically afterwards!

This is not possible at all. How should I tell my addon to remove other addon's folders and point to my addon's folder via there txt file?
If ppl do not use my addon the txt file will point to a wrong path.
And it is the same as it works today: All addons using standalone libs do not point to any library folder but simply find the libs via LibStub, as the lib* folders got their own txt file which will let the game know where the libraries are.
The libs are installed like normal addons and therefor are in their folder called Lib*. I don't get what the problem will be there?

You talk again about putting libraries into the addons dir. This is NOT the way libraries are build. They should be kept as standalone and updated like normal addons ion ONE SINGLE place, and not in every subfolder of about 100 addons you got installed.

Benefits:
-Only 1 lib* folder for each used library to update (via Minion or if you do not want to use Minion manually. If the library did not update but the game's API did you'll just have to enable "Use out of date addons" ingame in the addon manager or edit the Lib*.txt file in the lib* folders to update teh API number behind ##'APIVersion: 100025 e.g.).
-No copies of libraries inside addons subfolders which will make the loading of the game slower and use space on your harddrive/SSD.
-More time for us to concentrate on addon features and fixes instead of a need to update all libraries in subfolders where only the libs have changed, but the addons didn't. Needs us to:
Increase the addon version.
Change the library files.
Build new zip files.
Upload them to ESOUI and and and.
Post changelogs about changed libraries and no changes in the addon.
If a lib was not tested properly and destroy the game somehow Ppl will NOT ask the addon devs of the addons where the lib was included anymore about help as they don't have to do with the libraries and only use them e.g. The eso lua error message will point to the lib* folder's lib*.lua file and you will know it's about the library then, and not the addon.
Im very sorry. That was not supposed to sound like a feature request.
Thank you for the answer tho, that was exactly what i wanted to know. ty
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Unread 09/26/18, 06:57 AM  
Baertram
 
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Forum posts: 1800
File comments: 1947
Uploads: 48
Originally Posted by haloshirls
I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
Having only "1 addon containing all libs in the addons's txt" got the same problem as all addons have:
1 update of any lib wil lneed you to update the whole addon with all content again! This is NOT what a library is designed for. Libraries are designed to be a standalone piece of code which can be updated and maintained without any dependency to other addons. You will just have to update the single library and nothing else, which will make it smooth and fast to maintain, and wil laffect all addons using this lib automatically afterwards!

This is not possible at all. How should I tell my addon to remove other addon's folders and point to my addon's folder via there txt file?
If ppl do not use my addon the txt file will point to a wrong path.
And it is the same as it works today: All addons using standalone libs do not point to any library folder but simply find the libs via LibStub, as the lib* folders got their own txt file which will let the game know where the libraries are.
The libs are installed like normal addons and therefor are in their folder called Lib*. I don't get what the problem will be there?

You talk again about putting libraries into the addons dir. This is NOT the way libraries are build. They should be kept as standalone and updated like normal addons ion ONE SINGLE place, and not in every subfolder of about 100 addons you got installed.

Benefits:
-Only 1 lib* folder for each used library to update (via Minion or if you do not want to use Minion manually. If the library did not update but the game's API did you'll just have to enable "Use out of date addons" ingame in the addon manager or edit the Lib*.txt file in the lib* folders to update teh API number behind ##'APIVersion: 100025 e.g.).
-No copies of libraries inside addons subfolders which will make the loading of the game slower and use space on your harddrive/SSD.
-More time for us to concentrate on addon features and fixes instead of a need to update all libraries in subfolders where only the libs have changed, but the addons didn't. Needs us to:
Increase the addon version.
Change the library files.
Build new zip files.
Upload them to ESOUI and and and.
Post changelogs about changed libraries and no changes in the addon.
If a lib was not tested properly and destroy the game somehow Ppl will NOT ask the addon devs of the addons where the lib was included anymore about help as they don't have to do with the libraries and only use them e.g. The eso lua error message will point to the lib* folder's lib*.lua file and you will know it's about the library then, and not the addon.
Last edited by Baertram : 09/26/18 at 07:04 AM.
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Unread 09/25/18, 12:47 PM  
haloshirls

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I have a stupid question.

I approve of the idea of having only one copy of a lib.
Would it be possible to have a "_Libs" folder within the AddOns folder? To keep it a bit more clean?

And would it be a good idea to butcher other AddOns using the same libs by removing them there and adjusting the <addonname>.txt to point to the new path? Or would it be better to just remove the entries there and put a new "_Libs.txt" in the rootfolder pointing to all the libs i want to load?
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Unread 03/09/18, 06:44 PM  
joshmiller83
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Thank you that seemed to fix it!

0.0.93
Fixed bug: Chat will now restore properly to the state it got before the lockpicking started
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Unread 03/08/18, 04:25 PM  
Baertram
 
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Ok, thanks for the test. Will investigate where it comes from and fix it if possible.
Originally Posted by joshmiller83
I had Chat Window Manager and FCOLockpicker both running ONLY and picked a door and the chat window opened up. I reloaded with ONLY FCO Lockpicker running alone and picked the same door and the chat window opened.

Originally Posted by Baertram
Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 09:31 PM  
joshmiller83
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I had Chat Window Manager and FCOLockpicker both running ONLY and picked a door and the chat window opened up. I reloaded with ONLY FCO Lockpicker running alone and picked the same door and the chat window opened.

Originally Posted by Baertram
Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 11:53 AM  
Baertram
 
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Using pChat and got no problems with the chat and FCOLockPicker.
What if you disable Chat Window Manager and just use pChat and FCOLockPicker at a chest (please disable ALL other addons for the test) and after that without even pChat.

Is the chat then hiding (if not already hidden) and getting back to the position before the lockpick (hidden or not) properly?

Originally Posted by joshmiller83
Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
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Unread 03/07/18, 10:39 AM  
joshmiller83
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Yes. It is hidden off my screen!

I do use pChat and Chat Window Manager though, for chat related stuff?

Originally Posted by Baertram
See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
Last edited by joshmiller83 : 03/07/18 at 10:41 AM.
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Unread 03/07/18, 04:08 AM  
Baertram
 
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See the chagelog as of version 0.0.5:

Code:
0.0.5
-Attempt to fix an issue with standard ESO during lockpicking as the mouse is not working (because it focusses on the chat window!)
If the lockpicking starts the chat window will be minimized and after lockpicking it will be set to the state before.
The chat window state should be reset to the state before lockpicking, not always maximized.
Is your chat definately minimized before the lockpicking starts?
Last edited by Baertram : 03/07/18 at 04:08 AM.
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