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Update 6 (1.6.5)
Updated:05/23/15 07:37 PM
Created:04/08/15 01:20 PM
Monthly downloads:44
Total downloads:19,712
Favorites:58
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Thief's Knapsack  Popular! (More than 5000 hits)
Version: 1.4.4
by: oGMo [More]
So you're out stealing, and want to know at a glance what you've got. Thief's Knapsack provides a status window for just that! Displays the following, any of which you may disable:
  • The total value of stolen items you're carrying
  • The total number of stolen items you're carrying
  • The total number of Recipe and Racial Motif items you're carrying
  • The remaining sells and launders left for the day
  • Legerdemain Level/XP
  • Fence clock
  • Bounty clock!
  • Current bounty
  • The average value of the items (off by default)
  • The estimated daily return you'll get if you fence items of like value (the average times your remaining sells)
  • A graph of your stolen items' quality
All in one tiny, toggleable window, with some tweaking depending on your stealing habits:
  • Don't count junked stolen items
  • Don't include recipes in item/value count
  • Dynamically show and hide bounty/bounty timer

Bounty Timer

Thief's Knapsack will now display the bounty and an estimated time-remaining on your bounty. This may be off by up to minutes. Also, I haven't tested with very high bounties to know if the numbers change.

How does it work? It appears that bounty decays every 180 seconds. And this works consistently if you stand still and watch the clock. However, if you're doing other things, your bounty can decay slower or faster, and I haven't yet found any consistent reason, even accounting for drift / loading screens. I've seen bounty decay in 170 seconds, and 230+ seconds.

But every time your bounty changes, the estimate will also update, so you should have a reasonably-close time. The error should be no more than a minute or two.

Fence Reset Timer

This is a simple countdown that should tell you how long til the fence resets. After investigation, it appears this is a fixed time (3am UTC), which means this feature isn't that useful. Since the bar is already getting cluttery, you can turn this off and still get the timer with the command /tk.fencetime on demand.
1.4.4
  • "Show Bounty" / "Show Bounty Timer" now change what's displayed with "Dynamic Bounty"
  • Slightly improved(?) settings dialog with at-a-glance icons

1.4.3

...also fix issue where window couldn't be dragged to top/left border. Should also sit a few pixels closer left/right now.

1.4.2

Time is now custom-formatted for "XXdYYh" for days and hours, "HH:MM", or "MM:SS", depending on how long the interval is. This should fix long times overlapping UI elements. Might still be a problem for hundreds of days...

1.4.1

Fix for LibAddonMenu inclusion.

1.4
  • Fence clock, command
  • "Hide in menus" option

1.3.1
  • Possible fix for occasional initialization error
  • Further tweak to label layout; "Average quality" should now display correctly at all scales
  • Tooltips for Bounty Timer/Bounty explaining disabled condition

1.3

Features:
  • Legerdemain Level/XP
  • Configurable alignment, snap-to-center
  • Hide background option

Bugfixes:
  • Fix showing 0 recipes when you have recipes, but no other items, with separate-recipes enabled.
  • Fix negative item etc when fencing junk, with no-junk enabled.
  • Possibly better layout for scaling.

Known issues:
  • Scaling <85% has issues

1.2.1

Fix for dynamic bounty setting not holding its value

1.2
  • Sells/launders field
  • Bounty field
  • Bounty timer field
  • Fence timer field
  • Options: Dynamic bounty show/hide
  • Display options: Compact size, reload UI button

1.1
  • Add "Show Recipes/Racial Motifs"
  • Display options: "Don't count junk", "Don't count recipes/motifs"
  • Queued update for some inventory changes to cut down on scans

1.0.1

Rename .txt files so they don't show up as mods. -.-
Optional Files (0)


Archived Files (7)
File Name
Version
Size
Uploader
Date
1.4.3
39kB
oGMo
04/19/15 10:07 AM
1.4.1
39kB
oGMo
04/15/15 08:14 AM
1.3.1
42kB
oGMo
04/13/15 09:19 AM
1.3
42kB
oGMo
04/12/15 07:50 PM
1.2.1
41kB
oGMo
04/11/15 03:13 PM
1.1
39kB
oGMo
04/09/15 05:33 PM
1.0.1
39kB
oGMo
04/08/15 02:15 PM


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Unread 05/16/15, 07:33 AM  
ChrisK99

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option to show number of stolen junk items

It would be great, if you could add an option to additionally / only show the number of stolen junk items.
I usually just steal everything to make it quicker and Dustman automatically marks the valuable items for junk for quick selling. It is a bit annoying to always have to count either the lockpicks and food items etc or the items for selling, if I want to know how much more I 'have to' steal.
An option like that would be highly appreciated. Either way thanks a lot for your work.
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Unread 05/07/15, 04:18 PM  
oGMo
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Originally Posted by kage
every time i zone or go through door or anything have to hit the keybinding to hide again
Rereading this, if you're having this problem, it may be another mod ... I cannot reproduce this behavior. The hidden-state is saved and it should not be re-shown unless you explicitly press the toggle key.

Anyone else have the same problem?
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Unread 05/07/15, 01:56 PM  
oGMo
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Originally Posted by kage
do u think we can can and enable and disable keybinding i know we have show and hide but every time i zone or go through door or anything have to hit the keybinding to hide again if im out in the world and im not stealing i would like to turn it off with a keybinding, and then when im out stealing hit my keybinding to re enable. So kinda like we have now but when i hit my keybinding it will stay off until i turn it back on
I'm, er, not entirely clear what you're asking here. I gather you want a "disable" in addition to "hide," except I'm not sure how these would be different! If you hide it, it goes away until you un-hide it. It doesn't really do anything but track some stats.

If you really want to entirely disable the mod, you're probably best off actually disabling it from the menu and doing a Reload UI.

I'm not sure what middle ground there would be.
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Unread 05/04/15, 09:29 PM  
kage

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do u think we can can and enable and disable keybinding i know we have show and hide but every time i zone or go through door or anything have to hit the keybinding to hide again if im out in the world and im not stealing i would like to turn it off with a keybinding, and then when im out stealing hit my keybinding to re enable. So kinda like we have now but when i hit my keybinding it will stay off until i turn it back on
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Unread 04/24/15, 07:41 AM  
oGMo
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Originally Posted by Demjan
Can you separate dynamic bounty and timer? I would like only dynamic timer if it possible
Yeah I'll add this to the next rev along with reorganizing the config dialog I think.
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Unread 04/23/15, 09:32 AM  
Demjan

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Can you separate dynamic bounty and timer? I would like only dynamic timer if it possible
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Unread 04/19/15, 06:25 PM  
dominoid
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Originally Posted by oGMo
Originally Posted by dominoid
I tried to figure this out on my own, but your control seems to have a buffer around it I can't get rid of. For example, I am trying to place it at the top of the screen, but it doesn't go as high as all other text based controls - Wykkyd's Toolbar for example.; therefore, it doesn't lineup correctly when placed at the top. It goes snuggly against the bottom perfectly well though. A little help?
Doh! Should be fixed in 1.4.3. hth
Sweet thanks. Fits snuggly at the top now.
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Unread 04/19/15, 10:07 AM  
oGMo
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Originally Posted by dominoid
I tried to figure this out on my own, but your control seems to have a buffer around it I can't get rid of. For example, I am trying to place it at the top of the screen, but it doesn't go as high as all other text based controls - Wykkyd's Toolbar for example.; therefore, it doesn't lineup correctly when placed at the top. It goes snuggly against the bottom perfectly well though. A little help?
Doh! Should be fixed in 1.4.3. hth
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Unread 04/19/15, 09:42 AM  
dominoid
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I tried to figure this out on my own, but your control seems to have a buffer around it I can't get rid of. For example, I am trying to place it at the top of the screen, but it doesn't go as high as all other text based controls - Wykkyd's Toolbar for example.; therefore, it doesn't lineup correctly when placed at the top. It goes snuggly against the bottom perfectly well though. A little help?
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Unread 04/15/15, 08:34 AM  
ChrisK99

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That was quick! Everything back to normal, thanks a lot.
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Unread 04/15/15, 08:18 AM  
oGMo
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Re: UI Error

Originally Posted by ChrisK99
Thank you very much for the great addon.
However, I am now getting the following 2 errors:


The add-on also doesn't show up in the addon settings any more.

I tried uninstalling and reinstalling the addon, but it didn't help.
Oh cripe. I can't believe I screwed up the LibAddonMenu included. I could have sworn I fixed that before the first release! (Sadly ESO doesn't tell you when files you say are part of your mod aren't there...)

This should be fixed in 1.4.1. Sorry!
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Unread 04/15/15, 04:57 AM  
ChrisK99

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UI Error

Thank you very much for the great addon.
However, I am now getting the following 2 errors:


The add-on also doesn't show up in the addon settings any more.

I tried uninstalling and reinstalling the addon, but it didn't help.
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Unread 04/14/15, 10:52 AM  
oGMo
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Originally Posted by Kevinmon
Can you make it so it's hidden when you open a menu?

Thanks
Done! hth.
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Unread 04/13/15, 06:30 PM  
Kevinmon

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Can you make it so it's hidden when you open a menu?

Thanks
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Unread 04/13/15, 09:57 AM  
oGMo
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Originally Posted by QuadroTony
mby its because Addon Profiles addon?
While I haven't tested it with that, it seems unlikely, unless that does something funkier than "Enable these addons, ReloadUI()". But I suppose if you never get it without that enabled, and do get it with that enabled, that's something. Maybe just bad luck.

Let me know if you still see it with 1.3.1 though.
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