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Updated: 05/07/23 09:46 AM
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Compatibility:
Necrom (9.0.0)
Scribes of Fate (8.3.5)
High Isle (8.0.0)
Updated:05/07/23 09:46 AM
Created:03/14/14 02:30 PM
Monthly downloads:32,746
Total downloads:8,478,474
Favorites:4,968
MD5:
Categories:Map, Coords, Compasses, Data Mods, TradeSkill Mods
HarvestMap  Popular! (More than 5000 hits)
Version: 3.15.13
by: Shinni [More]
You must install both LibAddonMenu and LibMainMenu-2.0. Otherwise HarvestMap will not load!

AddOn description

HarvestMap displays resource nodes, chests and fishing spots on map, compass and the 3d world.
Whenever you harvest crafting materials, lockpick a chest, fish at a fishing hole, this addon will save the location and place a pin on your map, compass and in the 3d world.
So if you need a certain resource later, you can easily see the locations where the resource spawns.
This addon does NOT come with any precollected resource locations, this addon will only display the locations you discovered yourself. However, you can download locations that other players discovered by using the HarvestMap-Data addon.

Other features:
  • heatmap mode, which displays the resource density on the map
    (can be enabled in the filter panel on the right side of the ingame map)
  • a filter to hide pins that have not respawned yet
    (comparable to the Keen Eye passive skill)
  • an editor to generate efficient routes for farming

Tracked resources/locations:
  • Smithing and Jewelry ore
  • Clothing material
  • Wood
  • Runestones and Psijic Portals
  • Mushrooms (alchemy ingredients)
  • Flowers/Herbs (alchemy ingredients)
  • Water plants (alchemy ingredients)
  • Crimson Nirnroot (alchemy ingredient)
  • Solvents (alchemy ingredients)
  • Giant clams (alchemy ingredients)
  • Chests
  • Heavy Sacks
  • Thieves troves
  • Safeboxes
  • Hidden stashes (hidden containers in the Gold Cost and Hew's Bane zone)
  • Fishing spots

Extensions
  • Hatori created some really nice alternative textures, which you can find here.
  • Generic has created an extension that simplifies creating routes for more efficient farming. You can find it here.

FAQ
Content
  1. How to hide pins of a certain resource type?
  2. Why are smithing and jewelry nodes (Runestones and Psijic Portals) grouped in a single pin type?
  3. How to download resource locations?
  4. What is "NodeDetection" displayed in the addon/library list?

How to hide pins of a certain resource type?

When you open the map, there are five icons on the right side: A quest marker, a key, a funnel, a pin and a house icon.
If you click on the funnel (third icon), it will open the filters panel. Here you can enable/disable each pin type.


In the addon setting (ESC -> Settings -> Add-Ons -> HarvestMap) you can also enable/disable resource types individually for the 3d and compass pins.
In the settings menu, scroll to the approriate section (map, compass, or 3d pins). There you can turn on/off each pin type.

Why are smithing and jewelry nodes (Runestones and Psijic Portals) displayed as one pin type?

Blacksmithing and Jewelry nodes share their spawn locations. Likewise Runestones and Psijic Portals share their spawn locations.
That means, each ore location will randomly spawn smithing or jewelry ore and a Runestone/Psijic Portal location will randomly spawn a runestone or Psijic portal. It is not possible to know ahead of time, which of the two will spawn at a given location.

How to download resource locations?
If you want to download the locations of pins so you don't have to discover them yourself, you can install the addon HarvestMap-Data.
https://www.esoui.com/downloads/info...tMap-Data.html

What is the "NodeDetection" library displayed in the add-on list?
This is a library used by HarvestMap to hide resource that have not respawned yet. If you do not use the option to display only spawned resources, then you can disable this library.
## 3.15.13
fixed crash on PTS

## 3.15.12
added french localization by XXXspartiateXXX

## 3.15.11
removed a debug message that was printed when opening chests

## 3.15.10
- heavy sacks etc should now be properly saved when playing in german, french, russian, spanish
- fixed various bugs in Blackreach. old pins will be missing on minimap, compass and 3d world, but new pins will be properly displayed. the filter that displays only spawned resources should also work in blackreach
- fixed tour editor on pts server

## 3.15.9
- fixed duplicate name incompatibility with other addons

## 3.15.8
- updated api version
- improved compatibility with old/outdated addons that use outdated versions of LibAddonMenu
- updated russian localization by OlegKRS
- added chinese localization by juijote
- updated german localization

## 3.15.7
- fixed a bug where the data of the AD, DC, EP, DLC or NF module were not loaded until doing a /reloadui

## 3.15.6
- based on several comments in the comment section, the menu for creating filter profiles was too confusing. So I removed the filter profiles from the addon settings. In its place there are now separate lists to turn on/off pin types in the map, compass and 3d pin sections of the addon settings.
(for those that want to use the filter profiles, you can still access that menu via keybind)
- fixed pins not scaling based on the pin scale settings used by Fyrakin's minimap and Votan's minimap
- fixed an issue that caused missing pins on the minimap for chests and safeboxes in solitude and blackreach. (The fix is not retroactive. The pins will be displayed after unlocking chests/safeboxes)

## 3.15.5
- added the option to hide visited pins again
- fixed a bug where 3d pins would not display in cities etc until you open the map
- moved the downloaded data to a separate addon, so the data is no longer deleted with every update to HarvestMap.

## 3.15.4
- fixed a bug that prevented creating new filter profiles when not using account-wide settings
- removed the option to hide visited/recently harvested resources. This option was originally added to hide resource that havent respawned yet. Since there are now options to only display spawned resources, I removed this old setting.
(This was already done in the previous version, but I did not mention it in the patch notes)

## 3.15.3
- some under-the-hood changes to how data is saved.
If you use the merge script, the RAM/memory consumption of the addon can be decreased by up to 90%. This also improves login/loading times by several seconds.
- added a keybind to toggle minimap pins
- added filter profiles: each profile has its own filter settings (i.e. which resource types will be visible). You can assign map, compass and 3d pins a filter profile. This way you can use different filter settings for map, 3d or compass pins.
- switched from LibMainMenu to LibMainMenu-2.0, which should increase compatibility with some outdated addons
- moved the respawn filter to it's own setting category and added some more detailed description
- the spawn filter can now be enabled/disabled for each resource type

## 3.14.11
- removed alias in powershell script
- moved bal foyen to EP container
- moved new DLC zones (eg reach) to DLC container
- fixed wrong version being displayed in the settings

## 3.14.10
- updated lib main menu for those that did not install it via minion
- updated api version

## 3.14.9
- added crimson nirnroot
- fixed AUI minimap rotation

## 3.14.8
- fixed incorrect fishing nodes

## 3.14.7
- fixed more invalid nodes
- fixed lua error when there exists data without valid Z-coordinate (this data should have been removed with 3.14.0 already)

## 3.14.6
- fixed some nodes in rivenspire
- fixed an error when trying to load a tour
- fixed lua error when loading into a zone and the zone's data container was disabled

## 3.14.5
- fixed tour stats not updating when editing a tour
- fixed lua error when editing a tour

## 3.14.4
- fixed lua error when viewing aurbis map
- fixed lua error when switching map while spawn filter is active

## 3.14.3
-fixed error message when another addon requests a map refresh right after the loading screen disappears after leaving a player house
-fixed error when viewing aurbis map
-fixed compass and 3d pins view range being ~50m too small
-fixed an issue where sometimes a newly discovered node would not be saved
-replced lib main menu with the right version
-added lib debug logger

## 3.14.2
-fixed error message when entering a player house in a city.

## 3.14.1
-fixed 3d pins breaking when logging into a house
-fixed 3d pins breaking when the player is about 4km south or 4km east of the map's origin

## 3.14.0
-removed libmapmetadata
-updated libraries
-compatible with Greymoor update
-fixed a bug that causes duplicate pins near city borders
-changed file format a bit which should fix some instances of missing 3d and compass pins
-old data without 3d coordinates (ie 1 year old data) is no longer compatible and will be removed
-removed unknown pin filter from the 3d/compass filter menu
-old saved tours might not load properly anymore because i had to change the file format

## 3.13.16
-fixed errors when libStub was missing. the addon no longer depends on libstub

## 3.13.15b
-added missing libstub to LibMapPing

## 3.13.15
Baetram was so nice to push an update for HarvestMap:
-Added missing german translations
-Fixed translations in pin filter menu
-Updated libraries
-Fixed compatibility issues with the PerfectPixel addon

## 3.13.14
- updated api version for Dragonhold
- southern elsweyr is now saved in the DLC file.

## 3.13.13
- added russian localization by ivann339
- improved performance when the HeatMap mode is used
- NodeDetection library is now optional and can be disabled if you do not use the spawn filter
- updated spawn filter tooltip to reflect that the filter does not work when the compass is resized
(Thank you, Xanirus, for discovering this.)
- added a more accurate error message when the libaddonmenu global variable is missing

## 3.13.12
- fixed lua error for new installations

## 3.13.11
- fixed lua error caused by calling "Warning" instead of "Warn"

## 3.13.10
- fixed lua error when a node spawns right when logging in

## 3.13.9
- added LibDebugLogger suppoer, but the lib is optional
- fixed stuck and missing 3d pins near city borders when the spawn filter is active
- fixed missing tour pin on compass
- updated api version numbers (Scalebreaker)
- fixed stuck pins on the map when displaying unknown pins

## 3.13.8
- map pins will be created more quickly
- fixed two instances of LUA errors that could happen when logging in/teleporting

## 3.13.7
- added no-timeout flag for the batch file
- fixed missing title for the debug info window
- fixed missing clam pins when using the spawn filter
- changing the spawn filter setting now has an immediate effect. no more changing the map required
- removed the send mail option (since EU and NA server are separate this was not as useful as I first thought. Especially since ingame mail is only kept for upto 3 days. The comment section here on esoui is a better option to send feedback)
- another attempt to fix the "bad argument #1 to 'pairs' (table/struct expected, got nil)" error
- added (optional) libMapPins. If you enable that library, then you can scroll down at the filter menu.
- fixed LUA error when deleting pins

## 3.13.6
- fixed LUA error when no update information is available
- fixed LUA error when there is no valid map for the player location
- fixed pins disappearing when using the respawn timer
- added a checkbox for the respawn timer to prevent accidental enabling via mouse wheel
(Sliders in addon menus can be moved via mouse wheel. So it can happen that one changes setting when trying to scroll down)

## 3.13.5
- fixed 3d/compass filters not working
- fixed several LUA errors

## 3.13.4
- hopefully fixed error that could happen upon zoning

## 3.13.3
- fixed lua error when using the respawn timer

## 3.13.2
- fixed lua error that only happens on the NA server...

## 3.13.1
- compatible with Elsweyr update
- added a filter to display only currently spawned resources
(this does not work with containers such as chests)
- reduced memory consumption
- improved compass and 3d pin performance
- improved performance when using rotating minimaps
- map pin will now fade in more quickly when viewing a map for the first time
- fixed the notification system when the addon is incorrectly installed
- added ingame notifications when there is a new version available
- you can now specify the alpha value of 3d pins
- 3d pins should be more accurate in Artaeum

## 3.12.10
- fixed height distance in the tour display
- elsweyr nodes will now be saved in the DLC container

## 3.12.9
- minimum pin size will no longer revert back to default after relog

## 3.12.8
- removed zone guide from the tour menu
- fixed some instances where incorrect heavy sack pins would be created
- added Dolgubon's feedback interface. You can now send ingame mail to me.

## 3.12.7
- added some of the previous bugfixes which were previously included in version 3.13.X, such as:
- fixed the option to disable map pins not working together with limiting the pin draw distances
- updated lib3D
- added addon descriptions (displayed in the addon list)
- fixed a bug in the DownloadNewData.ps1 script, that caused errors if there existed no save file
- HarvestMap will stay active during combat
- fixed LAM getting out of sync when changeing the map pin visibility via keybind

## 3.12.6
- fixed lua error when harvesting a resource that is not currently displayed

## 3.12.5
- reverted v3.13.x changes
- this version is identical to 3.12.4, except that it should be able to properly load your data
(v3.13.x did some data conversion which results in missing data when reverting to v3.12.4)

## 3.13.2(b)
- data submodules will no longer be displayed as being out of date
- fixed disabled options returning to their default enabled state when re-logging
b - forgot to upload the file

## 3.13.1
- heatmap mode should work again

## 3.13.0
- compatible with Wrathstone update (outdated addons need to be enabled for LibGPS)
- fixed a bug in the DownloadNewData.ps1 script, that caused errors if there existed no save file
- HarvestMap will stay active during combat
- fixed LAM getting out of sync when changeing the map pin visibility via keybind
- added notifications when you try to view a map for which the data module is disabled
- the error-notifications (i.e. wrong installation path or having the old import module enabled) are now displayed via a propper dialog instead of the LUA error dialog. They will no longer be hidden by NoThankYou etc
- There should be fewer duplicate 3d/compass pins

## 3.12.4
- fixed a bug where 3d pins would go missing when re-entering a zone during the same play-session (eg entering and leaving a delve)

## 3.12.3
- main map and mini map pins can now be enabled/disabled independently
- there is a bug in the addon api when you login (or reloadui) inside a city, resulting in new pins not being saved. I tried to add some workaround for this... we'll see if it helps.
- added a powershell script for merging data
- fixed lua error when deleting a node
- increased api version of included libraries

## 3.12.2
- fixed heavy sacks and thieves troves not being saved
- fixed incompatibility of lib3D with older versions of the lib
- fixed lua error when using the respawn timer
- fixed settings not being reset properly when you restore them to defaults


## 3.12.1
- added Mojo66's new mac merge script
Note, the merge server is still offline. No fix for that yet.
- fixed bug in lib3D
- added missing LibMapPins-1.0


## 3.12
- compatible with Murkmire update
- added colored icons to the map filters
- restructured the settings menu
- fixed engine not found error when merging data
Note, the merge server is still offline. No fix for that yet.
- added a warning when the outdated import addon is active
- added information about active data modules when some of them are disabled
- unified distances in the addon. all settings are now in meters regardless of the zone.
- added option to permanently disable map pins (eg if you want to use only compass/3d pins)
- added option to disable display map pins only on the minimap, but not the main map
- fixed a bug where you could not move the map because of too many map pins.

## 3.11.4
- fixed "display only nearby pins" not working on the main map

## 3.11.3
- fixed bug when the map is opened at a wayshrine
- fixed respawn timer not working on minimaps
- added -x flag to .command file

## 3.11.2
- reverted all upload script changes back to version 3.10.10, because of further false positives

## 3.11.1
- fixed lua error that appeared after long loading screens
- fixed F-Secure false positive

## 3.11.0
- compatible with Wolfhunter update
- improved memory consumption, when some pin types are disabled
- performance improvements when opening the map for the first time
- updated libraries
- changes to merge script by tomtomhotep
- improved performance of respawn timer (hiding pins)
- moved summerset data from the NF to the DLC submodule

## 3.10.10b
- tried to set batch file permission for mac. let's hope it works

## 3.10.10
- fixed copper not being saved
- removed debug output (debug is no longer printed to chat, but a hidden window where it can be copied from if needed)
- added summerset as outdated data option
- added pin height to tour heuristic
- added pin height to the tour compass
- added mac merge script by mojo66
- fixed a bug where 3d pins would be hidden

## 3.10.9
- re-added the pin deletion checkbox

## 3.10.8
- fixed a bug where pins would be downscaled on the worldmap, when Votan's minimap was installed
- re-added compatibility mode for rotating minimaps
- added a minimum pin size option, if you don't want the pins to scale with the map when zooming out.

## 3.10.7
- AUI and Fyrakin's minimap are now compatible.
- map pins are now scaled down less when zooming out.
- fixed pin size, texture and color not updating properly when changing them in the addon settings

## 3.10.6
- re-added the respawn timer feature
- fixed text and button alignment in the tour editor window

## 3.10.5
- further performance improvements
These improvements are incompatible with AUI and Fyrakin's minimap
- added an option to disable the improvements for compatibility with AUI and Fyrakin's minimap
- removed respawn feature for now
- added some more german localization with the help of Neverlands
- pins now become smaller when you zoom out, so the map does not get hidden behind all the icons

## 3.10.4
- fixed "too many anchors processed", when a few more addons are active

## 3.10.3
- greatly improved the performance of drawing new pins
- changed the incompatibility warning and added option to not show it again.

## 3.10.2
- fixed false positive for Kaspersky

## 3.10.1
- compatible with Summerset
- added tracking of jewelry material, psijic portals and giant clams
- added some localization changes by Lexo1000 ... after more than 2 months. oops
- fixed some pins near city borders
- added a warning when the addon is used with Fyrakin's minimap, which is not really compatible.

## 3.9.6b
- changed the merge script a bit so F-secure doesn't throw a false positive anymore

## 3.9.6
- merge script will now work even if not all modules are enabled
- added more accurate error messages to the merge script

## 3.9.5
- fixed very old nodes getting removed when updating harvestmap
- added 3d pins for fishing
- updated api version for the submodules
- fixed nodes being saved in NF when they actually belong in other files

## 3.9.4
- old nodes in auridon are no longer automatically discarded
- nodes without 3d information are no longer discarded (fixes missing fishing pins)

## 3.9.3
- fixed lua error when NoFaction submodule was disabled
- fixed bug where all turned off settings would revert do their default value
- added more detailed error messages to the node exchange script

## 3.9.2
- added an option to scale the 3d pins
- fixed settings being displayed as characters in Joviex's Addon Settings Transfer

## 3.9.1
- fixes the issue where the script is not able to write the new data

## 3.9.0
- compatible with Dragon Bones update
- changed the way data is saved. As a result, sharing data with friends becomes a lot easier, e.g. just copy HarvestMap's SavedVariable files.
- nodes are now always shared between accounts on the same computer.
- the files are now less prone to corruption when storing a lot of data.
- added a fast way to download data: DownloadNewData.bat
- 3d pins fade out when approaching them.
- because of restructuring the data, you settings will be reset. The data you collected so far will be fine.

## 3.8.0
- added a keybind to quickly toggle map pins
- updated lib3D

## 3.7.9
- the addon now checks, if it was installed in the correct folder.

## 3.7.8
- fixed a bug which prevented the update routine from running

## 3.7.7
- changed how the 3d pin height is computed, which should fix too high 3d pins when using the unlimited camera zoom addon

## 3.7.6
- fixed lua error when using harvestmap for the first time

## 3.7.5
- submodules can not longer be loaded without the main module
- added an option for computer wide save data (sharing data between accounts on your computer)
- fix compass/3d pins disappearing when entering a zone via teleporting to a house
- fix when minion failed to update/remove submodules (this fix only works on PTS and when the clockwork city update hits live)
- (hopefully) fixed conflict with first person mount addon
- updatd lib addon menu
- updated libgps (fixes missing waypoints)
- added libcustomtitles
- added option to change pin texture
- updated french localization by lexo1000 http://www.esoui.com/forums/member.php?u=31558

## 3.7.4
- potential fix for missing nodes

## 3.7.3
- compatibility issue with Vvardenfell Treasure Chest Tracker should be fixed

## 3.7.2
- fixed lua error when viewing the world map

## 3.7.1
- fixed lua error when changing zones
- fixed data outside of AD not being loaded
- fixed distance mistaking meters for centimeters, oops
(e.g pins would only be displayed when withing 250 centimeters...)

## 3.7.0
- fixed pin duplicates near the edge of cities
- addon is now contained in a single folder (Minion might have problems deleting the old HarvestAD, HarvestDC, HarvestEP and HarvestDLC folders. Delete these folders by hand.)
- fixed saved tours not appearing in the tour editor after switching maps

## 3.6.6
- fixed bug which wouldn't update a node position when harvesting the node
- heatmap mode now works better with votan's minimap

## 3.6.5
- fixed pins being saved on their parent zone map

## 3.6.4.b
- removed debug output I accidentally left in the last version

## 3.6.4
- fixed 3d pins not being displayed until the first interaction, if the lib3d library was not installed.
- fixed pins being created on the Vvardenfell map when harvesting something in Nchuleftingth (and some other similar instances).

## 3.6.3
- fixed minimap map zooming out when harvesting something

## 3.6.2
- fixed error when importing/moving data

## 3.6.1
- fixed lua error when displaying tooltips on newly created characters
- fixed veteran rank ressources being displayed in tooltips on pre level 50 characters

## 3.6.0
- compatible with morrowind update
- moved morrowind data to DLC sub-addon
- fixed ressources being hidden when the "hidden on harvest" option was enabled and the hidden time was set to 0
- fixed pins in cities being saved on the zone map and vice versa
- global coordinates are now saved as well (which will be used for future features, stay tuned)


## 3.5.7a
- addon now works when logging in a mounted character

## 3.5.7
- updated lib3d which should result in more accurate 3d pins
- added debug tools for the harvest merge website


## 3.5.6
- updated ru localization by Scope
- updated jp localization by BowmoreLover
- updated lib3D, which should reduce the 3d pin displacement when the character moves more than 1km.

## 3.5.5a
- fixed a bug when converting some really old data

## 3.5.5
- fixed a bug which caused the AUI minimap to display the tamriel map
- fixed a bug which resulted in 3D pins disappearing after a relog

## 3.5.4
- updated libGPS
- all looted items now count toward the gold per minute counter
(this also fixes housing material not being counted)
- fixed 3d and compass pins not appearing until opening the map for the first time

## 3.5.3
- fixed the trail of pins when using the "display only nearby pins" option.
- fixed the waypoint that would appear after traveling to a new zone.
- fixed an issue with loading tours, where nodes would get replaced with nearby ones.
- fixed an issue where a new node would node be merged with the closest already available node, but a random node within 10m distance.


## 3.5.2
- updated ru localization by Scope
- updated jp localization by BowmoreLover
- completely new fr localization by Kawo
- the map now focuses on a newly generated tour, so the tour is easier to finder on very full maps
- checked if node data contains x and y coordinates to prevent lua errors on corrupted data
- fixed misaligned 3d pins in Grahtwood
- minimum game version setting is now account wide

## 3.5.1a
- hotfix for the broken 3d pin library

## 3.5.1
- reworked the farming helper tool:
* the tool is available in the main menu (the pin icon in the top bar when the inventory, journal, map etc are open.) It's also possible to set a keybind to open this HarvestMap menu directly.
* besides of generating a tour (as before) it is now possible to save/load tours and to create/edit them by hand.
* to start a tour, click on one of the tour's pins.
- fixed 3d pins in delves (thanks to eso's new api added in the housing update).
- readded the toggle for map pins filter settings.
- updated ru localization by Scope
- updated jp localization by BowmoreLover
- alchemy pins are now split into mushrooms, flowers and water plants.

## 3.4.15
- changed the behaviour of the node refresh when using Fyrakin's minimap and the "display only nearby pins" option.
This fixes issues like pins not disappearing when the player moves too far away.
- added a fallback texture for stuck pins.
This fixes the lua error that could sometimes appear when Fyrakin's minimap tries to display pins that belonged to a previous zone.
- removed the respawn timer when using Fyrakin's minimap, as this minimap addon does not support removing/adding individual pins.
- added a button to the addon menu, which allows the user to export debug information.
This will hopefully help me reproduce issues that appear only with certain settings and/or other addons.
- changed some localized informations, which should fix issues with heavy sacks and thieves troves on clients using RuEso.
- fixed lua error when deleting pins.
- fixed the pin selection when trying to delete a pins that was overlapped by another pin.

## 3.4.14
- fixed pins appearing on the map when the heatmap and "display only nearby pins" was enabled
- when refreshing the map, the pins are now moved instead of recreated, which should fix:
* stuck pins on the map
* lua errors on tooltips for these stuck pins
* lua errors when using a minimap
- fixed justice pins appearing at normal chest locations
- the farming helper statistic works better on nodes with multiple items
- fixed missing compass pins in some dungeons (especially the vaults of madness)

## 3.4.13
- added a routine which removes duplicates caused by ZOS' rescaling of the hew's bane map
- fixed stuck pins and error messages on tooltips which appeared when harvesting an already discovered node
- respawning should no longer remove 3d pins

## 3.4.12
- fixed the "show above POI" and pin size settings, which wouldn't work after update 3.4.11
- pin sizes can only be set for individual pin types, when not using fyrakin's or votan's minimap.
When using one of these minimap addons, the pin size can only be set for all map pins of HarvestMap.
- updated JP localization provided by BowmoreLover

## 3.4.11
- HarvestMap should be compatible with fyrakin's minimap again.
A bunch of performance optimizations aren't compatible with this specific minimap addon and won't be loaded.
AUI's and votan's minimap are unaffected by this change and should be fully compatible.
- changed the menu structure a bit by using submenus
- fixed out of sync 3d and compass pin toggles in the addon menu and main menu
- fixed pin visibility range on starter islands and other small zones
- fixed pins appearing when looting container type items after interacting with heavy sacks, stashes or thieves troves.

## 3.4.10
- reduced minimum range between pins on small maps
- slight modifications to the farming helper, which reduces the time for calculating a tour
- added height data to the farming helper, so large height differences will be skipped (eg the cliff in wrothgar). This works only for nodes gathered after the One Tamriel update, as older nodes don't have any height data.

## 3.4.9
- added japanese translations by BowmoreLover
thanks a lot

## 3.4.8
- fixed the addon crash when viewing the aurbis map while the respawn timer has a value > 0.
- added an option to display pins in the 3d world and on the compass independently from the map pins.
- to access these settings faster, since they are used a lot, they are in the game's main menu (the top bar when you have a map, journal etc open).
- added a debug tooltip for pins while the debug mode is active
- updated lib3d. 3d pins will now work in more delves


## 3.4.7
- fixed the addon crash when a node was hidden by the respawn timer
- updated LAM
- changed the link to the addon page in the addon menu
- switched location of the slider for the outdated data removal and the apply button
(it is now less likely to accidentally change the setting by scrolling with the mouse wheel)

## 3.4.6
- fixed the addon crash when using the farming helper while the compass was enabled

## 3.4.5
- fixed the addon crash if compass and 3d pins were deactivated

## 3.4.4
- (re)added the filter to save only certain pin types
- compass and 3d world pins now stay visible when entering/leaving a city
- 3d pins are now disabled by default but can be activated in the addon menu
- fixed measurement for starter islands, some dungeons and some trials. this fixes:
3d pins on these maps
erroneously merged pins on these maps
(measuring the other dungeons is an ongoing process)
- updated libGPS
- stashes now have their own pin type

## 3.4.3
- there will no longer be a 3d pin be created, if the harvesting interaction was started while on a mount.
This fixes the bug where harvesting while mounted removes the first person mode when dismounting.
This also fixes the issue of wrong 3d pin heights.
- added an option to ignor the depth buffer. Enabling this option should fix most cases of missing 3d pins.
- added a height setting for the 3d pins.
- added a keybind to toggle the 3d pins.

## 3.4.2
- compatible with votan's minimap and with the AUI minimap
- fixed error messages on maps without measurements
- fixed imported pins not being displayed

## 3.4.1
- fixed various error messages (mostly related to 3d pins)
- increased compatibility with votan's minimap, 3d and compass pins should now be displayed

## 3.4.0
- One Tamriel compatible
- added pins in the 3D ingame world (beta)
- added tracking of stashes

- added an option to set the distance/range in which nodes will be considered as visited by the respawn timer and the farming helper
- added a keybind to skip nodes in the tour calculated by the farming helper
- added an option+keybind to not just skip but delete the current node/target from the tour
- added an option to revert the direction of the tour

- added performance options:
- option to draw only nearby pins on the map
- option for the draw speed (how many pins are created per frame, to prevent freezing/lagging)
- option to delay the map refresh until out of combat (prevents map refresh/lag while fighting)
- option to delay the map refresh until the map is opened (prevents lag while moving arround)

# 3.3.2
- fixed crash when importing data

# 3.3.1
- updated russian localization (by KiriX)

# 3.3.0
- internal chages which can be used in the future to repair node positions, ie when a map is changed by ZOS in the future.
- SoH compatible
- updates lib addon menu
- added links in the addon menu which opens the addon page on esoui and to Iphitos' database

# 3.2.8
- fixed UI error on heist maps

# 3.2.7
- fixed UI error when using the heatmap mode


# 3.2.6
- fixed missing pins in delves
- fixed text overlapping in the farming helper window (english localization)
- fixed nodes which were saved on their global instead of local coordinate
- fixed nodes being saved at their global coordinate instead of their zone coordinate
- fixed heatmap being opaque when viewing it for the first time


# 3.2.5
- i forgot to upload the file for 3.2.4
- fixed a bug which would corrupt the data of an already discovered node when harvesting at their location again


# 3.2.4
- fixed duplicate nodes on small maps


# 3.2.3
- fixed deleted pins reappearing on small maps
- fixed existing pins not being updated when harvesting at their location again
- completed the german localization (though the localization for the Harvest-Import subaddon is still missing)
- added gold coast to the import settings
- Delayed the heatmap initialization until it is viewed for the first time per play session.
As a result the map has to handle about 1.3k controls less when the heatmap is never used, which should improve the peformance.


## 3.2.2
- fixed crash while using the farming helper when harvesting a ressources for which MM has no data
- fixed crash which occured when starting the farming helper after discovering a new ressource location


## 3.2.1 (change log in comparison to the last live version 3.1.13)
- added a statistics window to the farming helper (it displays the number of harvested nodes per minute)
- statistics window will display gold/minute instead of nodes/minute if master merchant is installed and active
- added skip-next-node-button to the farming helper
- the tour of the farming helper is now displayed on the minimap (Fyrakin's minimap and AUI's minimap are supported)
- changed the default state to disabled for the pin types in the farming helper
- the tour can now be removed/the calculation can be aborted
- fixed a bug which would save a node on the zone map when harvested in a city
- the message "Moving old data to the correct save files" now only appears when the debug output is enabled
- changed tooltips to fit the new scaling mechanic when "Show only discovered items" is disabled in the options
- added timestamps to item ids, in the future this will allow the "remove outdated data" option to also remove outdated tooltips, if "Show only discovered items" is enabled in the options.
- cleaned up the save file a bit to reduce the filesize:
- node names are no longer saved. The tooltips are handled via item ids since verison 3.1.0, so the node names don't need to be saved.
- item ids are no longer saved for enchantment nodes. With the DB update any rune can be found in a "Runestone" node so saving the exact items would just result in a bloated save file.
- added lib GPS to properly calculate the distance of pins as a result the following changes/bugfixes were made:
- fixed pin duplicates on small maps (ie cities or dungeons)
- removed the min pin distance setting
- the farming helper arrow no longer disappears when walking next to a city
- length settings and results of the farming helper are now based on kilometers instead of relative to the map size


## 3.2.0 (my current indev version for the Dark Brotherhood PTS)
Download
- the farming helper arrow no longer disappears when walking next to a city
- changed the default state to disabled for the pin types in the farming helper
- the tour can now be removed/the calculation can be aborted
- added a statistics window to the farming helper (it displays the number of harvested nodes per minute)
- added skip-next-node-button to the farming helper
- the message "Moving old data to the correct save files" now only appears when the debug output is enabled
- changed tooltips to fit the new scaling mechanic when "Show only discovered items" is disabled in the options
- added timestamps to item ids, in the future this will allow the "remove outdated data" option to also remove outdated tooltips, if "Show only discovered items" is enabled in the options.
- cleaned up the save file a bit to reduce the filesize:
- node names are no longer saved. The tooltips are handled via item ids since verison 3.1.0, so the node names don't need to be saved.
- item ids are no longer saved for enchantment nodes. With the DB update any rune can be found in a "Runestone" node so saving the exact items would just result in a bloated save file.


## 3.1.13
- fixed the error that would appear when looting an enemy or writ container

## 3.1.12
- slight changes to the compass library, which should fix Wandamey's issue
- slight changes to the AceSerializer library, which should fix disappearing nodes on macs.

## 3.1.11
- halfed distance to a ressource that had to be reached for the farming helper to update
- added a bunch of new debug messages to help with finding bugs
- set load order of HarvestMap and the minimap addon
- added a log function which saves deserialization errors
- removed recurrence quest

## 3.1.10
- fixed a bug where the addon could crash when harvesting something

## 3.1.9
- hotfix for CustomCompassPin library bug

## 3.1.8
- updated CustomCompassPin library
- fixed a bug where pins would get stuck on the map, when entering/leaving a city
- fixed the bugs which appeared when trying to find a 5th note for the recurrence quest
- the quest is now disabled by default, but can be enabled in the addon options
(the quest will be removed next week)
(edit: I lied, it was removed the next month, ha!)

## 3.1.7
- added an option to display pins above POI pins
- added an option to let the respawn timer only hide harvested pins
- added an option to hide the arrow of the farming helper
- the color and size setting for the justice container pins is now displayed correctly in the options menu
- changing the filter settings next to the map, didn't update compass pins
- item id's weren't saved which resulted in wrong tooltips
- updated lib addon menu


## 3.1.6
- added justice pin type which tracks safeboxes and heist objectives
- changed thieves trove icon yet again (the old trove icon is now used by the justice pins)
- possible fix to the disappearing trove pins
- added missing lib addon menu files to the toc file
- updated compass library
- fixed empty tooltips while having the debug mode enabled
- added a filter panel to the farming helper's interface

## 3.1.5
- replaced the trove pin texture, hopefully this fixes some instances of trove pins not being displayed on the map/compass
- addon shouldn't crash with unoficial translations anymore (i couldn't test this)
- added russian localization (by KiriX)
- added a rotating arrow which displays direction and distance of the next ressource of the farming route
- the map pin which displays the next ressource of the farming route doesn't get stuck on the map when looking at a different zone anymore
- optimized the result of the farming helper a bit, the path's will now have a slightly better ressource/time ratio
- pins that reappear after being hidden by the respawn timer no longer get stuck on the map

## 3.1.4
- updated lib addon menu and lib stub
- fixed tooltips for chests, fishing pins, troves and heavy sacks
- added a bunch of (optional) debug messages
- fixed one issue of serialized and deserialized data becoming out of sync

## 3.1.3
- map will properly load in gamepad mode
- added a pin which displays the next pin of the farming tour
- fixed pins not reappearing after being hidden by the respawn timer
- fixed "Soie Ancestrale" being displayed as "Ahnenseide"
- added an option to display only the discovered ressources in the pins' tooltip
- updated lib addon menu library
- fixed the formatting of some debug messages

## 3.1.2 (features in comparison to 3.0.7)
- added thieves troves
- added option to delete old/outdated pins
- map pin tooltips now display the crafting material you are expected to find:
For instance if you are in Auridon with an AD character, the tooltip will display iron.
If you are in Auridon with an EP character (cadwell's gold), the tooltip will display calcinium instead.
- added a respawn timer. This option will hide pins, if their location was recently visited.
- added a heatmap mode. In This mode you will see a heatmap displaying the ressource density instead of individual pins. This mode also increases the performance a lot, however it is incompatible with minimaps (for now).
- added a farming helper (beta version). This feature will calculate framing tours with a very high ressource per time ratio.
- fixed fish pins being displayed as chests
- fixed locations not being saved after harvesting something with a low framerate


## 3.1.1 (second Thieves Guild PTS beta)
Download
- fixed some wrong node name localizations
- added heatmap mode which needs less performance than map pins
The heatmap can be enabled in the map's filter panel.
- added respawn timer (hides recently visited pins)



## 3.1.0 (first Thieves Guild PTS beta)
Download
- fixed fishing pins that were marked as chests
- added thieves troves
- added an option to delete old/outdated data
- changed the way the addon handles different languages.
everything is now using itemIDs instead of item/node names, which should make the addon more robust against translation errors.
however this change may result in tooltips saying "Unknown item" in de/fr games, since the itemId -> item name table isn't complete for those languages.



## 3.0.7
- delayed pin refresh, until loot window is closed. another try to fix the aui bug.

## 3.0.6
- update libmap pin library
- fixed AUI bug, where pins disappeared after looting something

## 3.0.5
- hopefully fixed the rare crash on reloadui bug
- changed the name of the HarvestMapImport/HarvestMapImport.lua to prevent confusion with the save file in SavedVariables/HarvestMapImport.lua

## 3.0.4
- fixed wrothgar import
- added export feature

## 3.0.3
- locked doors are no longer marked as chests
- fixed error with Fyrakins Minimap, where pins on the map would disappear

## 3.0.2
- fixed the following conflict with AUI:
when using a wayshrine in a city, harvestmap added pins to the map which were never removed when changing the map.

## 3.0.1
- updated lib map pin library. this could fix the AUI conflict.

## 3.0.0
- rewritten most of the addon, a lot of bugfixes and performance improvements
- probably added tons of new bugs too :P

## 2.7.7
- updated LibMapPins-1.0, LibAddonMenu-2.0, LibStub
- changed api version

## 2.7.6
- updated LibMapPins-1.0 library [Garkin]
- optimized import routine for importing data from HarvestMerge [Garkin]

## 2.7.5

Updates
- Updated TOC; Checked change notes no routines were effected
- Updated Map Names from Esohead

## 2.7.4
- Added Update 6 support
- updated libraries
- lockbox support

## 2.7.3
- Only added Update 5 support, no other bugfixes

## 2.7.2
Update
- split refactoring into parts to prevent timeout.

## 2.7.1
Feature
- Using libMapPin for EMM support (by Garkin)

Bugfix
- ESO 1.4 changed the craglorn map. Pins had to be moved a bit.

## 2.7.0

Updates
- 2.6.6 data structure change is now optional
(It used to convert the data automatically, which could crash the client. The player can try to convert via the addon options)

Feature
- added import of other account's data, can be used to retrieve data from ESO update whipes.

## 2.6.7

Updates
- Converted settings from LibAddonMenu-1.0 to LibAddonMenu-2.0

## 2.6.6

Updates
- Node data are now saved using the AceSerializer-3.0 library

## 2.6.5

Updates
- Changed version number

## 2.6.4

Updates
- Changed version number
- Added disclaimer to Readme as requested by Zenimax

## 2.6.3

Feature
- Added Map filters[1]

[1]Map filters are organized by Alliance. These filters do not apply to gathering, only importing.

This is the initial release of this new feature but it does the job quite well. If you would like to leave feedback on the new filter please be specific about the change or update you would like. Understand that I don't want to make a large list of maps and only filter certain things when a bunch of conditions are met.

## 2.6.2

Bugfix
- Fixed bug that caused an exception when importing with debug mode on

## 2.6.1

Bugfix
- Fixed bug that allowed containers from Esohead.lua files to be added as Solvent nodes.[1]

[1]The easiest way to fix this is to use your HarvestMerge data and import into HarvestMap with the solvent filters ON. Then turn the filters back OFF when you import other Esohead.lua files. You will only loose the valid "Pure Water" nodes but those are very easy to find. Once you import the HarvestMerge with the filters on, I would reset your HarvestMerge data and import from HarvestMap so you don't import the solvent nodes again in the future.

## 2.6.0

Updates
- Added Node Name translation.[1]

Bugfix
- Updated how HarvestMap handles different nodes in the same location.[2]

[1] This prevents the tooltip from having the node name in each language and translating two from German or French to english.
[2] For example High Iron Ore, Orichalcum Ore and Calcinium Ore spawning in the same spot. The tooltip should properly reflect the nodes that have spawned it its location.

## 2.5.9

Minor Update
- Simplified duplicate node detection routine

## 2.5.8

Minor Update
- Updated Custom Compass Pins only

## 2.5.7

Bugfix
- Changed the coefficient from the incorrect value of 0.00001 to 0.000001

With the old value the result would have been 0.00025 and it should be 0.000025. This would have made some nodes insert into other nodes when they shouldn't have. I am sorry for the mistake and any nodes lost. Please restore and import backups using HarvestMerge. HarvestMerge was unaffected since it did not get the update to have a slider to adjust the range of duplicate nodes.

## 2.5.6

Feature
- Added slider options so users can fine tune the range at which the nodes are considered duplicate nodes
This will let users adjust the setting without manually editing files or waiting for me to release a new version with different values.

- Added new slash command "/harvest reset defaults"
Allows users to reset their settings to the original defaults. This does not reset nodes or collected data. If you had AccountWide settings ON you will need to toggle it ON again.

## 2.5.5

Updates
- Updated localization routines[1][2]
- Updated auto update routines for when localization has changed

[1] Upon further investigation versions 2.4.7, 2.4.8, and 2.4.9 would not have handled Cgarlorn data correctly due to lack of localization information from Esohead.com. This has been resolved. All versions of harvestMap 2.5.0 or newer handle Craglorn data. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.
[2] Upon further investigation HarvestMerge version 0.1.4 had some Craglorn support. HarvestMerge versions 0.1.5 or newer handle Craglorn data. HarvestMerge will automatically move Craglorn data to the pool of usable data for importing into HarvestMap.

## 2.5.4

Bugfixes
- Updates to resolve HarvstMap refreshing pins too frequently [Garkin]
- Updated Custom Map Pins using data for maps other then the current one [Garkin]
- changed "Violet Copninus" to correct spelling of "Violet Coprinus"

Updates
- Verified some Craglorn map names.[1]
- Updated localization info

[1] It was reported that Craglorn data was made unavailable after 2.4.7. I could still use backups of HarvestMap.lua from 2.4.0 to 2.4.6 and 2.5.0 or higher. All versions of HarvestMpa 2.5.0 or higher have proper Craglorn support. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.

## 2.5.3

Bugfix
- Duplicate node verification was too strict

## 2.5.2

Bugfix
- Fixed issue with HarvestMerge skipping chests and fishing holes in certain cases.

## 2.5.1

Bugfix
- Fixed importing with all filters on. Some items were still being imported.

## 2.5.0

Updates
- Updated importing routines. If you use HarvestMerge you will have to update to 0.1.5 in order to import information.
- Attempted to make counters more accurate.
- Updated Craglorn Support[1]

[1] It was reported that Craglorn data was made unavailable after 2.4.7. I could still use backups of HarvestMap.lua from 2.4.0 to 2.4.6 and 2.5.0 or higher. All versions of HarvestMpa 2.5.0 or higher have proper Craglorn support. HarvestMap will automatically move Craglorn data to the pool of usable data for map pins.

## 2.4.9

Updates
- Added more craglorn support and other map localization from Esohead
- Updated node recording routines. You should not get duplicate fishing and chest nodes.

## 2.4.8

Updates
- Added craglorn support to localization files

## 2.4.7
- Added importing features for Esohead, EsoheadMerge, Harvester, and HarvestMerge
- Added advanced slash commands
- Most of the save file is now part of an array similar to Esohead allowing use of advanced slash commands
- Updated report when importing data
- Filter settings apply to importing from the 4 different addons allowing you to minimize the data saved
- False nodes and containers are places in separate categories that can now be reset

Notes:

1) If you had previously activated "AccountWide" settings, you will have to set that again due to save file changes. I highly recommend checking the filter settings also.
2) If you leave the data in the backup categories as I make more localization improvements, that data can be updated and placed into the usable data as long as it isn't duplicate information.

Code for slash commands borrowed from Esohead, used with permission

## 2.4.6
- Updated TOC
- Added wmrojer's suggestion for dealing with different map sizes

## 2.4.5
- Updated Libs for Compatibility with other Addons

## 2.4.4
- Updated Libs for Compatibility with other Addons
- Updated Solvent Icon

## 2.4.3
- Added update routine for better node management. Nodes that are not harvested will be saved in an unused section of the HarvestMap.lua save file. This section can be deleted after you see that most of the data is either from an unlocalized Map, or the node is a Crate, Urn, Bottle, Barrel, or bookshelf etc.

## 2.4.2
- Forgot to update foreign language Tool-tips. New Tool-tips need translation.

## 2.4.1
- Updated Tooltip to make them more clear

## 2.4
- Toggle between Account Wide settings, or single account settings (UI WILL RELOAD!!!)
- Filter on Import, per profession (no clean or purge command yet)
- Import feature now filters out Crates, Barrels and such from alchemy
- Import feature now skips False Nodes. For Example, Nodes that are Jute, with a mining ID number, under the Mining Group.
- Import feature now gives basic statistics after import
- Ability to set which harvest nodes are recorded by harvest map
- Added Fishing Hole Tracking
- Added Solvent Tracking (Water Sack and pure Water only)
- Updated localization of Harvest Nodes for French and German. UI translations for the menu are needed.
- Updated Debug messages so any unknown nodes can be properly added
- Attempted to fix in combat FPS loss.

## 2.3.4
- fixed a bug where the pins of the zone map would be drawn in a city or vice versa

## 2.3.3
- Hotfix for Pins without a defined color

## 2.3.2
- added filters to the filter panel (right of the map)
- addon settings are no longer account wide

## 2.3.1
- 2.3 broke the compass
- 2.3 broke chest import from esohead

## 2.3
- data from all clients can now be imported from esohead regardless of the clients' language.
- if you have clients of different languages installed, the gathered data is now shared
- and their tooltips are translated

## 2.2
- if there is a short delay between harvesting and looting a node, the node wasn't collected.

## 2.1.4
- forgot to delete some debug outputs
the chat shouldn't be spammed anymore
- changed some strings in the localization

## 2.1.3
- addon now works with autoloot disabled

## 2.1.2
- added debug function
- too many anchors should be fixed

## 2.1.1
- added French translation
- fixed a bug, where chest pin weren't instantly added to the map/compass

## 2.1
- fixed a chest bug
- changed CustomCompass library version to 1.1

## 2.0
- removed Esohead dependency
- renamed the addon to HarvestMap, as there is no connection to Esohead anymore
- removed skyshard support
The purpose of this addon is now to display recollectable/respawnable content.
If you miss the skyshard feature, use SkyShards by Garkin.
- removed fishing nodes (Sorry!)
They will be added again, but currently they are to buggy.

## 1.5.2
- compass now compatible with the new way of handling skyshard

## 1.5.1
- the pins weren't refreshed when a skyshard was collected
- a pin in Khenarthi's Roost was misplaced.

## 1.5
- fixed runestone bug (the texture file had a wrong name)
- skyshards are now connected to their respective achievement.
This change was already longer in development but it was hard to get the data.
I was able to finish it today thanks to SkyShards.
If you're using EsoheadMarkers only for the skyshard function, you probably want to use the other addon!
This also fixes the following bugs and implements requested features:
- dungeon pins are correctly marked as collected
- skyshards have their journal entry as tooltip
- you can now see, if a skyshard is inside a dungeon
- skyshards should work on non English clients. (But only those on the zone map, not on the dungeon map)

## 1.4
- added fishing nodes
- added filters for fishing nodes
- added new icons with higher resolution because of the compass
(size settings will be reset!)
- this also fixed an issue where it looked like there were two icons for every chest.
- fixed an error which caused the addon to crash if the character logs in on a pvp map.
- added a skyshard to Marbruk
- fixed an error where chests wouldn't appear on the map until the next refresh
- zip file has now version info

## 1.3.1
- fixed skyshard in mathiisen
- fixed bug where the default pins could get a random color

## 1.3
- added colors for highlighting certain pintypes (Requested feature)
- added (beta) compass

## 1.2
- debug mode for skyshards implemented
- filter for uncollected skyshards added

## 1.1
- fixed a filter bug
- pin size can now be changed via /pinsize [category] [size]

## 1.0
- chest pins added
- skyshards don't have to be collected via Esohead anymore
- already discovered skyshards can be filtered

## 0.6
- filters added
(Filters can be changed in the default Filterframe.)

## 0.5
- first release
Optional Files (1)
File Name
Version
Size
Author
Date
Type
3.15.3
9kB
05/05/22 04:36 PM
Addon


Archived Files (210)
File Name
Version
Size
Uploader
Date
3.15.12
332kB
Shinni
07/24/22 12:35 PM
3.15.11
332kB
Shinni
05/05/22 10:11 PM
3.15.10
332kB
Shinni
05/05/22 04:30 PM
3.15.9
331kB
Shinni
08/26/21 12:04 PM
3.15.8
331kB
Shinni
08/25/21 12:38 PM
3.15.7
325kB
Shinni
04/28/21 12:04 PM
3.15.6
325kB
Shinni
04/17/21 05:20 PM
3.15.5
321kB
Shinni
04/13/21 06:33 AM
3.15.4
329kB
Shinni
04/11/21 12:46 PM
3.15.3
326kB
Shinni
04/11/21 07:00 AM
3.14.11
454kB
Shinni
01/03/21 12:52 PM
3.14.10
456kB
Shinni
11/08/20 12:11 PM
3.14.9
456kB
Shinni
07/11/20 10:28 AM
3.14.8
454kB
Shinni
06/09/20 11:30 AM
3.14.7
454kB
Shinni
06/01/20 02:35 PM
3.14.6
454kB
Shinni
06/01/20 09:57 AM
3.14.5
453kB
Shinni
05/25/20 08:43 AM
3.14.4
454kB
Shinni
05/19/20 11:00 AM
3.14.3
454kB
Shinni
05/19/20 08:04 AM
3.14.2
445kB
Shinni
05/17/20 01:29 PM
3.14.1
445kB
Shinni
05/17/20 09:17 AM
3.14.0
445kB
Shinni
05/16/20 11:48 AM
3.13.16
424kB
Shinni
03/11/20 01:24 PM
3.13.15b
436kB
Shinni
02/04/20 11:23 AM
3.13.15
423kB
Shinni
02/03/20 03:54 PM
3.13.14
424kB
Shinni
09/17/19 03:20 PM
3.13.13
424kB
Shinni
09/03/19 08:38 AM
3.13.12
421kB
Shinni
08/15/19 02:23 PM
3.13.11
421kB
Shinni
08/15/19 01:23 PM
3.13.10
421kB
Shinni
08/15/19 12:40 PM
3.13.9
421kB
Shinni
08/15/19 10:40 AM
3.13.8
420kB
Shinni
05/29/19 12:54 PM
3.13.7
420kB
Shinni
05/26/19 08:01 AM
3.13.6
415kB
Shinni
05/24/19 12:05 PM
3.13.5
415kB
Shinni
05/22/19 03:06 PM
3.13.4
415kB
Shinni
05/21/19 11:55 AM
3.13.3
415kB
Shinni
05/20/19 03:43 PM
3.13.2
415kB
Shinni
05/20/19 01:10 PM
3.13.1
415kB
Shinni
05/20/19 12:57 PM
3.12.10
400kB
Shinni
04/15/19 04:58 PM
3.12.9
406kB
Shinni
04/06/19 07:21 AM
3.12.8
406kB
Shinni
03/28/19 08:19 PM
3.12.7
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Post A Reply Comment Options
Unread 06/09/14, 07:25 PM  
Dethevra

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Re: Confused.

Originally Posted by Sharlikran
Sorry I wasn't clear. 1) Too bad there are not more nodes in The Rift... Bummer... 2) It would be nice to clean out the non English names sometimes. I resolved that. However, remember that HarvestMap can import all maps in all languages. If the Map Name is in the localization file it will import any usable nodes that are not duplicates of nodes already in HarvestMaps data. So cleaning out those foreign map names for backup, uploading, sharing is a good idea. It's a bad idea for importing into HarvestMerge and HarvestMap.
Ok yea.. I thought that seemed too good to be true. Also what you say at the end finally puts it all into perspective a bit I think. So if I'm understanding correctly, You could lose out on some of the data (nodes) found by having an english only import for HarvestMap. I think the discussion gets clouded because of all the different reasons everyone uses these files. I am only really concerned with getting the nodes I dont have to me and vice versa. Am I understanding right that say.. what I need to do to share my nodes is import from harvest map into the esohead.lua, then upload the esohead.lua to the site?

Cus until now I had not considered if it could be this easy. I've found at least a string of nodes around the west side of rift that werent there before, but I think I have been confusing myself as to how complex uploading nodes from harvestmap to the site would really be. I'm trying to slowly but surely wrap my head around the ins and outs of all of this so it can be a simple like.. once every 2 weeks swap. I know i should but i dont really want to muck about with running harvester or esohead on a regular basis, Id prefer to keep it clean and only use the others when I must to meet this purposing of yours and others wonderful collaboration here (ps I also am interested in chests, i forget thats a seperate category lol)

Originally Posted by Sharlikran
So just edit enough to get it to load, then use the new slash commands to import into EsoheadMerge. Then you will have a file that doesn't have those names in it. Just keep in mind what I said above.
So yea Just to be sure, Id only want to clean the language zone names out for backup purposes, I'f im lookign to get as many node locations as possible from the esohead.lua from the site, I'd skip this yes? Sorry for all the back and forth, I'm just trying to make sure I understand this all because I'm trying to do the work for several other people as well. So once i figure this out I can just pack up a HarvestMerge.lua that I can e-mail to them , so they can just drop it in and get all the extra nodes that I have found plus all the latest merge files by simply turning on harvestmerge and doing an import to harvest map. That way they don't all have to figure the details of this out as well; as they have much less time to work with as I do.

A quick question on editing to load. I'd like to get this down to a science so I can make quick work of it each time , even as the file grows in size. (first off.. is there a minimize all sections option) So when I have to take out specific zones I could see a list of all minimized zone sections instead of having to click [-] on all of them individually? If that were possible I could pick a zone a chunk of the way down the list to remember. Delete everything above it (in the zone section, under the harvest section) , and then do another one where I delete everything below so it could be a quick, load one, import, load the other, import (assumidly I should be doing that into HarvestMerge tho up till now i was using esoheadmerge thinking I was cleaning forign languages out, for (now) who knows what reason lol) then I can do one final import, delete the active (non backup) esohead files I was working with, so it would be a clean slate for 2 weeks later or w/e maybe once a week if I get it down pat.

Originally Posted by Sharlikran
Also if you try to import into EsoheadMerge, then rename the file it would do that. Are you doing that? Although it can be done you have to edit the first line of the file like I mention on the EsoheadMerge Addon Info tab.
Nope.. nothin like that. As you can probably tell this is my first go of any merging. So I logged in once assuming the esohead.lua worked, imported into harvest map, didnt see a change.. saw the forum assumed it was cus rift has few nodes. Now I'm thinking I never got it cus now with a new placement of Esohead.lua in SavedVariables with @Dethevra or blank both came up with 0's across the board when /esohead datalog , I tried one /esomerge import then a /esomerge datalog and saw zeroes before all of that, which led me to those eventual conclusions. Other than that I've taken no further actions.

Originally Posted by calanon
6) download the esohead merge, now CAREFULLY copy and paste only the information you want into your savedvariables esohead file section by section, including only the bits you want, so if you don't want fishing spots for example just dont copy and paste that. In the section you are doing copy "[data]........." from the esohead merge file and paste it into esohead file in savedvariables. Do this with all the data you need or want.

7) Log in, test everything is registered now, type "/esohead datalog", now there should be thousands of things in any section that you copied and pasted the data for.

I have no idea at all why this method works, it shouldn't make a difference but it does
I assume this is what is happening to me. So I want to try this. Now picture the video, with all the collapsed sections in notepad++... From a fresh esohead with only a few nodes gathered in your(calnons) post. Is it ok to assume that selecting the collapsed "harvest" section, just as showed to delete, fishing , skyshards ect. Then copying that whole two lines of collapsed-ness over to the fresh file. Doing w/e Deletion from there needed to log on. Is this all that needs to be carried over? Or do we need more sections to make a workable esohead.lua?
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Unread 06/09/14, 07:00 PM  
Sharlikran
 
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Re: Solved

Originally Posted by calanon
To all who find the import does not work for them despite following all of Sharlikran's instructions to the letter. I HAVE FINALLY FIXED IT.
I'll think about it but I can't make any promises. Mainly because steps 1 through 4. I make it pretty clear that you can't edit the Esohead.lua while logged in. I think I explain why but if not I will make it a point to do so.

Number 6 is good but hopefully people don't have to manually edit the file that much. Also if you have to do what you described then something is wrong. For example, as mentioned in the troubleshooting your account name might be reported to mods differently then you thought. So the reason your method might have worked is because the new file has the correct account name.

People need to know the how and why of things. So if it's failing because they are doing it wrong I don't want to insult them, I want to educate them so they don't continue to make the same mistake. It should be easier each time they do it and that won't happen if they don't know the correct way to do it. The new videos I am planning on making are only going to go over certain things. I want to make three short videos instead of one long one. I might be able to cover things better that way.

With shorter videos on only certain things people can see what they want without having to wade through what they don't want. The goal being that people should only have to edit the file enough to log in. After they log in there should be nodes there. The steps and slash commands may seem complex but the intent is that users don't have to edit the file any more then they have to. After they are done the can then decide what to do. Such as disabling the mod or resetting the data since it's no longer needed and imported into HarvestMerge or Harvestmap.
Last edited by Sharlikran : 06/09/14 at 07:21 PM.
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Unread 06/09/14, 04:30 PM  
calanon

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Solved

To all who find the import does not work for them despite following all of Sharlikran's instructions to the letter. I HAVE FINALLY FIXED IT.

I won't go into any detail about all the confusion and problems i went through but a simple simple fix is as follows.

Instead of copying and pasting esohead files, DO NOT DELETE OR REPLACE the esohead file in the savedvariables folder. Instead do the following.

1) Download and install a fresh esohead
2) Log in, enable it, run around and harvest something, run near to some NPC's etc

The data you have collected will be stored somewhere, I dont know where, but not yet in the esohead file in the savedvariables folder

3) Log out to character select

The savedvariables folder esohead file is now created if there isn't one, if there is this is when all additional data is added to it.

4) Log in again, perform a test to see everything is working right, type "/esohead datalog", make sure if you harvested something it does show it, ie. everything isnt 0

5) Log out again to character select

6) download the esohead merge, now CAREFULLY copy and paste only the information you want into your savedvariables esohead file section by section, including only the bits you want, so if you don't want fishing spots for example just dont copy and paste that. In the section you are doing copy "[data]........." from the esohead merge file and paste it into esohead file in savedvariables. Do this with all the data you need or want.

7) Log in, test everything is registered now, type "/esohead datalog", now there should be thousands of things in any section that you copied and pasted the data for.

8) import using the command as you need

NB: WATCH SHARLIKRAN'S VIDEOS, PERFORM USUAL METHODS ONLY DO THIS IF THEY DON'T WORK, AND MAKE SURE YOU ARE USING NOTEPAD++ AS SHARLIKRAN SUGGESTS, IT MAKES EVERYTHING A LOT EASIER.

Also, I have no idea at all why this method works, it shouldn't make a difference but it does, esohead starts adding things over the additional info given by the merge file and not reading anything already in the file if you copy and replace the original, it's very odd and its obviously only happening to some people.

If you could please add this method or even a link to it on the main page it would save a lot of people a lot of headache Sharlikran, just a suggestion.

As per usual thanks for the great support you have provided for everyone with your videos. Also thanks to Shinni for the incredibly useful addon.
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Unread 06/09/14, 02:01 PM  
Sharlikran
 
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Originally Posted by Dynamite7673
The past few days I have to /rl to get my icons to show up on my map and sometimes they continue to not show on my compass. Also when they do show on my compass the seem to blink very quickly. Should I wipe my lua and re-merge or do something else? Anything that is a known issue?
Get HarvestMerge 0.2.2 now and import your data into that Mod with "/merger import harvestmap". Then wait until I put up the next hot-fix of Harvestmap with the updates for Custom Compass Pins. Granted CCP does not set the pins on the world map but with both of those versions you should not have that issue.

Test it with 2.5.8 of HarvestMap and 0.2.2 of HarvestMerge and see if it still happens.
Last edited by Sharlikran : 06/09/14 at 02:06 PM.
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Unread 06/09/14, 01:57 PM  
Sharlikran
 
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Re: If sliders never used is current data untouched?

Originally Posted by Sp00sty
Just checked this AM and trying to keep up with the changes. I read the changelog before I install any updates.

If I haven't used any of the new sliders yet do I have anything to worry about with my existing nodes? Just install the latest update and press on?
Keep a backup of the file as always. Otherwise install and press on. Since I found the issue with the coefficient I was able to restore backups without any node loss of any kind with data from 2.4.x to 2.5.5. The exception being Craglorn maps which were not available to me for version 2.4.7 through 2.4.9. As mentioned in the change log, they have been added as of version 2.5.0.

Originally Posted by Sp00sty
I haven't done any cleanup/merges since I manually edited my Harvestmap.lua to reduce nodes and fix stutter(deleted all but current Alliance and Coldharbor).

I have a modified HarvestMap.lua running now so I will have to decide how I'm going to go forward with any new merges. I know you have many more issues right now but is a Zone Filter still on your radar?

Thanks
Yes I started testing of that idea on 5/29 but I have more to do before I release a version with any kind of filtering. When I do though, it will use the current idea for importing from HarvestMerge to HarvestMap. Why all the merging and importing? The reason for the backups and HarvestMerge is because when I import from HarvestMerge that data is not erased during the process. It is my fail-safe mechanism. If I make a mistake users can report it, I can fix it, then when they import again it will work as intended.

I would like to mention that users should expect a pause or freeze when you filter by Maps or Alliance. The reason is that I don't feel comfortable with any kind of change to the map structure just yet. So I have to split the map name from "auridon/bewan_base" to "auridon" and "bewan_base" before importing the nodes. This will be unavoidable unless I change the map structure. I can do it but there is no real benefit that I can see at this time except for filtering when importing.

Current Method:
Lua Code:
  1. "auridon/bewan_base"
  2. {
  3.     <<< NODES >>>
  4. },
  5. "glenumbra/daggerfall_base"
  6. {
  7.     <<< NODES >>>
  8. },

Alternative if I decide to implement it.
Lua Code:
  1. ["auridon"] =
  2. {
  3.     ["bewan_base"] =
  4.     {
  5.         <<< NODES >>>
  6.     },
  7. ["glenumbra"] =
  8.     {
  9.     ["daggerfall_base"] =
  10.     {
  11.         <<< NODES >>>
  12.     },

That is why users will need to be aware of the freeze and know that it will only happen if filtering by Map or Alliance when importing from HarvestMerge and it will never occur at any other time. This will be the safest and easiest way to implement a filtering method of that nature.
Last edited by Sharlikran : 06/09/14 at 02:05 PM.
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Unread 06/09/14, 01:48 PM  
Dynamite7673

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The past few days I have to /rl to get my icons to show up on my map and sometimes they continue to not show on my compass. Also when they do show on my compass the seem to blink very quickly. Should I wipe my lua and re-merge or do something else? Anything that is a known issue?
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Unread 06/09/14, 10:29 AM  
Sp00sty

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If sliders never used is current data untouched?

Just checked this AM and trying to keep up with the changes. I read the changelog before I install any updates.

I made a mistake with the coefficient for the new slider so some nodes might have been considered duplicates when they shouldn't have. Just restore your backups, and import your backup data from HarvestMerge. The new version uses the proper value.
If I haven't used any of the new sliders yet do I have anything to worry about with my existing nodes? Just install the latest update and press on?

I haven't done any cleanup/merges since I manually edited my Harvestmap.lua to reduce nodes and fix stutter(deleted all but current Alliance and Coldharbor).


I have a modified HarvestMap.lua running now so I will have to decide how I'm going to go forward with any new merges. I know you have many more issues right now but is a Zone Filter still on your radar?

Thanks
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Unread 06/09/14, 08:47 AM  
Sharlikran
 
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Originally Posted by CoUsT
Yep, still can reproduce it:
I have been testing things like this and it's something I can't resolve because of the API. I was about to try and explain some things in regards to Map names, player locations, and texture names changing when you stand in certain places and that will produce duplicate nodes. However, as I started to write and and preview it I could see it was going to be an enormous wall of text. I'm not angry with you or upset so I didn't want to post it and have you misunderstand the intentions of my post. You presented a valid concern and I provided the best resolution, and added a way to adjust it to the players preference. I also don't want to keep going back and fourth about it.

This is still going to be a wall of text, just shorter and no long winded examples of map names and texture file names.

I tested the current values I use for the range to make it the best value so people don't have to change it. If you can find a better value I'll play with it a little. For now, for your own testing to get the best values for you, there is only one way you can really tweak the range to suit your needs.

1) Install HarvestMerge
2) Import all data into HarvestMerge using /merger import harvestmap
3) Reset all the data in HarvestMap using /harvest reset nodes
4) Go anywhere that the issue happens and try to reproduce it. However, you can only do this with two or three nodes or when you open the HarvestMap.lua file you will have too much to compare. For the best results use only one Solvent node that does it. Pick one you know for sure will do it.
5) once it happens open the HarvestMap.lua and look for the two nodes. This is why you want to do it with one Solvent location. No matter how long it takes to respawn.
Originally Posted by CoUsT
It seems that it duplicate nodes only in cities (or places where you see zoomed map). When I travel and I'm not in city, nodes don't duplicate (tested).
6) If the map texture name is ["stonefalls/stonefalls_base"] and both nodes are under that then increase the value slightly, as little as possible until it stops recording the two nodes. If the texture name is ["stonefalls/stonefalls_base"] for one node and ["stonefalls/davonswatch_base"] for the other then you can never prevent that ever. It will always be duplicated.

If and only if, the nodes are under the same map texture file like ["stonefalls/davonswatch_base"] or whatever, find the sweet spot. Find that magical number. Say 25 isn't enough but 27 works perfectly. Keep it at 27. Remember this is all for testing, and what you did was backup your HarvestMap data so you should only have a few nodes you recorded for testing to find the perfect value. You are not doing this on data you intend to keep. Then do the following

1) Reset all the data in HarvestMap using /harvest reset nodes
2) With the range at the perfect value import your nodes from HarvestMerge using /harvest import merger

The new range will be used and the few nodes that fall within that range, if they have the same name, will be considered duplicate nodes. So if it's Flax, and Flax you will get one node which is what you want. If it's Flax and Cornflower you will get one node instead of two and the tooltip will show both names.

Any other duplicate nodes will have to stay there until there is a way to remove individual pins on the world map. Then you could record a new location so that all future duplicate node checking looks at the new node. Then the range check won't be skewed making HarvestMap continue to duplicate nodes because they are within tolerance and outside the range Harvestmap is looking at.
Last edited by Sharlikran : 06/09/14 at 09:47 PM.
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Unread 06/09/14, 07:41 AM  
Sharlikran
 
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Re: Re: Re: Re: Re: Confused.

Originally Posted by Dethevra
Originally Posted by Sharlikran
And like deljason very reasonable concern that the nodes are not there it's something I have resolved. Just look for an updated EsoheadMerge today. What you will need to do with the new version is to import the Esohead.lua file into EsoheadMerge. Then use a slash command to remove all the non English nodes.
Ok so am I understanding you correctly when you said it was something you resolved; that rift no longer is void of most harvest nodes? (I asumed when you said, look for an updaged EsoheadMerge you meant the site merge file, but i got a new esoheadmerge just in case) or did I misunderstand.
Sorry I wasn't clear. 1) Too bad there are not more nodes in The Rift... Bummer... 2) It would be nice to clean out the non English names sometimes. I resolved that. However, remember that HarvestMap can import all maps in all languages. If the Map Name is in the localization file it will import any usable nodes that are not duplicates of nodes already in HarvestMaps data. So cleaning out those foreign map names for backup, uploading, sharing is a good idea. It's a bad idea for importing into HarvestMerge and HarvestMap.

Originally Posted by Dethevra
I ran into another issue first which I'll detail below, but I was antisipating the issue of what Slash commands would one use to get rid of the non english data once its in EsoheadMerge? Can't find any listed slash commands that sound like that.

My issue is no matter what I seem to do with the Website daily merge , now that im using the slash command /esohead datalog , It comes up with absolutely 0 harvest nodes. I'm positive I left the Harvest Section when editing in N++. Ive tried it with my name, and with it blank.
Odd can't explain why. Mostly having the wrong user name does that. Also if you try to import into EsoheadMerge, then rename the file it would do that. Are you doing that? Although it can be done you have to edit the first line of the file like I mention on the EsoheadMerge Addon Info tab.

If you had accidentally made a mistake editing the file that could cause it. However, depending one what the mistake was TESO would complain. However, it seems possible to me that as long as all the opening and closing "[]{}"s are there it could "seem" to TESO like a valid array. That would let the file load but the maps you edited out broke the file.

Originally Posted by Dethevra
Have the newest version of esohead / esohead merge just in case. What could I be doing wrong here? I'm also sure to be not only logged out of game , but out of the client when editing / saving the esohead.lua, which I make sure is in SavedVaiables. (would character screen be far enough to log out?)
Not sure and yes the character screen is far enough. At the character screen the Save Files are written to the SavedVariables folder and no longer cached in memory.

For the new slash commands in EsoheadMerge, read the change log.

/esomerge ignore on
/esomerge import

Just those two commands will import Esohead maps without the "^" symbol in the name. There is no way to "clean" out the EsoheadMerge file of those names. You would want to import the EsoheadMerge data into HarvestMerge, then delete the EsoheadMerge.lua file. I have been trying various ways to do make a cleaning procedure but none of it has worked so far. I am going to keep trying though.

Checking for the "^" in the map name was done before in Harvestmap until Shinni changed to using the map texture name instead of the map name. So just edit enough to get it to load, then use the new slash commands to import into EsoheadMerge. Then you will have a file that doesn't have those names in it. Just keep in mind what I said above.
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Unread 06/09/14, 07:33 AM  
CoUsT
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Yep, still can reproduce it:



It seems that it duplicate nodes only in cities (or places where you see zoomed map). When I travel and I'm not in city, nodes don't duplicate (tested).

I think it can also duplicate in Coldharbour (it's in city, so map is zoomed).

Edit:
Zoomed map:


Not zoomed:
Last edited by CoUsT : 06/09/14 at 07:38 AM.
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Unread 06/09/14, 04:53 AM  
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Originally Posted by Mortosk
Originally Posted by Sharlikran
Originally Posted by Mortosk
I've noticed the latest couple versions of this has a lot of trouble with town maps. The ones you can zoom in to on the zone map. It keeps getting confused and thinking you are on the zone map when you are in towns and it makes doing quests near towns very difficult. Other than that, it's a really great addon and appreciate all the hard work you've done to create it.
That should not be caused by the mod. I don't think I can track down why that might happen so I'll ask Garkin and Shinni and see what they think.
FYI - So far it's happening in all the towns I've visited in Rift, EastMarch and Glenumbra. So, it seems to be a global issue not just 1 area. To duplicate the bug, you can go to any town and zoom out to the World level. Then you should see the location indicator thinking you are in the zone map when you are really in the town map and it gets stuck that way.
Originally Posted by Sharlikran
Aside from that can you look into Mortosk's issue. I know I can't track down whether or not HM would make it change maps like he is explaining.
It isn't something what HM does, but it is standard beaviour of WorldMap. When you close WorldMap, it has still loaded the last viewed map. It took me a long time to notice this, because minimap always sets map to player location when you are moving around. But without minimap addon, pins are loaded for the last opened map until you use SetMapToPlayerLocation() function - in your addon is this function called every time when you harvest some material node or interact with chest/fishing hole.

I have addressed this issue in CustomCompassPins library v1.22. It sets map to player location when you close WorldMap window. As you use this version of CCP, the latest version of HM should have always loaded correct pins.
However the method I have used in version 1.22 is not the best (it did not redraw map correctly), so please use the new version of CCP in the next HM update.
Last edited by Garkin : 06/09/14 at 04:54 AM.
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Unread 06/09/14, 01:30 AM  
Dethevra

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Re: Re: Re: Re: Confused.

Originally Posted by Sharlikran
And like deljason very reasonable concern that the nodes are not there it's something I have resolved. Just look for an updated EsoheadMerge today. What you will need to do with the new version is to import the Esohead.lua file into EsoheadMerge. Then use a slash command to remove all the non English nodes.
Ok so am I understanding you correctly when you said it was something you resolved; that rift no longer is void of most harvest nodes? (I asumed when you said, look for an updaged EsoheadMerge you meant the site merge file, but i got a new esoheadmerge just in case) or did I misunderstand.

I ran into another issue first which I'll detail below, but I was antisipating the issue of what Slash commands would one use to get rid of the non english data once its in EsoheadMerge? Can't find any listed slash commands that sound like that.

My issue is no matter what I seem to do with the Website daily merge , now that im using the slash command /esohead datalog , It comes up with absolutely 0 harvest nodes. I'm positive I left the Harvest Section when editing in N++. Ive tried it with my name, and with it blank. Have the newest version of esohead / esohead merge just in case. What could I be doing wrong here? I'm also sure to be not only logged out of game , but out of the client when editing / saving the esohead.lua, which I make sure is in SavedVaiables. (would character screen be far enough to log out?) So I was correct before in worrying that It didnt work, cus likely I was importing the 0 nodes from esohead.lua directly to HarvestMap

P.S. Idk if this is relevant , but I had EsoheadMerge, and Esohead as my only active addons at the time.
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Unread 06/08/14, 10:33 PM  
Sharlikran
 
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Originally Posted by METALPUNKS
Ya i right after seeing the harvest Addons stuff fine I noticed all my other stuff reset. I just want to make it clear to people it has nothing to do with this add on.
I hope you find the cause. If you had not had that issue I would not have found a mistake I made with the new slider.

I made a mistake with the coefficient for the new slider so some nodes might have been considered duplicates when they shouldn't have. Just restore your backups, and import your backup data from HarvestMerge. The new version uses the proper value.
Last edited by Sharlikran : 06/08/14 at 10:35 PM.
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Unread 06/08/14, 10:19 PM  
METALPUNKS

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Ya i right after seeing the harvest Addons stuff fine I noticed all my other stuff reset. I just want to make it clear to people it has nothing to do with this add on. There's an add on called eso high priority. Can someone check that out? I'm thinking this odd branch folder I have is to do with that but I'm so new to new add ons it's very confusing. The odd thing is there is no content in any of the folder labeled branch. If possible can so someone who knows more help me out?

Could minion be doing something like this.
Last edited by METALPUNKS : 06/08/14 at 10:24 PM.
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Unread 06/08/14, 08:38 PM  
Sharlikran
 
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Originally Posted by Garkin
Check this METALPUNKS post:
http://www.esoui.com/forums/showthread.php?t=1747

It doesn't look like an addon issue.
Thanks for the update Garkin. I was really worried. I care a lot about the mod and didn't think I messed it up to cause that much damage. Is there a beta sign up thing that he might have been able to apply for?

Aside from that can you look into Mortosk's issue. I know I can't track down whether or not HM would make it change maps like he is explaining.
Last edited by Sharlikran : 06/08/14 at 08:39 PM.
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