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Greymoor (6.0.5)
Updated:07/20/20 08:46 AM
Created:05/17/20 02:16 AM
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Categories:Map, Coords, Compasses, Libraries
6.0.5
LibQuestData  Popular! (More than 5000 hits)
Version: 1.94
by: Sharlikran [More]
Major Change

Mod name change because there apparently is a mod called Ravalox' Quest Tracker that had a file named LibQuestInfo.lua included with it as an embedded library.

LibQuestData

While updating Quest Map and trying to use some of the same data with other mods that show quest information I realized it was too much work to update more then one mod. For that reason I created LibQuestData.

It contains all of the currently available (by user submission) data from Quest Map and some information from Destinations. The data is incomplete and I would appreciate user submissions.

Current Features:
- Provide mod authors with X,Y locations for placing a pin on the Map (LIBGPS Data not collected at this time use local_x , local_y only! Needs more time for data to be collected.)
- Built in data collection for quest information not currently in data base

At the bottom of the page is a list of Zones that have had their quest data verified.

Required

LibGPS - LibGPS
NOTE LibGPS Requires: LibMapPing, LibDebugLogger, LibChatMessage so be sure to read the authors description page.
LibMapPins - LibMapPins

Using LibQuestData with your addon: Include this line in your addon manifest:
Code:
## DependsOn:  LibQuestData
Reference to the library using:
Lua Code:
  1. local LQD = LibQuestData


Lua Code:
  1. lib:get_quest_giver(id, lang)
  2. -- returns: Quest Giver Name; type string

Important: This mod is brand new and I have not had time to update X, Y coordinates with user data for LibGPS. Use local_x, local_y.

Lua Code:
  1. lib:get_quest_list(zone)
  2. -- returns: all quest X, Y coordinates and Quest ID; table
  3.  
  4. lib.quest_map_pin_index = {
  5.     local_x     =    1, -- GetMapPlayerPosition() << -10 = Undefined >>
  6.     local_y     =    2, -- GetMapPlayerPosition() << -10 = Undefined >>
  7.     global_x    =    3, -- LocalToGlobal(GetMapPlayerPosition()) << -10 = Undefined >>
  8.     global_y    =    4, -- LocalToGlobal(GetMapPlayerPosition()) << -10 = Undefined >>
  9.     quest_id    =    5, -- Number index of quest name i.e. 6404 for "The Dragonguard"
  10.     world_x     =    6, -- WorldX 3D Location << -10 = Undefined >>
  11.     world_y     =    7, -- WorldY 3D Location << -10 = Undefined >>
  12.     world_z     =    8, -- WorldZ 3D Location << -10 = Undefined >>
  13.     quest_giver =    9, -- Arbitrary number pointing to an NPC Name 81004, "Abnur Tharn"
  14. }

Lua Code:
  1. lib:get_quest_name(id, lang)
  2. -- returns: Quest Name; type string

Lua Code:
  1. lib:get_questids_table(name, lang)
  2. -- returns: Quest IDs; type table
  3. -- {6404, }
  4. -- {5079, 5749, },

NOTE: Multiple ID numbers means there are multiple quests with the same name.

Use: Drawing a pin with a different color if the player has started the
quest and has not finished it yet. Loop over the table.

Example:
Lua Code:
  1. ids = lib:get_questids_table(name, lang)
  2. for _, id in ipairs(ids) do
  3.     started_quests[id] = true
  4. end

Lua Code:
  1. lib:build_questid_table(lang)
  2. -- specialized use: builds a table of Quest IDs with the index being the
  3. -- Quest Name. LibQuestData uses this to return a table of quest IDs using
  4. -- the quest name lib:get_questids_table(id, lang).
  5.  
  6. -- LibQuestData only initializes the client language. If additional lookup
  7. -- tables are needed for other languages, call this during your mods
  8. -- initialization phase.

Planed features for Version 2

1:
Lua Code:
  1. -- return additional quest data
  2.  
  3. lib.quest_data_index = {
  4.     quest_name      =    1, -- Number index of quest name i.e. 6404 for "The Dragonguard"
  5.     quest_type      =    2, -- MAIN_STORY, DUNGEON
  6.     quest_repeat    =    3, -- quest_repeat_daily, quest_repeat_not_repeatable = 0, quest_repeat_repeatable
  7.     game_api        =    4, -- 100003 means unverified, 100030 or 100030 means quest data collected from API 100030 or higher
  8.     quest_line      =    5,    -- QuestLine (10000 = not assigned/not verified. 10001 = not part of a quest line/verified)
  9.     quest_number    =    6,    -- Quest Number In QuestLine (10000 = not assigned/not verified)
  10.     quest_series    =    7,    -- None = 0,    Cadwell's Almanac = 1,    Undaunted = 2, AD = 3, DC = 4, EP = 5.
  11. }

2:
Expand built in data collection to update information instead of only collecting new information. Meaning that if there are multiple pins for a quest, duplicate pins close to the player location would be removed in favor of the new location. The auto update would also compare information like quest name, quest giver, quest type, whether or not it is repeatable, and the Game API. Game's API version will mean the quest is still available in the current version.

3:
For avid data collectors and experts a slash command to remove ALL pins on the map prior to accepting a quest in order to clean up duplicate pins. Data would be submitted on GitHub.

GitHub Repo:

LibQuestData

Zone Quests Verified

Khenarthis Roost

Contributions

Polish localization provided by Skrybowie Tamriel (Tamriel scribes)

10 Hours of compatibility testing with over 272 different mods from 2 users

First I would like to thank vecny.samotar and Pyrelle for the zip files of their Addons folders so I could do this testing.

Mods List: link to mods list

Today I tested over 272 different mods trying to create errors when viewing the world map with Quest Map and other mods installed. It took about 10 hours to really go through all of them thoroughly.

Mods from the list you should not install

TreasureMaps - Link provided so there is no confusion with other mods.
HarvestMerge

The above two mods will cause significant errors. HarvestMerge is one of my mods and if I update it for HarvestMap then it would be safe to use it.

Mods from the list that had errors and could not be tested

SorcererHelper - But I was on my Warden at the time
AdvancedMemberTooltip
MultiQuestTrackerRE
pNames - May be old, my have been from embedded libraries, might duplicate functionality from another mod

Mods from the same author

Some mods by the same author may not necessarily work together. For example the mods starting with Notebook from the above list may work together but you will need to be sure you only install versions from the author that he specifies will work together.

For some of Harvens mods in that list they did not cause a conflict with Quest Map or drawing pins. If you load more then one of Harvens mods test them thoroughly and make sure they do not duplicate functionality. They all seem to work fine but using a bunch of them should be expected to have a possible conflict. If you feel the conflict should not occur then contact the author.

Troubleshooting

The environment I chose was one where I installed LibStub and I only used ESOUI mods downloaded with Minion. I did not modify the files in any way. Normally for mods I personally use I have removed LibStub requirements and I do not load LibStub. Since users can not do that I used the versions of mods currently online. All mods were the most current version available.

To start with I enabled Quest Map and Ravalox' Quest Tracker along with their dependencies. There was no error. I did this because it was discovered today that Ravalox' mod had a file named LibQuestInfo.lua with the same library name. This forced me to change the name of my mod to LibQuestData.

From there I just enabled one or two mods at a time and then the libraries as needed. This is the typical way you should test your mods. If you disable libraries like LibMapPins for example, then any mod that requires that will not load. That does not help you narrow down what is causing the issue.

If you do happen to find a conflict then you need to think, is this expected? Out of those 272 mods in the list you notice there were several UI overhauls and MiniMap mods that were bound to cause conflicts. Naturally I had only certain combinations of mods active at various times. However, toward the end I had Bandits UI and Fyrakin's Minimap active to test that possibility.

Should you find a conflict and there is no reasonable explanation then contact the author of the other mod. Meaning not the author of Quest Map or LibQuestData but rather the author of the mod that is conflicting. The author is doing something they shouldn't and their mod needs to be updated.

Overall Findings

Even with various mods installed, from a list of 272 possible mods, there were no errors opening the map and viewing the map pins for Quest Map. I was able to use the map filters for both Destinations and Quest Map to show and hide pins with any of the mods listed in the link to pastebin.

I am sorry if you are experiencing errors but I have been more then thorough you need to reinstall your mods, update your mods, or disable mods until you no longer experience the errors.

Can I post an error if I have one?

Yes feel free to post errors. If I feel I should look at it I will. If it is an error from something similar to what has already been shared then no I will ask you to read this section and do your own troubleshooting.

Pics of my UI at various times during testing

Nobody would ever load over 230 mods at a time. If you do then you are asking for issues and should not be reporting errors. I provide these for posterity. I only redacted some of the guild chat so my guild members are not angry.








v1.94

- More locations
- Routines added to remove data no longer needed because it has been entered into the main database.

v1.93

- Update German client quest names
- Some updates to quest information that determines quest type such as daily or repeatable quests

v1.92

- Remove unused files from manifest files for old data on quest objectives

v1.91

- Hot fix when switching Zones

v1.90

- Added Polish translations provided by Skrybowie Tamriel (Tamriel scribes)
- Automatically remove collected data already in the main database
- Removed certain unneeded data because it was not useful
- Added method to eliminate duplicate pins from some areas (Work in progress)

v1.89

- Address possible indexing issue for zones and subzones and how they are fed to the main mod

v1.88

- Mod name change because there apparently is a mod called Ravalox' Quest Tracker that had a file named LibQuestInfo.lua included with it as an embedded library.
- Data restructuring for upcoming changes to Quest Map and progression to LibQuestData 2.0

v1.87

- More attempts to address possible attempts to index nil values

v1.86

- Side quests for Blackreack verified

v1.85

- Slight update to quest givers for Blackreack

v1.84

- Verified rough draft for Blackreach
- Added additional translations for quest names

v1.83

- Verified Western Skyrim

v1.82

- Rough draft for Greymoor

v1.81

- fix for 'LibQuestInfo_Scan.lua:291: attempt to index a nil value

v1.8
- More attempts to resolve LibQuestInfo_Scan.lua:39: in function 'get_measurement_sv'

v1.7

- fix for 'lib:build_objectiveid_table' in function 'OnPlayerActivated'
- fix for: LibQuestInfo_Scan.lua:34: attempt to index a nil value

v1.6

- Improved data collection. Quests are now removed after removing a quest or completing it.
- Improved data reporting. Most data is now formatted how it is needed for quest map.
- Added additional quest data from Necropsi

v1.5

- Added additional data from Necropsi

v1.4

- New data from MikeZeDev

v1.3

- New data from Necropsi, and Gimplekin

v1.2

- Address issue with quests unrelated to Clockwork City
- Eliminate pins for some quests that appeared 3 or more times

v1.1

- Fix for error: LibQuestInfo_Scan.lua:145: in function 'OnQuestRemoved'
Optional Files (0)


Archived Files (22)
File Name
Version
Size
Uploader
Date
1.93
364kB
Sharlikran
07/07/20 06:55 PM
1.92
361kB
Sharlikran
07/04/20 10:05 PM
1.91
357kB
Sharlikran
07/02/20 07:13 PM
1.90
356kB
Sharlikran
07/02/20 01:54 PM
1.89
312kB
Sharlikran
06/14/20 09:12 AM
1.88
309kB
Sharlikran
06/13/20 02:08 PM
1.87
296kB
Sharlikran
06/03/20 07:21 AM
1.86
295kB
Sharlikran
05/30/20 12:06 PM
1.85
295kB
Sharlikran
05/29/20 08:02 AM
1.84
294kB
Sharlikran
05/28/20 10:19 PM
1.83
290kB
Sharlikran
05/27/20 10:21 PM
1.82
289kB
Sharlikran
05/26/20 02:15 AM
1.81
283kB
Sharlikran
05/24/20 04:59 AM
1.8
281kB
Sharlikran
05/23/20 11:35 AM
1.7
281kB
Sharlikran
05/23/20 07:35 AM
1.6
277kB
Sharlikran
05/22/20 08:55 PM
1.5
269kB
Sharlikran
05/20/20 09:49 PM
1.4
270kB
Sharlikran
05/20/20 04:56 AM
1.3
268kB
Sharlikran
05/19/20 12:51 AM
1.2
253kB
Sharlikran
05/18/20 10:33 AM
1.1
258kB
Sharlikran
05/17/20 06:38 PM
1.0
258kB
Sharlikran
05/17/20 02:16 AM


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Unread 07/10/20, 06:38 PM  
Sharlikran
 
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Originally Posted by F-Lambda
The only reason I suggested it for those quests was because the nature of the zone could make it difficult to hit all of them.
Well wait a few weeks. Even if you have a quest for one of the Elder scrolls and you can't do it, just abandon it and get a new quest the next day. That will still record the data I need. I am taking a brief break but still making minor adjustments slowly so that LibQuestData cleans out data I have already obtained.

Originally Posted by F-Lambda
don't over-sacrifice
I try.
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Last edited by Sharlikran : 07/11/20 at 05:56 AM.
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Unread 07/10/20, 05:41 PM  
F-Lambda

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Originally Posted by Sharlikran
I am sorry for this long response...

~~snip for brevity~~
Apologies if I came across as demanding. With regards to what you said, having that kind of validation checking if quests still exist is definitely a super valuable thing. The only reason I suggested it for those quests was because the nature of the zone could make it difficult to hit all of them.

And above all, definitely don't over-sacrifice your time.
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Unread 07/09/20, 03:12 AM  
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Originally Posted by Sharlikran
I have spent more time working on this project then I have playing the game.

What would be most helpful is if people would just be patient, keep LibQuestData and QuestMap up to date, relax and play the game.
I can feel you Sharlikran.
Thanks for all the time you invest(ed) into optimizing the quest data AND addons!
-> It's not said often enough imo

To the users complaining/claiming/or even raging: Learn to code such data libraries and addons yourself, or simply stop using them.
The best would be you behave like the vast majority of the other users and "support the addons and data collection", instead of trying
to destroy all the work done by friendly, unpaied volunteers.

Please be just patient and wait, it takes time, and we all got a life beside the game(s). Thank you
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Unread 07/08/20, 08:31 AM  
Sharlikran
 
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I am sorry for this long response and I am sure the request probably wasn't meant to be unappreciative but I need to vent because I need people to calm down and just play. Which is something I'm not even getting to do. I almost missed getting myself and my son the event berries for the Ice mount. I missed getting my son the last feather because of exhaustion over working on things. I have spent more time working on this project then I have playing the game.

This is a good article on being user friendly. While the duplicate pins do interfere to some extent and are more annoying to some then others, posting comments that create a sense of urgency in eliminating them is getting on my nerves. User friendly is a concept where the program is useful and easy to understand. Which I am constantly working on. User friendly is not when something is an annoyance and the person is just OCD about it. Is there a term for that?

As far as the classification of quests goes in regards to daily and repeatable. I like it the way it is. There are quests you can only do once a day like a Writ and some quests can be obtained and completed multiple times in a day. The idea of a repeatable or daily is from the API directly, I didn't create that classification. In addition to that I have plans to use the different classifications and show whether or not a user did the quests that you can only do once a day. So don't interfere with the process. This will probably not be introduced for a while but something I am looking to add at a later time.

No!11!!11 I will not manually edit information and I would be upset if anyone did and submitted that information. I have had routines in place since I started working on this so I can determine whether or not the quest has been removed from the game. The quest could have been updated and the ID changed which means I can remove the older ID and the pins for it. Some fields in the quest data is not to be altered and others can be manually altered to fit different purposes. If I need to add another field that can be done.

I already have plans to eliminate more of the duplication of pins and simplify the information presented. However, it will take time please be patient. I might even stop working on this for a few weeks so I can actually play and level another character. Just because I stop working on it doesn't mean I need reminded of things that could be changed to make things more user friendly.

I started this project because of the things that annoyed me about quest mods. The biggest issue for me being you have to collect the data differently for each mod. I felt there needs to be one library with accurate information. I already have this working with my personal copy of Destinations. Then there was the massive amount of pins on the map and no quest to be found at that location. Updating this will depend on help from users.

I am not too arrogant to know that I am not perfect and someone may make a suggestion that is better then my idea. So by all means keep making suggestions. I am sure there are things that could be done differently.

Although it will take more work then people realize, and I have the collection in process, I am looking to add the exclamation mark to the NPC itself or close to the NPC as a 3D pin.

If after a few weeks of playing you would like to submit your quest data then do so. Not having to collect all the data myself would be nice. However, I want the information to be accurate and unaltered by human hands.

What would be most helpful is if people would just be patient, keep LibQuestData and QuestMap up to date, relax and play the game.
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Last edited by Sharlikran : 07/08/20 at 08:55 AM.
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Unread 07/07/20, 05:58 PM  
Kyoma
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Re: Cyrodiil Daily Quests

Originally Posted by F-Lambda
Would it be possible for you to bulk edit the Cyrodiil PvP Daily Quests? Some are marked as daily, some regular, and some repeatable. They all follow the same format, so it should be easy to find.
  • Scout Location
  • Capture Location
  • Kill Enemy Class
  • The Elder Scroll of Name
  • Bounty: NPC group

These should all be daily quests.
The Capture ones (and presumable the Scout & Scroll ones too) are repeatable as you can obtain it again once a keep has been taken by the enemy again. The Kill & Bounty ones are indeed daily.

Tho I feel like these kinds of quests (obtained from a board) should perhaps just get a special name/marker that just says "Scout/Capture/etc quests" instead of all the different versions of each type being in one spot. Same thing for crafting writs, just 2 markers for each of the writ quest board per location.
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Unread 07/07/20, 05:23 PM  
F-Lambda

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Cyrodiil Daily Quests

Would it be possible for you to bulk edit the Cyrodiil PvP Daily Quests? Some are marked as daily, some regular, and some repeatable. They all follow the same format, so it should be easy to find.
  • Scout Location
  • Capture Location
  • Kill Enemy Class
  • The Elder Scroll of Name
  • Bounty: NPC group

These should all be daily quests.
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Unread 05/27/20, 10:10 AM  
Sharlikran
 
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Code:
user:/AddOns/LibQuestInfo/LibQuestInfo_Scan.lua:34: attempt to index a nil value
stack traceback:
user:/AddOns/LibQuestInfo/LibQuestInfo_Scan.lua:34: in function 'get_measurement_sv'
I am uncertain if I have found a definitive cause but it is the only one that makes sense. Both trowieuk and SteveS shared that deleting the files resolved the issue. Today over Discord Onigar was able to provide me with information showing that his LibQuestInfo.lua was set to read only. Therefore I feel the only solution to the above errors is to manually delete your LibQuestInfo.lua from the SavedVariables folder.

For those that are not that computer savvy Minion also provides the option to delete the SavedVariables file when you uninstall the mod. Simply uninstalling and reinstalling with Minion and choosing the option to delete the saved variables should work as well.

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Last edited by Sharlikran : 05/27/20 at 10:17 AM.
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Unread 05/27/20, 09:25 AM  
Sharlikran
 
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Originally Posted by Marazota
error with first quest in gremorr i did, antiquarian one

and with other next quests too
I just tested this with Onigar over Discord and so we were able to examine things more closely. The LibQuestInfo.lua from the SavedVariables folder was set to read only. Deleting it was the only way to fix the issue.
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Unread 05/27/20, 12:24 AM  
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[quote=Onigar][quote=Sharlikran]
Originally Posted by Onigar
The last update of LibQuestInfo solved the UI error I was getting with picking up quests (well the daily writs really).
Dan from ESO was asking for the old version, which is 1.5, then the users SavedVariables file which I need from you, and the new version.

Were you able to upload the lua file to my github? I'm reporting this to eso I could really use it.

Also can you look read my previous post. Remember how your PTS files were not in MyDocuments and instead it is in ProgramData? I really need to know what your situation is so I can report this to ESO with better information.
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Last edited by Sharlikran : 05/27/20 at 12:47 AM.
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Unread 05/26/20, 11:27 PM  
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Originally Posted by Sharlikran
Originally Posted by Onigar
The last update of LibQuestInfo solved the UI error I was getting with picking up quests (well the daily writs really).

But I still get a UI error when I hand in at the boxes,

See if Version 1.81 resolves that once it's approved and available for download.
Currently using ver 1.8.2 and I still see an error on quest (writ) hand in although it is different now from before.

Note: I get the same error too on master writ hand in at Rolis. I have not completed a standard quest for a while so cant provide feedback for those.

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Unread 05/26/20, 12:21 PM  
Sharlikran
 
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Originally Posted by Marazota
error with first quest in gremorr i did, antiquarian one

and with other next quests too
I do not feel this is any different then before. I would like to be sure what is happening. Please go to your SavedVariables folder and upload your LibQuestInfo.lua file here by dragging and dropping a zip file into a reply to that issue and I will take a look.

After you upload the file, please follow the instructions in the previous post. Manually delete both Quest Map and LibQuestInfo and manually delete the corresponding QuestMap.lua and LibQuestInfo.lua in your SavedVariables folder.

The last time someone had that issue I was sent on a wild goose chase. The system (Windows) or ESO was simply preventing ESO from updating their SavedVariables file. So I really need to verify that happened to you so I can report it.

If it is my error then naturally I want to fix it.
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Unread 05/26/20, 11:31 AM  
Marazota

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error with first quest in gremorr i did, antiquarian one



and with other next quests too
Last edited by Marazota : 05/26/20 at 11:35 AM.
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Unread 05/26/20, 02:23 AM  
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LibQuestInfo 1.82 is a rough draft for Greymoor.

Please remember that Greymoor is new and I have not received quest data from other volunteers.

1. The names for quests "will" say Unknown Name for some quests in English. They will say Unknown Name for sure in all other languages because the game isn't even out as of this post. I do not have names for the quests except in English.

2. The quests for the main story are not going to show at all for any language. I didn't have time to get all the quests for Greymoor. I didn't have any information and at the last minute started looking into what I would need yesterday.

CaptainBlagbird did provide some data from an older version of LibQuestInfo and I was able to use most of it. However, I had to run around and verify it all.
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Last edited by Sharlikran : 05/26/20 at 12:43 PM.
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Unread 05/24/20, 09:27 AM  
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Originally Posted by trowieuk
Problem solved so far, picked up a few quest no errors yet.
Good to hear.

Originally Posted by trowieuk
One question, is this Lib responsible for zygor guides waypoints or would that be zygor itself?
This lib is brand new so it's only used with Quest Map. This could be used with Destinations but I want more time to verify more quests and gather some additional data before I make that suggestion.

The format for ZGESO is entirely different. You have not only the quest location but most of the time small step like waypoints so the arrow guides you along a path. Since this mod has the one quest location only, ZGESO wouldn't be able to know how to direct you. I have used it and after doing so and looking at the file format I know whomever makes the guide is literally in game getting their position in game and manually adding that as a step for that guide. It seems to be an extremely tedious process and would take much more work.
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Last edited by Sharlikran : 05/24/20 at 09:53 AM.
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Unread 05/24/20, 06:39 AM  
trowieuk

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Originally Posted by Sharlikran
Someone else reported an issue with "LibQuestInfo_Scan.lua:39: in function 'get_measurement_sv'" and was able to resolve it by deleting the old versions of QuestMap and LibQuestInfo and their specific files in the SavedVariables folder, and then reinstalling the mods.

I don't know if this will work for everyone. Some just seem to have an issue where ESO is not updating the LibQuestInfo.lua in the SavedVariables folder even with the latest versions installed.
Problem solved so far, picked up a few quest no errors yet. One question, is this Lib responsible for zygor guides waypoints or would that be zygor itself?
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