Results: 145Comments by: Daeymon |
File: Azurah - Interface Enhanced01/28/17 |
![]() Posted By: Daeymon
Gamepad mode allows for more comfort while playing the game, however, it is not without its flaws. When you want to go to i.e your Bank or Guild Store, the Gamepad UI is not really as convenient as you may think. Some very useful store/crafting addons out there such as as AwesomeGuildStore and CraftStore Fixed and Improved, do not ev...
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File: Votan's Improved Locations01/27/17 |
![]() Posted By: Daeymon
Any plans to expand this to support the Gamepad UI?
I can try, but no promise. :)
Appreciate simply an attempt. Thankyou
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File: Votan's Improved Locations01/27/17 |
![]() Posted By: Daeymon
Any plans to expand this to support the Gamepad UI?
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File: Dolgubon's Lazy Writ Crafter12/29/16 |
![]() Posted By: Daeymon
I've turned off Lazy Writ Crafter and have had zero glyphs created for me without any form of interactions.
I've disabled the auto enchanter aspect in the menu UI and have still had infinite glyphs crafted.
As the author is not able to replicate the issue, it will more than likely fall upon one of us that is having the infinite...
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File: Lionas's Food & Drink Reminder12/26/16 |
![]() Posted By: Daeymon
Does not cover the buff provided by the Lava Foot Soup & Satrice. One of the new food recipes from the New Life Festival event.
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File: Votan's Fisherman12/16/16 |
![]() Posted By: Daeymon
Okay, rewritten this post as I see whats happened, this addon doesn't have the ModifyTooltip_Gamepad function, so I changed it to:
local function TooltipHook_Gamepad(tooltipControl, method, linkFunc)
local origMethod = tooltipControl
tooltipControl = function(self, ...)
local result = origMethod(self, ...)
AddBaitInfo_Ga...
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File: Dustman12/15/16 |
![]() Posted By: Daeymon
Yeah I know. It's an old problem never fixed.. I could fix it.. but not before next dlc, it'll require some dirty things in order to.
Well whenever you get time :) Thanks for getting back to me.
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File: Dustman12/15/16 |
![]() Posted By: Daeymon
Feature request:
Expand Fishing Lure marking as junk to only mark as junk if already carrying a certain number of stacks. For example if I already have a full stack of crawlers, I'll destroy any additional I acquire.
Also, as an addition, being able to choose which lures this applies to would also be useful. Worms are not as ea...
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File: Dustman12/13/16 |
![]() Posted By: Daeymon
Feature request:
Expand Fishing Lure marking as junk to only mark as junk if already carrying a certain number of stacks. For example if I already have a full stack of crawlers, I'll destroy any additional I acquire.
Also, as an addition, being able to choose which lures this applies to would also be useful. Worms are not as ea...
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File: Dolgubon's Lazy Writ Crafter12/10/16 |
![]() Posted By: Daeymon
The enchant bug happened today with me on a Superb Glyph of Health. The addon wouldn't acknowledge it was crafted and kept making more in rapid succession. Coming away and going back to the Enchant Table does not resolve, and a reloadui also does not resolve. This is the first time I've encountered the issue, but haven't been using t...
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File: Dolgubon's Lazy Writ Crafter12/09/16 |
![]() Posted By: Daeymon
The enchant bug happened today with me on a Superb Glyph of Health. The addon wouldn't acknowledge it was crafted and kept making more in rapid succession. Coming away and going back to the Enchant Table does not resolve, and a reloadui also does not resolve. This is the first time I've encountered the issue, but haven't been using t...
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File: SwitchBar II12/05/16 |
![]() Posted By: Daeymon
Not even sure if this is possible. I always begin combat in bar 1, and then switch into bar 2 once all my opening attacks and buffs are done. When I leave combat I have to set myself back to bar 1 again. You're addon has been great in reminding me to switch back to bar 1.
But what would be really useful is if the bar could be auto...
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File: Votan's Fisherman12/05/16 |
![]() Posted By: Daeymon
Just discovered an interesting bug. It's present in your Fish Fillet and Rune Tooltip addons as well. Basically the tooltip hook method you are using for the gamepad UI is somehow killing the equipped gear tooltips when in the top level of the inventory UI.
I hadn't noticed this, because I had been using the BetterUI addon for age...
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File: BetterUI :: Gamepad Interface Improvements11/23/16 |
![]() Posted By: Daeymon
There is an issue with the latest release. The zip contains loose files instead of a folder named after the addon which contains the files. Can still update manually, but it causes issues for updating through Minion.
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File: Arch's Enhanced Crafting11/22/16 |
![]() Posted By: Daeymon
Thankyou for the fix.
I have a small feature request. Would love some options to control which crafting material is initially selected by default.
Whenever I open the interface fresh, it always has Iron, Jute or Mapel selected and I would love for it to always select by default the Ruby materials, because I don't use the others...
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File: CookeryWiz11/17/16 |
![]() Posted By: Daeymon
CookeryWiz shows you the total amount of any item that will be produced with the ingredients you have. This takes into account the skills your have which give bonus food and is probably what you are seeing. This saves you from having to do mental arithmetic.
eg when you say you want '20' items of food it will only use up the ingr...
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File: Ak0's No Written Dialogue11/16/16 |
![]() Posted By: Daeymon
I added gamepad support to your addon. I made the changes in a way to minimize changes to your code, while also keeping to your coding style. The code has been posted to your feature requests. Feel free to include it in your next release.
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File: Mersoit's Dialogue Disabler For GamePad11/16/16 |
![]() Posted By: Daeymon
Could we have some options? A toggle to choose whether to enable the background removal and a keybind for enabling and disabling the dialogue. Interactive objects will sometimes have dialogue which only comes in a readable form.
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File: SwitchBar II11/08/16 |
![]() Posted By: Daeymon
This addon causes the main menu to error and not work in the gamepad UI when its set to "Always On". So had a look at SwitchBar.lua and after a bit of trial and error, and a bit of googling, I found the offending line to be:
local switch_fragment = ZO_HUDFadeSceneFragment:New(SwitchBarMain, 150, 150)
Seems setting the optional pa...
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File: CookeryWiz11/07/16 |
![]() Posted By: Daeymon
Seems to be a small bug on the display number which shows how many times you can make the recipe. For me, its showing a number triple what I can actually make. I've disabled all other addons and its still the case.
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File: Arch's Enhanced Crafting11/06/16 |
![]() Posted By: Daeymon
A small bug on the filter that hides the raw materials. It hides the material if its bank or bag total is not 10 or more, where it should be hiding it if the sum of the two is less than 10. So if you have 6 in your inventory and 4 in the bank, the material will be hidden, even though the overall total is 10 and you can refine.
I e...
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File: BetterUI :: Gamepad Interface Improvements10/09/16 |
![]() Posted By: Daeymon
Request:
To improve the usability on the Enhanced Banking GUI I would like to see two things:
1. Just like Enhanced Inventory, allow the use of the triggers to go to the end or beginning of a type.
2. Better categorisation with the types, so items are grouped together better. So instead of simply "Material", we could have "Black...
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File: RAETIA InfoHub08/07/16 |
![]() Posted By: Daeymon
Small bug report. The "DD/MM/YYYY" formatting on the Time/Date is not displaying correctly.
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File: BetterUI :: Gamepad Interface Improvements06/19/16 |
![]() Posted By: Daeymon
Ok, so I've thought about how to improve the category list inside , and this is how it's going to change with the next larger update:
There is going to be 2 "super-categories", which are above the main categories. One will select the Crafting Bag, and the other will select the Inventory.
Inside each supercategory, there will be t...
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File: Awesome Info06/18/16 |
![]() Posted By: Daeymon
When putting up the UI scale beyond 10. When the UI is refreshed, though the scale in the settings still shows a high number, the actual visible scale is back to 10. Bug?
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