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Updated: 10/15/23 02:58 AM
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base-game patch (9.1.5)
Updated:10/15/23 02:58 AM
Created:10/13/23 12:30 PM
Monthly downloads:76
Total downloads:686
Favorites:1
MD5:
LostPassives
Version: 0.0.2
by: necco889 [More]
Temporary "solution" until we get the fix for this annoying bug.
Well not a solution, you will still lose passives, but at least you will know...

Usage:
The addon needs to "learn" the effects you want to track.
  • Reload your setup from armory
  • Remove all gear, load some setups
  • Open the ui with "/passives"
  • Select stuff you want to track
  • You will get a message in chat when you lost something
0.0.2
  • Fixed a performance issue (thx Baertram!)
  • Added clear button

0.0.1
  • First release
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Version
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0.0.1
3kB
10/13/23 12:30 PM


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Unread 10/17/23, 01:08 AM  
necco889
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Originally Posted by daimon
The what bug ? Was there a thread on the eso forums about this ? I haven't played for a while and have no clue.
There was, but not much feedback was given... Hyper did a video about it (also included there)
https://forums.elderscrollsonline.co...ff-bug-is-back

The fix is on PTS already so lets hope this addon gets deprecated forever after U40 on 30 Oct
https://forums.elderscrollsonline.co...h-notes-v9-2-1

Fixed a not-so-synergistic issue where some abilities that applied synergies, such as the Imperfect Ring, could temporarily remove other effects from targets such as passives, Mundus Stones, or even ESO+.
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Unread 10/17/23, 12:15 AM  
Darkstride

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Thank you! I haven't tried this yet, but seeing this pop up as a new addon and knowing it exists at all means I wasn't going crazy before.

I was recently reviewing a couple of my characters and realized that some passives were gone from some important lines. It made me wonder how long I had "forgotten" about that, but now I know there's a good chance I didn't.
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Unread 10/16/23, 02:24 PM  
daimon
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The what bug ? Was there a thread on the eso forums about this ? I haven't played for a while and have no clue.
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Unread 10/15/23, 02:59 AM  
necco889
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Thx for the feedback, fixed both!
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Unread 10/14/23, 05:50 AM  
Baertram
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Hint: If you want to speed up access to your self.SV.selectedEffects table, as it will be read quite often due to the combat/effect events, you should add a local pointer to that table in your addon code.

local selectedEffects = self.SV.selectedEffects

Do that outside the events, directly in your addon code, e.g. prepare local selectedEffects at the top of your addon and then update it with
local selectedEffects = self.SV.selectedEffects in your event_add_on_loaded after your SavedVariables got read.

And then use that local selectedEffects to update/read the SVs table directly.
Else each combat event will search table self (which btw is a bad wording... self should ONLY be used if you are using "classes" and create objects from it e.g. class ZO_Smithing, Object SMITHING = ZO_Smithing:New() -> self = pointer to object SMITHING. ou should simply instead use your table LostPassives or somehting like local lp = LostPassive instead of usng "self"!)
and then searches for subtable sv and then searches for subtable selectedEffects again and again.
Last edited by Baertram : 10/14/23 at 05:51 AM.
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