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Updated: 10/29/19 01:30 PM
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Compatibility:
Dragonhold (5.2.5)
Scalebreaker (5.1.5)
Elsweyr (5.0.5)
Updated:10/29/19 01:30 PM
Created:05/23/18 04:36 PM
Monthly downloads:61
Total downloads:20,107
Favorites:35
MD5:
HideLoginAnnouncement  Popular! (More than 5000 hits)
Version: 1.2.1
by: anathemort [More]
Simply hides the marketing announcement that pops up when you first login (as of ESO: Summerset). If you want to view the announcements afterwards, you can still open the popup via Game Menu > Announcements.

Please file any issues in the comments here!
1.2.1:
* Fixed packaging

1.2.0:
* Updated API compatability

1.0.8:
* Fixed missing LUA reference

1.0.7:
* Updated to Elsweyr 100027 API

1.0.6:
* Updated to Wrathstone 100026 API

1.0.5:
* Fixed packaging

1.0.4:
* Updated to Murkmire 100025 API

1.0.3:
* Updated to Wolfhunter 100024 API

1.0.2b:
* Fixed packaging

1.0.2:
* Resolved event duplication and manual activation bug

1.0.1:
* Removed .git version control folder

1.0.0:
* Initial release
Optional Files (0)


Archived Files (1)
File Name
Version
Size
Uploader
Date
1.0.8
1kB
anathemort
05/21/19 09:34 AM


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Unread 05/23/18, 06:22 PM  
Nyladreas

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File comments: 8
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Thanks!

Simply. Amazing.

Thank you!
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Unread 05/23/18, 07:07 PM  
Amaljia

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I love you!
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Unread 05/23/18, 08:22 PM  
VexingArcanist

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Thank the divines.
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Unread 05/23/18, 10:18 PM  
Randactyl
 
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Hey! Just fyi, the ESO Tools & Utilities is not enumerated in Minion, which means it cannot be downloaded/updated by the program.

I'm not sure if it is enough to add a secondary category to this addon. I also don't recall if you can change an addon's primary category. Worst case scenario, you'd have to reupload this addon to another category (Utility Mods?) for it to show up in Minion.
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Unread 05/23/18, 11:21 PM  
anathemort
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@Randactyl thank you! I was trying to figure out how to get it to show in Minion I'll work on that.
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Unread 05/24/18, 12:30 AM  
Rhyono
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I hope this becomes very popular and ZOS takes the hint. This functionality also exists in Vostorn's version of NTY.

Side note: you have a hidden .git folder in there that is artificially inflating the download size.
Last edited by Rhyono : 05/24/18 at 12:37 AM.
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Unread 05/24/18, 09:24 AM  
anathemort
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Originally Posted by Rhyono
Side note: you have a hidden .git folder in there that is artificially inflating the download size.
Thanks Rhyono, I forgot about that
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Unread 05/24/18, 10:00 AM  
Dolgubon
 
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Originally Posted by Randactyl
I also don't recall if you can change an addon's primary category. Worst case scenario, you'd have to reupload this addon to another category (Utility Mods?) for it to show up in Minion.
You cant, but Dolby or cairenn can for you
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Unread 05/24/18, 11:06 AM  
anathemort
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Now in Minion! Thanks to Dolby for fixing my categorization mistake!
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Unread 05/25/18, 07:04 PM  
Nova7

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Thank you.

<3
Last edited by Nova7 : 05/25/18 at 07:05 PM.
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Unread 05/28/18, 08:36 AM  
NeKryXe

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amazing! thanks
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Unread 06/07/18, 09:47 PM  
code65536
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Forum posts: 21
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Hey, thanks for this addon; I love it.

There is one small problem with it, though. EVENT_PLAYER_ACTIVATED is fired every time the player encounters and exits a load screen; this happens very frequently--even intra-zone wayshrining will trigger this.

You are checking the "initial" parameter of this event, which works most of the time. But it is not reliable. Specifically, there will be cases where the game will get "stuck", so to speak, and always set "initial" to true for every load screen. This is a bug in the game.

When this happens, then every time the player rezones, wayshrines, etc., the next manual attempt to open the announcements will get closed down, and a player will need to access the Announcements twice in order to manually open it.

Again, this isn't a problem with your addon, but an intermittent problem with the game not setting the "initial" parameter reliably. But you can easily work around this by unregistering EVENT_PLAYER_ACTIVATED as soon as it is triggered.

Since there is no reason for the code to ever run a second time, unregistering the event will ensure that it will only run for the initial load. It's still worth checking the "initial" flag, though, to handle the case where the function is invoked by a user reloading their UI.

Anyway, it's a pretty simple 1-line fix. And again, thanks for this great addon!

Code:
function HideLoginAnnouncement:OnPlayerActivated(eventCode, initial)
    EVENT_MANAGER:UnregisterForEvent(self.name, EVENT_PLAYER_ACTIVATED)

    if initial then
        self.scene = SCENE_MANAGER:GetScene(self.announcementSceneName)
        self.scene:RegisterCallback('StateChange', self.OnSceneStateChange)
    end
end
Last edited by code65536 : 06/07/18 at 09:58 PM.
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Unread 06/11/18, 10:06 PM  
anathemort
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@code65536 thanks for the feedback and the details, I'm pushing an update shortly
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Unread 11/13/18, 09:36 AM  
KZavi
 
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Hmm, why is it gone from Minion again? Had to install manually...
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Unread 11/13/18, 10:33 AM  
anathemort
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Originally Posted by KZavi
Hmm, why is it gone from Minion again? Had to install manually...
Hi, thanks for bringing this to my attention. I forgot to wrap the addon in a folder, so Minion thought it was invalid. I've published a corrected version now!
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