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Compatibility: | Horns of the Reach (3.1) |
Updated: | 08/17/17 08:46 AM |
Created: | 12/21/14 01:50 AM |
Monthly downloads: | 112 |
Total downloads: | 29,047 |
Favorites: | 88 |
MD5: |
Filter BarsFuture Plans:
It creates filter bars with buttons that you can click to view only the items you want to see in your inventory windows. Like view only 1h axes, only medium armor, only provisioning ingredients, exc...
There are filter bars for your backpack, bank, guild bank, mail, trade, repair, enchanting extraction window, deconstruction, improvement, pattern filters for clothier station (to show only light or only medium armor patterns, also works with the set armor station patterns), and more...
Filters will turn red and become disabled if there are no items of that filter type to be displayed.
Special filters under the inventories "Show ALL" buttons:
- Filter/Show only items that have "Save For .." marks on them.
- Filter/Show only set-items.
- Filter/Show only items that your current character needs for research.
- Filter/Show only items that your other characters need for research. There is an option to allow you to choose which researchable item types (blacksmithing, woodworking, clothier, recipes) will be shown for each character under this filter so you can exclude characters/crafting skill types that you do not want to view researchable items for.
Level Filters
There is a dropdown box that contains level filters & item counts for each level filter.
In the drop down box, for level filters, it will also tell you how many items you have UNDER YOUR CURRENT INVENTORY TAB, for the given level range. For example if you have the weapons tab selected in your inventory and you see the following in the level filter drop down box:2-10 (1)Would mean there is (1) item level 2-10 under the current inventory filter (weapons)
Save For Marks
The following is a list of the current marks you can add to items (by right clicking on them)
Save for: Trading House, Trade, Vendor, Mail, Alchemy, Enchanting, Provisioning, Deconstruction, Improvement, Refinement, Research, & Save.
When an item is marked it will only show up in the window that it is marked for. This is to prevent you from selling, deconstructing, trading, mailing, exc.. an item that has been marked to be saved for another action. Items marked with the plain "Save" mark (the padlock) will only show up in the backpack, bank, & guild bank.
Two exceptions:Research Station - Items with marks other than "Save for Research" can show up in the research dialog box, but are disabled and can not be researched. This was intentional in case you didn't realize an item could be researched and marked it for something else. This way you'll see it in the research window.Auto-Marks
Provisioning Station - Items with marks other than "Save for Provisioning" can still show up in the recipe list. This was necessary or else the game would automatically hide the recipes. But the crafting station will tell you you don't have enough materials to craft the recipe (the craft option will not be available).
There are three options that allow you to choose if you wish Researchable items, Ornate Items, & Intricate items to be marked automatically when you pick up a new item. It will only automatically marks NEW items you pick up. This is so you can choose to unmark or change the marks on them if you wish.
There is also an option that allows you to set a keybind to automark items already in your inventory. It works on the backpack, bank, & guild bank. The inventory must be open when you press the hotkey. WARNING: If an item meets the criteria for an auto-mark and already has a mark on it, that mark will be overwritten with the auto-mark.
Protection
When an item is marked it will not show up in other windows. So as an example, if an item was marked for improvement a user could not manually sell it to the vendor, mail it, trade it, deconstruct it, exc... It would not be visible for selection in any other windows. The destroy option is removed from the right click context menu for items that are marked & you can not drag them to the main window to destroy them.
It also has code built in to help protect marked items from other addons (scroll down to read details about what it protects against). The code is there to prevent other addons from deconstructing, selling, mailing, exc... items that you have marked for something else.
HOWEVER, IF YOUR USING AN ADDON THAT AUTOMATICALLY DESTROYS, DECONSTRUCTS, SELLS, EXC.. ITEMS CONSULT THAT ADDONS DEVELOPER TO SEE IF THE MARKED ITEMS WILL BE SAFE. I did my best to protect items, but there could always be something I did not think of.
Developers scroll down for more detailed information on how FilterIt protects its items.
PLAYER_INVENTORY.inventories[INVENTORY_BACKPACK].slots[68].FilterIt_CurrentFilter
If one of these actions is attempted on a marked item a ZO_Alert message will be played to the user & the action will fail for that item. If it is an action on multiple items like SellAllJunk() it will not interrupt the selling process, it will only prevent the marked items from being sold. All other non-marked junk items will still get sold.
-- Mail Protection:
QueueItemAttachment(..) -- Blocks Attaching Items to Mail Slots
ZO_InventorySlot_OnReceiveDrag -- Blocks Dragging an item to a mail Slot (even though they should not even be visible in the mail window so this should not even be possible to try...this is just extra protection in case some addon finds a way to make the items visible)
-- Sell/VendorProtection:
SellInventoryItem(..) -- Blocks Selling A Single Item by Code
SellAllJunk() -- Blocks Selling All Junk by code & by the keybind strip (button)
-- Destroy Protection:
DestroyItem(..) -- Blocks Destroying A Single Item by Code
DestroyAllJunk() -- Blocks Destroying All Junk by code and Blocks the keybind strip "Destroy All Junk Hotkey" (button).
EVENT_MOUSE_REQUEST_DESTROY_ITEM -- Prevents items from being destroyed by dragging an item to the main window
AddSlotAction(..) -- Prevents the Destroy option from appearing in the context menu when you Right-Click on marked items.
-- Alchemy Protection:
ZO_SharedAlchemy:SetSolventItem(..) -- Prevents Solvents from being added to Alchemy crafting slots.
ZO_SharedAlchemy:SetReagentItem(..) -- Prevents Reagents from being added to Alchemy crafting slots.
CraftAlchemyItem(..) -- Blocks Alchemy Crafting by Code
-- Enchanting Protection:
ZO_SharedEnchanting:SetRuneSlotItem(..)-- Prevents adding items to the rune slots
ZO_SharedEnchanting:SetExtractionSlotItem(..) -- Prevents adding items the the extraction slot
CraftEnchantingItem(..) -- Prevents Crafting Runes Into Glyphs by Code
ExtractEnchantingItem(..) -- Prevents Extracting Glyphs by Code
-- Provisioning Protection:
CraftProvisionerItem(..) -- Prevents Crafting Provisioning Items by Code & by the "Craft" keybindStrip (button) at the provisioning station.
-- Improvement, Deconstruction, & Research Protection:
ImproveSmithingItem(..) -- Prevents Improving Items by Code
ExtractOrRefineSmithingItem(..) -- Prevents Refining & Deconstructing Items by Code
ResearchSmithingTrait(..) -- Prevents Researching Items by Code
ZO_SmithingResearch:Research -- Disables items in the SMITHING_RESEARCH_SELECT dialog box
File Name |
Version |
Size |
Uploader |
Date |
5.2.1 |
133kB |
silvereyes |
08/14/17 11:28 AM |
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5.2 |
133kB |
silvereyes |
08/14/17 10:41 AM |
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5.1 |
128kB |
silvereyes |
09/20/16 06:08 PM |
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5.0 |
128kB |
silvereyes |
07/17/16 10:19 PM |
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4.1 |
126kB |
silvereyes |
06/28/16 10:47 PM |
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4.0 |
122kB |
silvereyes |
06/20/16 09:47 PM |
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3.9 |
121kB |
circonian |
11/03/15 03:15 PM |
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3.8 |
121kB |
circonian |
09/26/15 12:41 AM |
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3.7 |
121kB |
circonian |
09/12/15 11:01 AM |
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3.6 |
121kB |
circonian |
09/11/15 07:10 PM |
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3.5 |
121kB |
circonian |
09/09/15 04:20 PM |
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3.4 |
121kB |
circonian |
09/06/15 09:10 AM |
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3.3 |
121kB |
circonian |
09/05/15 05:19 PM |
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3.2 |
120kB |
circonian |
09/05/15 11:45 AM |
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3.1 |
120kB |
circonian |
08/30/15 12:35 PM |
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2.9 |
117kB |
circonian |
08/10/15 04:24 AM |
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2.8 |
117kB |
circonian |
08/09/15 03:00 PM |
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2.7 |
109kB |
circonian |
07/29/15 11:50 AM |
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2.6 |
109kB |
circonian |
07/22/15 07:26 PM |
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2.5 |
109kB |
circonian |
07/22/15 03:41 PM |
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2.5 |
106kB |
circonian |
07/15/15 05:14 PM |
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2.3 |
105kB |
circonian |
07/04/15 12:44 AM |
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2.2 |
104kB |
circonian |
05/09/15 10:06 PM |
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2.1 |
102kB |
circonian |
04/27/15 11:25 PM |
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2.0 |
102kB |
circonian |
04/25/15 06:54 PM |
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1.9 |
102kB |
circonian |
04/08/15 10:34 PM |
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1.8 |
102kB |
circonian |
03/31/15 04:56 PM |
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1.76 |
102kB |
circonian |
03/28/15 02:54 AM |
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1.75 |
101kB |
circonian |
03/11/15 05:51 PM |
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1.74 |
101kB |
circonian |
03/11/15 01:42 AM |
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1.73 |
101kB |
circonian |
03/09/15 05:03 PM |
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1.72 |
101kB |
circonian |
03/08/15 08:51 PM |
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1.71 |
100kB |
circonian |
03/04/15 10:33 PM |
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1.7 |
100kB |
circonian |
03/04/15 03:36 PM |
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1.6 |
100kB |
circonian |
03/03/15 04:00 PM |
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1.581 |
85kB |
circonian |
02/09/15 10:41 PM |
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1.58 |
85kB |
circonian |
02/09/15 10:07 PM |
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1.57 |
85kB |
circonian |
02/07/15 09:34 PM |
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1.56 |
85kB |
circonian |
02/06/15 03:37 AM |
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1.55 |
85kB |
circonian |
02/05/15 01:58 AM |
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1.54 |
85kB |
circonian |
01/22/15 04:12 PM |
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1.53 |
85kB |
circonian |
01/19/15 06:18 PM |
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1.52 |
85kB |
circonian |
01/18/15 08:39 PM |
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1.51 |
85kB |
circonian |
01/16/15 09:57 PM |
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1.50 |
82kB |
circonian |
01/03/15 08:23 PM |
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1.49 |
79kB |
circonian |
01/01/15 06:19 PM |
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1.48 |
79kB |
circonian |
01/01/15 11:26 AM |
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1.47 |
78kB |
circonian |
01/01/15 05:27 AM |
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1.46 |
49kB |
circonian |
12/29/14 02:15 AM |
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1.45 |
50kB |
circonian |
12/24/14 10:13 AM |
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1.44 |
50kB |
circonian |
12/23/14 11:29 AM |
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1.43 |
51kB |
circonian |
12/22/14 11:11 PM |
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1.42 |
51kB |
circonian |
12/22/14 10:28 PM |
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1.41 |
50kB |
circonian |
12/22/14 04:38 PM |
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1.4 |
50kB |
circonian |
12/22/14 04:10 AM |
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1.3 |
50kB |
circonian |
12/22/14 01:51 AM |
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1.2 |
50kB |
circonian |
12/21/14 06:20 AM |
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1.1 |
50kB |
circonian |
12/21/14 05:29 AM |
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1.0 |
49kB |
circonian |
12/21/14 01:50 AM |
Comment Options |
MetalFranky |
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04/26/15, 04:34 PM | ||
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Other than you saying that they are showing up in the window & getting sold, everything else makes it sound like its working perfectly & no one else has ever reported them not working. I'm down to only two possible theories. One would be that maybe you have misunderstood how the marks work? If you mark an item as "Save for Vendor" it will show up in the vendor window and you can sell it, because that is what you've marked it for. Its only the other marks (any mark other than "Save for Vendor") that wont show up in the vendor window & can't be sold. Items marked with "Save for Vendor" should not show up in the deconstruction window, mail window, extraction window, exc...But they are supposed to show up in the Vendor window and you can sell them. Likewise, items marked with "Save for Deconstruction" will show up in the deconstruction window & you can deconstruct them. Only other marks would prevent the item from showing up or being deconstructed. Any chance you could post a screen shot of the marked items showing in the vendor window. |
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circonian |
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04/26/15, 04:53 PM | |||
To clarify, i post you a screen. This is a vendor in Grathwood, and these items are marked for research. At the moment, i can sell them as they are not marked. But if i unmark and remark them, they disappear, and work properly. (till i log out an log back in, when i am again in the same problem :S). Again, i say this problem got up after the last patch. Thank you again. I hope to fix this problem soon <.< |
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MetalFranky |
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04/26/15, 09:28 PM | ||
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Here is what it does: When you log in or /reloadUI it will print some information on the screen like: Which will verify if the marks "ever" get applied to the items, so at least we will know for sure they were set at some point in time. It will say "restoring marks on inventory: x" some number references backpack, bank, or guild bank. Then for each item in that inventory that has a mark it will say something like: Item: Elegant Hat, setting filterId: 15 See if it says it is applying the marks to the items that are showing up "incorrectly" in the sell window and what filterId its showing. A screenshot of the output would be great. Then do whatever it was you were doing to reproduce the bug, open the sell window and hoover your mouse over one of the items that has a mark on it (one of the items that should not be there) and type: Lua Code:
Then that will print some more information to let us know if the mark is still there or if it has been wiped out somehow. And then...after you've managed to get the items to show up in the sell window (the ones that aren't supposed to be there) try this: Close the sell window and then copy & paste this into the chat window Lua Code:
It will print out the "Restoring marks on inventory: x" ...blah blah again, See if it says its applying the marks to the items this time (the ones that are incorrectly showing up in the sell window). Open the sell window back up & see if the items are still visible or if they are gone like they should be. Also...you may have mentioned this, but have you tried this without any other addons turned on? I'm not even sure how another addon could wipe out that data, but I'm not sure how else it could be disappearing.
Last edited by circonian : 04/26/15 at 09:31 PM.
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circonian |
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04/27/15, 12:18 AM | |||
As i logged in, i got these information. The marks were tecnically applied: But... as i went to the vendor and used your command on 1 item (/filteritmouse), i got these info: So the mark was actually not applied, even if it was shown so. I used then your script, and it restored the marks. As a matter of fact, that's the result: How can we manage this, so? I'm now trying to disable alla addons and see the result. EDIT: If i disable every addon and hold FilterIt used, it works properly.
Last edited by MetalFranky : 04/27/15 at 10:03 AM.
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MetalFranky |
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04/27/15, 08:41 PM | ||
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By the first set of messages that shows the marks were actually applied. Which means that the marks "were" there, but are getting erased somehow. I'm not even sure how that is possible because refreshing the inventory (which is what most addons do) does not wipe out any data. So some addon must be doing something else. Can you post a list of the addons your using if there are a bunch of them you can just screenshot the addons folder so I can see all of the folder names that would be good enough for me to find them. |
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circonian |
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04/27/15, 11:21 PM | |||
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MetalFranky |
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04/27/15, 11:42 PM | |||
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[quote=MetalFranky]
In the next update I will update the visibility code to ensure that items will only be visible when they are supposed to (so they don't show up in windows where they dont belong) even if an addon wipes out that data somehow. I just posted the update, give it a try. I would be curious to see if you can still get the items to show up in the sell window...although even if the data is still getting wiped out somehow and they still show up in the sell window (I haven't updated the visibility code with the new fix yet, only the protection code) you will not be able to sell them.
Last edited by circonian : 04/27/15 at 11:48 PM.
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circonian |
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04/28/15, 12:36 AM | ||||
[quote=circonian]
The items don't show anymore in the vendor screen. Thank you a lot for your work and for your help !
Last edited by MetalFranky : 04/28/15 at 12:37 AM.
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MetalFranky |
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04/30/15, 07:56 PM | |
Forum posts: 41
File comments: 50
Uploads: 0
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I'm not sure. is this FilterIt related? happened when trying to remove items from the bank
Lua Code:
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TribeofOne |
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05/01/15, 12:03 AM | ||
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It is possible, FilterIt does modify the context menu. But only on inventory items...based on what ZOS has said so far, due to the minimum number of items available in the context menu for inventory items, & some other stuff I don't think its FilterIt. But I am keeping an eye on that thread. When ZOS implements a "secure" way to fix the problem I will change the code just in case.
Last edited by circonian : 05/01/15 at 12:05 AM.
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circonian |
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05/04/15, 12:50 PM | |||
Forum posts: 0
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Tal'ruan |
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05/05/15, 05:30 PM | ||
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I'm not saying it wasn't FilterIt, there is no way to be 100% sure, but based on the way it works I don't think it is. Even the fact that you turned off FilterIt and then deleted something with no error does not mean it was FilterIt. I'll try to give you the basic concept of what their discussing in those threads & what is causing the error, if your interested: The context menu (when you right click on something and get that little popup menu), those items listed in that menu are what is causing the problem. There are some functions in the game that addons are not allowed to run, they are considered private or "secure". Not only can an addon not run them, but we can't call any code that would in turn run those private/secure functions. Within the context menu there are...lets call them, slots in the menu (like the first item in the menu is slot 1, the 2nd is slot 2, exc...). The problem is that after one of those slots is created, it gets reused. So if I created 5 slots for the context menu as soon as the game loads up then the game sees them as created by my addon. If you then go and right click on an item & lets say "Destroy Item" is in the 3rd slot, since the game reuses slots that have already been created (and I created 5 slots) the game would reuse those 5 slots before creating any more slots and the code for "Destroy Item" would be placed into one of the slots I created. So when you try to click "Destroy Item" the game says hey an addon created this slot & its trying to call some private/secure code...that is not allowed: Throw an Error. However, if you first loaded into the game and right clicked on an item in your inventory & the game says "Ok we need a popup menu with 6 slots and there are no slots currently available....then I need to create 6 slots." The game would then create those 6 slots, which would be considered "owned" by the game and the "Destroy Item" code would be placed into a slot that was created by "the game". Then when you click on "Destroy Item" the game says "This slot was created by the game, so its ok for it to run private/secure code." Which means there would be no error this way because we let the game create the slots. So basically it comes down to how many slots an addon creates & more importantly when it creates them. If an addon creates a slot that later gets reused by the game to run private/secure code it will thrown the error. But if the addon lets the game create those slots first....so the game "owns" them, and then later reuses those slots there is no problem. In your example of disabling FilterIt & then being able to delete an item it is because when you disabled FilterIt you had to reload the ui, which deletes all currently created slots. So when you logged back in there were no addon created slots, thus nothing to cause the error. But that still does not mean it was FilterIt that created the slots that caused the error in the first place (I think it is unlikely, but yes it is possible). Because of the way that the slots get reused and the fact that the game tracks who originally created the slot & not who is currently using the slot...as one dev said, its like playing russian roulette. Theres no guaranteed way to know which slots will be used for which context menu slot so there is no way to fix it without rewriting the entire context menu system and just replacing the whole thing with a custom context menu system. The only other option would be to just never use/add anything to the context menu. This is the last week of classes & then next week I'll have some free time & I will see if I can find a different way to handle the "Save For xxx" marks without using the context menu. I do have an idea that I think would work, but it will be a lot of work so it will have to wait until next week before I can even start on it.
Last edited by circonian : 05/05/15 at 08:44 PM.
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circonian |
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05/06/15, 03:41 PM | |||
Forum posts: 0
File comments: 8
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Tal'ruan |
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05/07/15, 04:14 PM | ||
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circonian |
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