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Updated: 09/14/15 09:06 AM
Compatibility:
Update 7 (1.7.0)
Update 6 (1.6.5)
Updated:09/14/15 09:06 AM
Created:03/05/15 11:39 AM
Monthly downloads:40
Total downloads:3,146
Favorites:12
MD5:
Mer Band-Aid ZO-UI Fixes
Version: 1.7b
by: merlight [More]
Any teeny-tiny work-arounds for UI bugs, that I can track and fix in a few lines of code, will go here. Ideally, this add-on will be empty -- current version is


Previous work-arounds

Fixed in 2.1.5
  • restore custom UI scale after login or zone change -- reported here

Fixed in 2.1.4
  • hide little white box appearing near keep/resource flags -- reported here
  • prevent guild window freezing due to custom rank names -- explained here and here
  • fix tooltips for scrolls and emperor alliance bonuses -- reported here
  • fix map pin locations inside Daggerfall Outlaws Refuge -- reported by QuadroTony (screenshot)

Fixed in 2.0.1
  • silence spurious "item repaired" alerts -- reported here
  • fix saving guild member/friend note -- reported here

Fixed in 1.6.6
  • hide the third reagent slot at alchemy station when you hit (X) Clear Selections and don't have the required passive unlocked -- reported here

Optional Files (0)


Archived Files (6)
File Name
Version
Size
Uploader
Date
1.7a
2kB
merlight
09/05/15 04:55 PM
1.6e
3kB
merlight
07/24/15 10:25 AM
1.6d
2kB
merlight
07/09/15 07:11 AM
1.6c
3kB
merlight
03/11/15 05:10 AM
1.6b
3kB
merlight
03/06/15 04:03 AM
1.6a
2kB
03/05/15 11:39 AM


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Unread 03/06/15, 01:34 AM  
votan
 
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Hi merlight. Great idea

Maybe this is something for that until next patch:
ClearSelections.lua:
Lua Code:
  1. local orgClearSelections = ALCHEMY.ClearSelections
  2. function ALCHEMY:ClearSelections()
  3.   orgClearSelections(self)
  4.   self.reagentSlots[3]:SetHidden(not ZO_Alchemy_IsThirdAlchemySlotUnlocked())
  5. end
For this bug: Alchemy Clear Selection Glitch Bug

CU
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Unread 03/06/15, 04:05 AM  
merlight
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Originally Posted by votan
Added
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Unread 03/06/15, 07:54 AM  
sirinsidiator
 
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I fixed the target icon and text color bug in my latest update of Social Indicators.
Maybe you want to add it here too:
Lua Code:
  1. local targetUnitFrame = ZO_UnitFrames_GetUnitFrame("reticleover")
  2.     local originalDoAlphaUpdate = targetUnitFrame.DoAlphaUpdate
  3.     targetUnitFrame.DoAlphaUpdate = function(self, status)
  4.         originalDoAlphaUpdate(self, status)
  5.         if(settings.fixTargetFrameColorBug and not IsInGamepadPreferredMode()) then
  6.             for i = 1, #self.fadeComponents do
  7.                 local component = self.fadeComponents[i]
  8.                 local color
  9.                 if(component == ZO_TargetUnitFramereticleoverRankIcon) then
  10.                     color = GetAllianceColor(GetUnitAlliance("reticleover"))
  11.                 else
  12.                     color = ZO_SELECTED_TEXT
  13.                 end
  14.                 component:SetColor(color:UnpackRGBA())
  15.                 component:SetAlpha((status ~= false) and 1 or 0.4)
  16.             end
  17.         end
  18.     end
Last edited by sirinsidiator : 03/06/15 at 07:58 AM.
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Unread 03/06/15, 11:37 AM  
joshmiller83
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Unread 03/06/15, 04:02 PM  
merlight
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Originally Posted by joshmiller83
Infamy UI Fix
Might add it here later, in the meantime you can use either circonian's stand-alone fix, or my character sheet add-on -- you can find links in that topic, both were out before I started this one.

Originally Posted by sirinsidiator
I fixed the target icon and text color bug in my latest update of Social Indicators.
This is beyond my parsing abilities for today I need to at least know what's going on before I paste it, so maybe tomorrow.
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Unread 03/11/15, 03:36 AM  
votan
 
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The alchemy station bug is fixed.
The repair message spam is not. (for me)

And circonian has a new fix: http://www.esoui.com/forums/showpost...1&postcount=12

CU
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Unread 03/11/15, 04:26 AM  
merlight
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Yea I'm putting that in right now
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Unread 04/08/15, 11:44 PM  
votan
 
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Search Box Bug

Hi merlight,

May look at this: http://www.esoui.com/forums/showthread.php?t=4551

Lua Code:
  1. local function OnSlotUpdated(bagId, slotIndex, slotData)
  2.   if slotData and slotData.searchData and slotData.searchData.cached and slotData.searchData.cache then
  3.     slotData.searchData.cached = slotData.rawName:lower() == slotData.searchData.cache[1]
  4.   end
  5. end
  6.  
  7. SHARED_INVENTORY:RegisterCallback("SlotUpdated", OnSlotUpdated)

edit 1: Circonian did a fix in FilterIt already.
Last edited by votan : 04/09/15 at 12:48 AM.
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Unread 07/31/15, 05:18 AM  
QuadroTony
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thanks for the fix of the map!

btw can you completely replace he map? because its wrong

and i dont think ZOs will fix it sooner or later - they have more important work to do

current wrong map




must be(my photoshop)

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Unread 07/31/15, 09:49 AM  
merlight
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Yea I know, I had to put on a helmet as I was hitting walls all the time while measuring it But no, coords were enough, let ZOS fix the map itself. Actually I'm fine maps not being perfect. Especially maps of underground rogue areas that the authorities would like to earth up.
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Unread 07/31/15, 11:32 AM  
QuadroTony
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can you made it compatible/displayed at minimap addons too? or it must be done on the other side (Fyrakin minimap), that still displaying wrong coordinates
Last edited by QuadroTony : 07/31/15 at 11:33 AM.
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Unread 07/31/15, 12:24 PM  
merlight
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Originally Posted by QuadroTony
can you made it compatible/displayed at minimap addons too? or it must be done on the other side (Fyrakin minimap), that still displaying wrong coordinates
That would have to be done in the minimap add-on, as it needs to shift the map coordinates as well. My fix only shifts pins (player arrow, dungeon exit, etc.).
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Unread 08/01/15, 08:37 AM  
QuadroTony
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Originally Posted by merlight
Originally Posted by QuadroTony
can you made it compatible/displayed at minimap addons too? or it must be done on the other side (Fyrakin minimap), that still displaying wrong coordinates
That would have to be done in the minimap add-on, as it needs to shift the map coordinates as well. My fix only shifts pins (player arrow, dungeon exit, etc.).
Originally Posted by Fyrakin
To put it simple - MiniMap is designed to show the map the way it was meant to be shown by ZOS or to be more exact the way map API and worldmap objects instruct. If you want to tweak that, do so, but do that properly. There are means to alter api. If this "fix" works for main map but doesn't work for minimap then its not a proper fix , because MiniMap gets its info to build the map contents in a similar way to worldmap - using api.
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Unread 09/06/15, 05:07 PM  
Sp00sty

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Current verison GUI scale fix?

Merlight,

Am I reading the addon info correct?

The current version (1,7a) includes a fix for the GUI scale, or you are still working a fix for that?

Thank You
Last edited by Sp00sty : 09/06/15 at 05:07 PM.
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Unread 09/06/15, 05:13 PM  
merlight
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Re: Current verison GUI scale fix?

Yes, when you set UI scale, it saves it in saved vars, and every time you login / teleport, it checks and restores the value.

Currently it's the only thing the add-on does, as all other previous bugs were fixed by ZOS.
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