Go to Page... |
Compatibility: | Endless Archive (9.2.5) base-game patch (9.1.5) Necrom (9.0.0) Scribes of Fate (8.3.5) Firesong (8.2.5) Lost Depths (8.1.5) High Isle (8.0.0) |
Updated: | 10/22/23 04:35 PM |
Created: | 09/11/18 09:42 AM |
Monthly downloads: | 198 |
Total downloads: | 26,618 |
Favorites: | 55 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
2.30.2 |
105kB |
otac0n |
08/24/23 01:04 PM |
|
2.30.1 |
105kB |
otac0n |
06/19/23 05:03 PM |
|
2.30.0 |
105kB |
otac0n |
06/18/23 09:04 PM |
|
2.29.13 |
110kB |
otac0n |
05/07/23 09:49 AM |
|
2.29.12 |
110kB |
otac0n |
05/02/23 08:45 PM |
|
2.29.11 |
104kB |
otac0n |
03/19/23 05:26 PM |
|
2.29.10 |
102kB |
TaxTalis |
02/05/23 07:07 AM |
|
2.29.9 |
103kB |
demawi |
11/06/22 10:23 AM |
|
2.29.8 |
102kB |
demawi |
11/02/22 04:15 PM |
|
2.29.7 |
102kB |
demawi |
08/29/22 06:13 PM |
|
2.29.6 |
102kB |
demawi |
07/19/22 01:40 PM |
|
2.29.5 |
102kB |
demawi |
07/17/22 05:10 AM |
|
2.29.4 |
102kB |
demawi |
07/16/22 04:34 AM |
|
2.29.3 |
102kB |
demawi |
07/14/22 05:11 AM |
|
2.29.2 |
102kB |
demawi |
07/07/22 04:22 AM |
|
2.29.1 |
102kB |
demawi |
07/01/22 04:30 PM |
|
2.29.0 |
103kB |
demawi |
06/23/22 02:29 PM |
|
2.28.1 |
96kB |
demawi |
06/06/22 01:11 PM |
|
2.28.0 |
96kB |
demawi |
05/22/22 09:44 AM |
|
2.27.3 |
92kB |
demawi |
05/16/22 02:31 AM |
|
2.27.2 |
92kB |
demawi |
05/15/22 01:37 PM |
|
2.27.1 |
92kB |
demawi |
05/11/22 02:14 PM |
|
2.27.0 |
92kB |
demawi |
05/10/22 02:16 PM |
|
2.26.2 |
76kB |
TaxTalis |
04/24/22 02:06 PM |
|
2.26.1 |
75kB |
demawi |
04/23/22 11:55 AM |
|
2.26.0 |
75kB |
demawi |
04/23/22 11:20 AM |
|
2.25.0 |
71kB |
demawi |
04/10/22 11:51 AM |
|
2.24.9 |
71kB |
demawi |
04/06/22 02:50 PM |
|
2.24.8 |
70kB |
demawi |
02/02/22 11:07 AM |
|
2.24.7 |
70kB |
demawi |
01/26/22 07:21 PM |
|
2.24.6 |
70kB |
demawi |
01/19/22 03:20 PM |
|
2.24.5 |
70kB |
demawi |
12/04/21 05:47 AM |
|
2.24.4 |
70kB |
demawi |
09/06/21 05:43 AM |
|
2.24.3 |
70kB |
demawi |
08/12/21 02:49 AM |
|
2.24.2 |
70kB |
demawi |
08/10/21 10:36 AM |
|
2.24.1 |
70kB |
demawi |
07/31/21 09:04 AM |
|
2.24.0 |
70kB |
demawi |
07/30/21 04:02 PM |
|
2.23.3 |
69kB |
demawi |
07/17/21 08:23 AM |
|
2.23.2 |
69kB |
demawi |
07/15/21 05:07 PM |
|
2.23.1 |
69kB |
demawi |
07/15/21 04:45 PM |
|
2.23.0 |
69kB |
demawi |
07/15/21 07:38 AM |
|
2.22.4 |
65kB |
demawi |
07/01/21 10:46 AM |
|
2.22.3 |
65kB |
demawi |
06/28/21 04:29 AM |
|
2.22.2 |
65kB |
demawi |
06/26/21 12:33 PM |
|
2.22.1 |
65kB |
demawi |
06/26/21 09:06 AM |
|
2.22.0 |
65kB |
demawi |
06/24/21 04:01 AM |
|
2.21.0 |
62kB |
demawi |
06/09/21 12:27 PM |
|
2.20.0 |
61kB |
demawi |
06/07/21 10:11 AM |
|
2.19.1 |
59kB |
demawi |
06/02/21 01:33 PM |
|
2.18.2 |
58kB |
demawi |
05/30/21 07:31 AM |
|
2.18.1 |
58kB |
demawi |
05/28/21 08:40 AM |
|
2.18.0 |
58kB |
demawi |
05/28/21 03:08 AM |
|
2.17.0 |
54kB |
demawi |
05/22/21 06:46 AM |
|
2.16.1 |
46kB |
demawi |
05/14/21 03:00 PM |
|
2.16.0 |
46kB |
demawi |
05/13/21 09:25 AM |
|
2.15.3 |
42kB |
demawi |
02/23/21 01:36 AM |
|
2.15.2 |
42kB |
TaxTalis |
02/22/21 09:42 AM |
|
2.15.1 |
42kB |
TaxTalis |
02/21/21 03:30 PM |
|
2.10.3 |
39kB |
TaxTalis |
11/25/20 11:12 AM |
|
2.10.0 |
38kB |
TaxTalis |
11/18/20 04:18 PM |
|
2.9.2 |
38kB |
TaxTalis |
11/15/20 06:25 AM |
|
2.8.0 |
38kB |
TaxTalis |
11/08/20 07:46 AM |
|
2.7.0 |
38kB |
TaxTalis |
10/11/20 11:54 AM |
|
2.6.0 |
38kB |
TaxTalis |
09/09/20 06:01 AM |
|
2.5.0 |
38kB |
TaxTalis |
08/11/20 10:59 AM |
|
2.4.0 |
38kB |
TaxTalis |
05/25/20 02:34 AM |
|
2.3.0 |
37kB |
TaxTalis |
02/26/20 12:20 PM |
|
2.2.1 |
37kB |
TaxTalis |
01/07/20 01:05 PM |
|
2.2.0 |
37kB |
TaxTalis |
12/30/19 02:22 AM |
|
2.1.0 |
37kB |
TaxTalis |
12/25/19 12:17 PM |
|
2.0.0 |
35kB |
TaxTalis |
12/18/19 05:03 AM |
|
1.6.2 |
920kB |
TaxTalis |
11/27/19 01:48 PM |
|
1.6.1 |
920kB |
TaxTalis |
09/06/19 08:47 AM |
|
1.6.0 |
920kB |
TaxTalis |
08/31/19 04:02 PM |
|
1.5.2 |
922kB |
TaxTalis |
08/14/19 09:25 AM |
|
1.5.1 |
920kB |
TaxTalis |
05/25/19 02:57 AM |
|
1.5.0 |
920kB |
TaxTalis |
05/24/19 10:07 AM |
|
1.4.2 |
914kB |
TaxTalis |
10/27/18 09:00 AM |
|
1.4.1 |
914kB |
TaxTalis |
10/26/18 02:36 PM |
|
1.2.2 |
911kB |
TaxTalis |
10/12/18 01:27 PM |
|
0.10.1 |
910kB |
TaxTalis |
09/26/18 12:27 PM |
|
0.8.0 |
911kB |
TaxTalis |
09/16/18 01:58 PM |
|
0.6.1 |
909kB |
TaxTalis |
09/15/18 07:08 AM |
|
0.4.2 |
903kB |
TaxTalis |
09/11/18 10:06 AM |
Comment Options |
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
12/13/20, 04:52 AM | |
Forum posts: 5
File comments: 73
Uploads: 0
|
Thanks for the great addon! I keep using it and like it more and more!
Found two small bugs: 1) Setting "Task start message" does not hide start message in chat 2) Function "Level" does not work correctly for jewelry craft materials (I did not test other). I use Russian game language. I have rule Code:
material_jewelry() and level() >= 26
Last edited by Friday_The13_rus : 12/13/20 at 05:02 AM.
|
|
Friday_The13_rus |
View Public Profile |
Send a private message to Friday_The13_rus |
Find More Posts by Friday_The13_rus |
Add Friday_The13_rus to Your Buddy List |
12/07/20, 03:47 PM | |
|
@Talegas, good to hear that! Thank you for reporting a success
@Random, no, sadly CraftStore does not provide this function (yet). I requested this twice, two and one year ago, but it was never a priority to begin with. Nothing I can do here, as I won't fetch data from someone else's addon without a standardized function written by its author.
Last edited by TaxTalis : 12/07/20 at 03:47 PM.
|
|
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
12/07/20, 03:07 PM | |
Forum posts: 0
File comments: 46
Uploads: 0
|
Is there no motif equivalent for needlearninorder?
|
|
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |
12/03/20, 06:34 PM | |
Forum posts: 0
File comments: 16
Uploads: 0
|
Thanks for fixing the annoying chat notification!
Just wanted to thank you for it. I am now swapping gear and no annoying messages about my previous items going to the junk (yet not going there). cheers! |
|
Talegas |
View Public Profile |
Send a private message to Talegas |
Find More Posts by Talegas |
Add Talegas to Your Buddy List |
11/29/20, 03:21 PM | |
|
That destroy rule is a topic for RbI 3.x then I'm afraid
But I have at least some ideas now. No, I am sorry, but there is no way for you to manually override the size of the field. You could copy and paste back and forth from an external editor though, as an intermediate solution. I'll try to get it working or think of an alternative. Stay put! |
|
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
11/29/20, 12:54 PM | |||
Forum posts: 0
File comments: 46
Uploads: 0
|
I'd want something like the following psuedocode: Code:
while count(stolen treasure) > remainingDailyFenceLimit(): find least valuable treasure: if quality < superior destroy it else chat message saying we're full up exit function
|
||
|
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |
11/29/20, 10:55 AM | |
|
FCOIS markers are labeled internally, the tasks would refer to this, not the given name, and even the task could change name according to the markers name, that's not the problem
Your selling setup looks right, I'll try to look into that. Don't want RbI to sell more than it should... Well yea, there is the function "skillLineLevel" which for now only maps to crafting skill lines, so the alt would know it is training and needed to deconstruct, simply by adding a rule with skilllinelevel(...) < 50 to the first set of rules where an item "needs to fit all". For destroy, I don't know what more logic do you want or need? If you enable the run button for destroy and hit it when in need of bagspace you could do stuff like "when under X slots destroy all stolen items with a value less than 10", "when under Y slots destroy all stolen items with a value less than 40" ... Is there even more to it? The UI issue you encounter has somewhat to do with LibAddonMenu. The code should, and as you noticed, normally does extend the window to fit the lines of the rule, but in some instances, and I haven't yet figured out when or why, it breaks and stops doing that.
Last edited by TaxTalis : 11/29/20 at 10:56 AM.
|
|
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
11/29/20, 10:32 AM | ||||||||
Forum posts: 0
File comments: 46
Uploads: 0
|
In the end, I think you're right, and RBI would only tangentially be involved in any auto-research process.
Having the function within seems like it could work.
Code:
BankToBag: CountBackpack("<", 100) and name("Essence of Stamina") BagToBank: name("Essence of Stamina") Sell: CountBackpack(">", countStackMax() + 100 - CountBank())
===== One thing that has really been bugging me of late is a UI issue. When I enter a new rule, the textbox for editing the rule will grow in size (number of visible lines). Some of my rules get a bit lengthy, like 8-9 lines. When I then go back to edit the rule, I get a three line window, which makes it really hard to read and edit. I don't know the ESO LUA UI options enough, but can we get a resizeable text box here, or at least have it open with more lines for large text blocks? |
|||||||
|
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |
11/29/20, 02:44 AM | |
|
I use AutoResearch but RbI handles the "researchable items", for this reason they have to be quite specific and I don't use random loot to research but crafted lvl 1 gear, so I can check specifically for it and also if I already know the trait and if I already have on in my backpack. that way my bank gets free after bulk crafting research grear and my alts pull just one of those items per trait when they need it and store them "locally".
Without having looked at it, because RbI does not use items at the moment, the only thing Unboxer (when only unboxing things) should "overlap" with RbI is the items it unboxes will be checked by RbI for Notify, Delete and Junk, so there should not be an issue... unless maybe there are boxes in boxes... never had issue though with DLWC unboxing boxes in boxes though. regarding FCOIS: I fiddled with setting the markName from a function in a rule and think it would work. Then there would be a task "FOCISMARK", but then the user would need to put the "mark" somewhere in the rule by calling a function for the task knowing what to do in its action. And if you put multiple marks in one rule (possible, by the way) you could even put them like so that one rule could mark everything differently as the order of evaluation should be from inner to outer, left to right (would need to read this up in LUA Documentation, thus if you do "false and FCOISMARK("LOCK")" "LOCK" will never be seen by RbI. then you could do "(X and FCOISMARK("X")) OR (Y and FCOISMARK("Y")" with an per item evaluation which marker(s) is/are set! If you mess it up though and FCOISMARK is either never or always visible, you could have a very hard time. And this could pose a problem potentially even to users which otherwise do fine with RbI. The other idea I had was the following: One Task per Mark. Booosch 40 new Tasks and I need to make the task dropdown scrollable and it looks ugly as hell would work though, and no marker-function with extended boolean knowledge necessary. What RbI oversold stuff?! No way :O I sure hope it was an error in the rule and not a bug in RbI :/ Quickslotted you would use only to determine if you want them put to bank, or withdrawn right? I haven't quite understand what happend there. What starting tasks on button push? And I thought I would be running in the right direction making it all automatic noted that one down, seems a valid point. And this would be optional of cause, so all set up to ones liking. the function would at this point be a general "what level does this skill have"-function. so you're rule would get a little bigger but it keeps my side hopefully simpler and the function more flexible. As I said, if you have a big block of rules for a task which you tend to use in multiple of your profiles which you also tend to edit/improve/correct, you should take a look at saving this as a ruleSet. If you have set this ruleset on multiple profiles, wherever you change it and save it to the same name it will be replaced in all profiles using it. Same like rules, as you mentioned, being changed everywhere when edited. For the "destroy on overload", well technically could run a destroy-task when your bag reached a certain threshold... but this is a dangerous thing. that's why even the "run" button for destroy is not active in menu. I could enable it, and if you'd want to take the risk you can do for yourself. then if you know "bag is full but I am not done yet rummaging around in other peoples belongings" you could hit it and be... good to go, if everything plays nicely. When or if I implement keybinds that could surely be keybinded too.
Last edited by TaxTalis : 11/29/20 at 02:49 AM.
|
|
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
11/29/20, 01:35 AM | ||||||
Forum posts: 0
File comments: 46
Uploads: 0
|
And yea, I figured several of these ideas were long shots, just letting you know some of the things I think of, that I'd use if the opportunity arose. I've used Research Assistant before, when I was working on nine traiting my main crafter. It works amazingly well, as long as you focus on one character at a time. I've since mostly decided I'm not that invested in researching on my alts, so likely won't pursue this much more. For the container part of "using", I just found the addon Unboxer, which seems to work quite well at having me not think about boxes of things anymore. I just have reservations of having too many addons operating in a similar space, since they can interfere with each other, and get really nasty to debug. Hence mentioning them here, to see if I could further integrate things.
I could also see the Refine/Extract/Deconstruct tasks being triggered by a bound key instead of automatic, just so there's more control over it firing.
I know that when I update a Rule, it updates across all profiles and characters who use it. As things settle in, it shouldn't be too bad. I'm still debating how best to handle my "destroy cheap stolen stuff when over capacity" issue though. That's an actual problem, as I'll head out and steal all of Wayrest at times, and that can be a lot of loot. I'm unaware of any addons that come close to managing this part of things. In the end, thanks for all the work. RBI is already solving >90% of my loot management problems, which is way more than I had before. |
|||||
|
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |
11/28/20, 05:20 PM | |
|
That is a lot of stuff, @Random
Yes, I know you would like a "using" task, I'll maybe take a look at this in the future, maybe starting at specific item types for which one could extend the initial rule which selected the item by if and under what circumstances the item should be used, so that the action can be tailored for the item type. Researching would kind-of be possible with RbI but not very good. The problem here lies in RbI's rule-system which is inventory-slot-based. RbI just loops over ever item in the bags and checks the task's rules. If it fits, the action is taken otherwise not. Now having to go over items in a specific order or having rules themselves look through the pile of items is a functionality currently not provided by RbI's core and could have immense implications for performance. Please use addons like AutoResearch for this, which are specially designed for this task. I see the use case of fcois marking, thanks for your example. Sadly as I said currently there seems no elegant way of implementing this. If you want to keep only a stack soulgems in bank and you know you will put your backpacks soulgems to the bank next so you know how many soulgems would be transferred. 25 soulgems should remain in backpack on BankToBag, there you surely use Code:
countBackpack("<", 25) Code:
CountBackpack(">", countStackMax() + 25 - CountBank()) As stated with the researching, the prioritizing of certain items is not possible with RbI as a rule would need to know more than it can read from the currently tested item. Therefor it cannot and maybe will never provide a function to "prefer" an item over the other. No prioritizing of crown items over their non-crown counterparts I am afraid. Sadly this also prevents from fencing more valuable... uhm this one might say "found" items first. The gear durability however could work, this should be a static function only which checks gearslots, doesn't need to search for items in the normal bags and does result in a simple number. I will think about it. Applying a repairkit however stands on a different card, as you know my struggle with the "using" of items. Checking for the "deconstruction enhancement" passives should be a simple function again, returning a simple number, I will think about it. If most of the rules stay the same, how about not editing the profile but the RuleSets then? Otherwise, sorry, no, this sounds like a hell of work and new UI elements and everything. I am glad the profiles work as they do and between different profiles there should be no additional work needed when changing Rules or Rulesets both profiles use. I hope there is a way you can avoid the extra work you seem to have. I use a ruleSet for Junking, Selling and then some Rules for StockItems I want to keep on every character on all of my profiles for example. So if I change them on one (correcting a bug or just adding things to the mix), it is changed for all.
Last edited by TaxTalis : 11/28/20 at 05:26 PM.
|
|
TaxTalis |
View Public Profile |
Send a private message to TaxTalis |
Find More Posts by TaxTalis |
Add TaxTalis to Your Buddy List |
11/28/20, 01:58 PM | |||
Forum posts: 0
File comments: 46
Uploads: 0
|
The remaining bits are "nice to haves", but here's a list, so you can think about ways to handle the scenarios: The auto-reading of recipes and motifs, as mentioned before. The auto-looting of containers upon receipt, as mentioned before. The auto-researching of traits, with rules about order of traits to learn, and who needs what (from Craftstore) [though, since I have my main crafter 9-traited, this is less of a topic] In Thieve's Guild, there's the Covetous Countess quest, which is a great way to speed level your Thieve's reputation... once you get a starter stockpile of appropriately typed treasure. In the past, I've made use of a task which I could toggle on, and when out looting the planet, (my main character is a complete kleptomaniac), treasures which could be used for that would get a FCOIS marker for the purpose, and be excluded from being fenced, instead getting laundered, etc. But I only do this one in a while, and fence/sell all of it the rest of the time. Having them marked in inventory also added a nice visual indicator of how I was doing. I have some "commodity" items, where I want to keep a certain number of in character inventory, and then and stockpile in the bank. This currently works fine, with the CountBackpack functionality. However, what I'd like to add is another layer of logic, which is that if the bank has a full stack of the item, then overflow should be sold at a merchant. So let's talk Soul Gems. I want to keep 25 in inventory, and 200 in the bank. If my current character has 100, and there are 150 in the bank, and I then open a merchant, I'd like it to sell 25 of them. (keep 25 in inventory, and have 50 go to the bank, sell the remaining). I haven't figured out how to do that three way math yet. Related to the above, I'd like to lump crown soul gems in with filled soul gems, and say things like "give my 25 total in inventory, but prefer crown ones when available". Thus, if I had 25 filled gems in bag, and 10 crown ones in bank, then rbi should put 10 filled gems into the bank, and take the 10 crown ones out. When I'm out thieving, I reallocate to my possession treasures of various qualities, white/green/blue. As any good thief knows, there a daily fence limit, and so if you have lots of reallocated possessions, you can't fence all of them (this saddens Khajiit). Thus, one wants to sell the expensive stuff first. I have a rule auto-fence any blue or better treasure. However, there limits on inventory, and how many whites I can hold in the meantime. How might I make a rule where I auto destroy white treasure, but only if the sum of `Stolen() and Quality("normal", "fine", "superior", "epic") and type("treasure")` would put me over the remaining daily fence cap? Note that this might include such oddities as looting a blue treasure, thus triggering a white treasure getting destroyed. I typically use Grand Repair Kits, with a different addon which repairs what I'm wearing whenever it gets under 5% (tunable) durability, on exiting combat. This is fine, and RBI now keeps my characters stocked with Repair Kits, without my thinking. However, I also have a small pile of Crown Repair Kits which I leave in my bank account, gathering dust. I'd love to have a threshold of average gear durability, and if when I hit the bank I'm below that level, I withdraw a crown kit and apply it. Currently, I have a separate profile for my main crafter, since she has the advanced passives to get more out of refining and deconstructing, so I steer all of that work to her. If, instead, I had a function to check for the presence of such passives, I could collapse those profiles. Alternatively, I'm noticing that I have a "base set" of rules that I use all the time, and form my main profile, but then have have some auxiliary profiles (like the crafter above, but also one for when I'm running surveys, to pull them out of bank, instead of stuff them in) which are just adding a couple extra rule/task mappings over that base profile. However, when I edit the base profile, it seems I have to go edit all the others. Would it be possible to mark a profile as "additive" or "on top of" a different profile? That would remove the need to have the crafter levels in previous idea.
Last edited by Random : 11/28/20 at 01:59 PM.
|
||
|
Random |
View Public Profile |
Send a private message to Random |
Find More Posts by Random |
Add Random to Your Buddy List |