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Unread 09-20-2012, 09:36 AM  
Rrys
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Thanks for that info. In retrospect, it seems so simple. Of course, I didn't have to write a plugin, just to go get that skill information. I'm able to use yours!

Thanks once again for a really great mod!
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Unread 09-19-2012, 04:26 AM  
D.H1cks
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Re: Re: Re: All those extra Milestone slots!

Quote:
IndexedDictionary.lua "builds" a list of the 'map home' skills. But it appears to be hard coded with some sort of "hex address" (for want of a better term). Where did the 'addresses' for the Return Homes come from? How are they determined?
Those codes are hard coded in the game, and I need to get them from the game. There are 2 ways I do this.

1. If I have the skill on character, I can add the skill to a quickslot plugin, like PagedSlots, and then look at the saved data to get the code.

2. I have another plugin I use just for scanning through skill codes and look for skills I don't actually have on a character.
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Unread 09-18-2012, 05:44 AM  
Rrys
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Re: Re: All those extra Milestone slots!

Yippee!

Quote:
I have some stuff working in the Beta. Its not quite exactly as I would like to have it, but at least there is some progress.

The main thing I have coming is most of the skills will be detected automatically, however the ettenmoors map and all the 'map home' skills won't be.
BTW (in my various, nefarious past lives) I've done a lot of maintenance coding where I had to pickup code from others and either fix it, maintain it or improve it. I've looked at lots of this LUA code and I still keep shaking my head. Travel has a prime example for me.

IndexedDictionary.lua "builds" a list of the 'map home' skills. But it appears to be hard coded with some sort of "hex address" (for want of a better term). Where did the 'addresses' for the Return Homes come from? How are they determined?

Thanks for a marvelous mod and being willing to continue to maintain it even in light of one of your previous, recent posts:

Quote:
Thank you for letting me know. I really have not played much lately so I don't keep up with the changes in game. Will look into adding more soon.
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Unread 09-17-2012, 04:30 PM  
D.H1cks
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Re: All those extra Milestone slots!

I have some stuff working in the Beta. Its not quite exactly as I would like to have it, but at least there is some progress.

The main thing I have coming is most of the skills will be detected automatically, however the ettenmoors map and all the 'map home' skills won't be.

Quote:
Just a "nudge" to see how the next release of Travel is coming....

Thx
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Unread 09-05-2012, 06:06 AM  
Rrys
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All those extra Milestone slots!

Just a "nudge" to see how the next release of Travel is coming....

Thx
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Unread 07-29-2012, 08:12 PM  
D.H1cks
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Re: More Milestones

Quote:
Thanks for the very useful plugin. It's one of my favorites. I thought I'd let you know, they've added more milestone slots to the game. You can get up to 11 now (!!!). I bought my 7th, but when I try to add it to the travel window I get the following:

...s Online\Plugins\DhorPlugins\Travel\TravelWindow.lua :826: attempt to index local 'mapItem' (a nil value)
Thank you for letting me know. I really have not played much lately so I don't keep up with the changes in game. Will look into adding more soon.

Last edited by D.H1cks : 08-18-2012 at 03:03 PM.
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Unread 07-29-2012, 06:04 AM  
Odhalvun
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Thanks for the new features... works perfectly
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Unread 07-29-2012, 01:42 AM  
Pobo
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More Milestones

Thanks for the very useful plugin. It's one of my favorites. I thought I'd let you know, they've added more milestone slots to the game. You can get up to 11 now (!!!). I bought my 7th, but when I try to add it to the travel window I get the following:

...s Online\Plugins\DhorPlugins\Travel\TravelWindow.lua :826: attempt to index local 'mapItem' (a nil value)
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Unread 07-18-2012, 11:32 PM  
Nethallion
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Thank you for the new fixes! These are exactly what I had been hoping for.
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Unread 07-09-2012, 05:03 AM  
D.H1cks
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Thank you for the comments. Let me answer your requests.

Quote:
- When using the suitcase icon to unhide the window, is there a way to make it appear above all the other windows? Often I will have my crafting window or inventory open and its annoying to have it pop "under" and be obscured
I will look into it, but can't guarantee anything.

Quote:
- I use the Icon Grid view. Could you add an option to auto-hide the window when I select one of the travel icons?
I have actually been thinking about doing this for a while, so I will attempt to make it work. I don't think it will be a problem.
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Unread 07-07-2012, 07:37 PM  
Odhalvun
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Okay, first of all I really love this plugin. I wish I had started using it much earlier. More than that I wish Turbine would but something like this in game. I pulled 20 icons off my quickslots after installing this

2 suggestions:

- When using the suitcase icon to unhide the window, is there a way to make it appear above all the other windows? Often I will have my crafting window or inventory open and its annoying to have it pop "under" and be obscured

- I use the Icon Grid view. Could you add an option to auto-hide the window when I select one of the travel icons?

Cheers.
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Unread 06-09-2012, 02:23 AM  
Funau
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Smile THX

Great Plugin. Thank You!
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Unread 05-21-2012, 10:08 AM  
magill
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Two items

First... an Update 7 "warning" -- Moria now has multiple new travel locations.
I just got around to visiting 2 of them last evening -- completely new locations with new stable masters, and 21st hall revisions.... I'll post the changes as soon as I get to visit the other areas where I know there are changes in Moria.
(I haven't been to the Fornost revamp yet so I don't know if they/that/it have new travel locations or not.)


Second, as far as the Turbine Plugin Manager is concerned. Your "selections" are stored in and XML file at:
PluginData/<userid>/<server>/PluginOptions.xml

The file is a plain-text file in xml format. Here's what mine looks like.

Code:
<PluginOptions>

  <AutoloadOptions>
    <Plugin AllCharacters="true" Name="Travel"/>
    <Plugin AllCharacters="true" Name="AltInventory"/>
    <Plugin AllCharacters="true" Name="MoorMap"/>
    <Plugin AllCharacters="true" Name="TonicBars"/>
    <Plugin AllCharacters="true" Name="BuffBars"/>
    <Plugin AllCharacters="true" Name="Compendium"/>
    <Plugin AllCharacters="true" Name="AltTracker"/>
  </AutoloadOptions>

</PluginOptions>
If your selections are not sticking, the Plugin Manager is probably having issues writing to that file.
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Unread 05-20-2012, 09:54 AM  
D.H1cks
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Quote:
To help with the brainstorming (and just in case it's a compatibility issue), here is my laundry list of plugins:
  • Ctime
  • Palantir
  • MCHA
  • Buffbars
  • Tonicbars
  • This one, of course
I have tried using only those plugins but am still not able to create the issue.
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Unread 05-17-2012, 04:54 AM  
Eleventeen
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Quote:
So just to be clear, the Turbine Plugin Manager will not load the Travel plugin automatically for any of your characters?
It doesn't appear to be isolated to just one particular character. It doesn't automatically load for any of them.

To help with the brainstorming (and just in case it's a compatibility issue), here is my laundry list of plugins:
  • Ctime
  • Palantir
  • MCHA
  • Buffbars
  • Tonicbars
  • This one, of course

Last edited by Eleventeen : 05-17-2012 at 04:59 AM.
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