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Compatibility: | Lost Depths (8.1.5) High Isle (8.0.0) Ascending Tide (7.3.5) Greymoor (6.0.5) |
Updated: | 12/15/22 05:20 PM |
Created: | 06/09/15 03:54 PM |
Monthly downloads: | 552 |
Total downloads: | 76,083 |
Favorites: | 83 |
MD5: | |
Categories: | TradeSkill Mods, Bags, Bank, Inventory |
File Name |
Version |
Size |
Uploader |
Date |
6.4 |
17kB |
Troodon80 |
08/15/22 08:50 AM |
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6.3 |
17kB |
Troodon80 |
08/04/22 03:48 AM |
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6.2 |
17kB |
Troodon80 |
08/03/22 05:25 PM |
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6.1 |
16kB |
Troodon80 |
04/26/22 05:32 AM |
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6.0 |
16kB |
Troodon80 |
04/20/22 06:03 PM |
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5.5 |
12kB |
Troodon80 |
04/09/22 08:38 PM |
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5.4 |
11kB |
Troodon80 |
04/02/22 03:01 PM |
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5.3b |
9kB |
Troodon80 |
03/30/22 01:36 PM |
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5.3 |
9kB |
Troodon80 |
03/30/22 12:56 PM |
|
5.2 |
8kB |
ahmetertem |
07/09/20 06:33 PM |
|
5.1 |
8kB |
MaralieRindu |
03/05/20 03:08 AM |
|
5.0 |
8kB |
MaralieRindu |
03/02/20 07:40 AM |
|
4.5 |
34kB |
MaralieRindu |
02/28/20 05:35 AM |
|
4.4d |
38kB |
MaralieRindu |
08/26/19 05:50 AM |
|
4.4b |
34kB |
MaralieRindu |
08/19/19 03:58 PM |
|
4.4a |
38kB |
MaralieRindu |
08/19/19 06:56 AM |
|
4.4 |
38kB |
MaralieRindu |
08/18/19 03:24 AM |
|
4.3 |
38kB |
MaralieRindu |
06/22/19 01:43 AM |
|
4.2 |
38kB |
MaralieRindu |
03/29/19 02:26 PM |
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Comment Options |
sinnereso |
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Vaexar |
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Forum posts: 0
File comments: 4
Uploads: 0
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Addon sounded interesting in concept, but effectively unusable in gamepad mode.
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Sechesin |
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Forum posts: 0
File comments: 15
Uploads: 0
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added feature request - set maximum quanity default
can you add a configuration to set the maximum default to be refined? With the endeavors refining the default off ALL results in having no mats to refine when that endeavor shows up - too easy to get all when only needing a few. I try to keep a large number of raw mats for guild vendors, so only refine the minimum as needed for the endeavor.
thanks for a fantastic and highly useful addon. |
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reddog1948 |
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Rizz |
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Forum posts: 0
File comments: 81
Uploads: 0
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Troodon80 |
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Forum posts: 0
File comments: 81
Uploads: 0
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Troodon80 |
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Any idea why many items aren't being deconstructed? I can show you the options I have.
I'm confused because so far it's been working alright. ![]() ![]() ![]() ![]() |
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Rizz |
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Forum posts: 0
File comments: 1
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I have a problem with jewellery in particular, I can't deconstruct it. The error that I get every time I open jewellery station:
user:/AddOns/MassDeconstructor/MassDeconstructor.lua:696: operator < is not supported for string < number stack traceback: user:/AddOns/MassDeconstructor/MassDeconstructor.lua:696: in function 'ShouldDeconstructItem' |caaaaaa<Locals> bagId = 1, slotIndex = 0, itemLink = "|H0:item:69167:363:50:0:0:0:0:...", sIcon = "/esoui/art/icons/gear_breton_r...", iStack = 1, iSellPrice = 51, bMeetsUsageRequirement = T, isLocked = F, iEquipType = 12, iItemStyle = 9, quality = 4, qualityOverride = 4, CraftingSkillType = 7, itemType = 2, specialisedItemType = 0, boundType = 2, isSetPc = T </Locals>|r user:/AddOns/MassDeconstructor/MassDeconstructor.lua:724: in function 'AddItemsToDeconstructionQueue' |caaaaaa<Locals> bagId = 1, bagSlots = 160, slotIndex = 0, itemLink = "|H1:item:69167:363:50:0:0:0:0:..." </Locals>|r user:/AddOns/MassDeconstructor/MassDeconstructor.lua:752: in function 'BuildDeconstructionQueue' user:/AddOns/MassDeconstructor/MassDeconstructor.lua:1077: in function 'MD.OnCrafting' |caaaaaa<Locals> craftSkill = 131534, sameStation = 7, craftMode = T </Locals>|r |
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Sakranta |
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Hey Troodon80,
your addon is leacking some variables to the global table _G. Especially this one here is critical "isMarked" as FCOIS is using same variable names and you overwrite it that way! Lua Code:
Please fix this asap and add the local up in front: local isMarked, markedArray = FCOIS.IsMarked(bagId, slotId, {9}, nil) Other global leaking variables: x !!! very critical (function AddItemsToDeconstructionQueue) itemString (function ListItemsInQueue) itemToDeconstruct (function MD.ContinueWork()) slotIndex !!!!!! very critical! (function AddCraftingBagItemsToRefineQueue) Please fix those asap and check your other code files for leaking to global variables, thanks.
Last edited by Baertram : 08/14/22 at 05:53 AM.
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Baertram |
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Re: So FCOIS Integration
If the API of FCOIS is used properly ANY FCOIS marker icon is protected against deconstruction unless it was not explcitly allwowed to be deconstructed (for normal marker icons, check the submenu anti-* protection to e.g. allow deconstruction of items marked as intrictae or marked for decon -> even this is protected by default / for dynamic icons: each icon itsself defines if allowed to be deconstructed or not at the icon settings).
I've tested this with a self crafted item marked for decon (bagId 1, slotindex 44) -Marked for decon /tb FCOIS.IsDeconstructionLocked(1,44) -> false -Marked as sell in guild store /tb FCOIS.IsDeconstructionLocked(1,44) -> true -Marked for decon & sell at guildstore (only works if you have not enabled to remove automatically other marker icons if you apply the decon/sell at guild store!) /tb FCOIS.IsDeconstructionLocked(1,44) -> true Also tested this with other set items etc, all was okay. Did you maybe enable at the anti-* protection settings submenu -> deconstruction -> Allow decon (ignore others)? This would allow the item to be deconstructed if it's marked for decon AND sell at guildstore as the decon icon alone would be respected then! Edit: Seems the below described "open decon panle first" was added already as I can see at function MD.StartDeconstruction(). Even looks like my old provided code ;-) So decon panel seems to be properly opened meanwhile, alright. If you are still able to deon items marked for "sell at guil store" that way, please write me a PM and I'll have a look with you guys how to fix this. If items marked as sell at guildstore got deconstructed either the API was not used properly, or there is an "allow decon of marked at guild store" setting at the anti-* protection settings whch was enabled, or the API is not working properly (which might be the case if the addon using the API is e.g. trying to decostruct items AT THE SAME SECOND the crafting tables open AND it is not properly activating the deconstruction tab at the crafting stations -> e.g. try to decon all the second the crafting table is interacted with and we are still at the refinement tab!) The game allows decon that way but even default vanilla UI is not working properly if you just do it that way and I have told each addon doing this to change that please. If they do not change it and want to stay at refine to do a deconstuction, not my problem. Either use the game's API and UI as expected or live with the iterferences. I even had added an explicity pass-in of the LF_SMITHING_DECONSTRUCTION filterId to circumvent that problem and only check this (instead of checking the active scene, fragment, controls showing which obviously fails if you expect it to show the decon inventory but refine inv. is shown!) one e.g. by using the API FCOIS.IsDeconstructionLocked(bagId, slotIndex, doNotCheckJewelry) But I cannot say it is working each time, depends on the addons using it and what they do before (as described above). I'm open to improve this if there is a way but I'd rather let the addons open decon panel properly before starting a decon, instead of doing all at the refine UI tab. This should fix a lot of problems, especially with other addons that apply filters and protections for decon AT the deconstuction UI (but not at refine or any other). And there is a pretty easy way using the descriptor of the decon tab menu button to open that menu easily! ZO_MenuBar_SelectDescriptor(self.tabs, descriptorNameOfDeconTab) where self-tabs should be SMITHING.deconstructionPanel.tabs or similar and the descriptorNameOfDeconTab would be the SI_* string constant used for that tab button. Inspect the tab button with merTorchbug/zgoo e.g. and check for the data table or the descriptor table to see the text. Search for that text at merTorchbug Strings tab then to find the SI constant.
Last edited by Baertram : 08/14/22 at 06:08 AM.
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Baertram |
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Forum posts: 0
File comments: 53
Uploads: 0
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So FCOIS Integration
I've got items marked for sale at a guild store. Since that is a default icon it doesn't have the ability to block deconstruction. Can you enhance the FCOIS integration so I can block some of the default icons from being deconstructed?
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Honestaly |
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Forum posts: 0
File comments: 81
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Troodon80 |
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Hey! Could there be an option, when turned on the addon would warn when Meticulous Disassembly isn't slotted? Or something similar
Thanks for your work ![]() |
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daimon |
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Forum posts: 0
File comments: 81
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![]() The base game checkbox is plainly visible outside of using gamepad mode. I don't imagine I'll change this unless I get more feedback saying a change would be the best direction.
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Troodon80 |
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