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Category: LotRO Stand-Alone PluginsTravel Window II
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Name: Travel Window II   Popular!
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Date: 04-07-2021 03:31 AM
Size: 94.43 Kb
Version: v1.0.13beta
Rate File: 5 out of 5 with 6 votes  
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Description
This plugin creates a single window that contains available travel skills, including race, class, housing and reputation skills. It is a further development of the "Travel Window" plugin, that has been worked on by multiple authors before.

Since this plugin is a 100% replacement for "Travel Window" you should not have both enabled at the same time. You can keep them both installed though.

Installation:
This is a full plugin and can be installed standalone. Follow the general plugin installation instructions to install Travel Window II or update the install (depends on your OS).
I recommend you install and manage your plugins with the LOTRO Plugin Compendium found at this URL, since it will install plugins cleanly and take care of installing the Turbine utilities for you: LOTRO Plugin Compendium App

If you do not use Plugin Compendium, you need to manually install Turbine utilities that are available at:
http://content.turbine.com/sites/lot..._LuaPlugins.7z
This has to be extracted to your "Documents\The Lord of the Rings Online\Plugins" folder (if you are on Windows) so two folders called Turbine and TurbinePlugins show up there.

FAQ:
How can I make a newly learned skill show up in Travel Window II?
These three options work:
  • right-click anywhere on TW II, select "Check untrained skills" from the menu, the skill will show up
  • open options window, go to Enable tab, click "Check untrained skills" button, the skill will show up
  • relog the character

Why does my racial skill show up even though I do not have the racial trait equipped?
  • Because once the trait is acquired, it is classified as a "learned" skill by LOTRO itself, even though it is greyed out. Travel Window II, unfortunately, has no way of knowing if you have the racial trait equipped and the skill is usable. If you are not using the skill permanently, you can use the Enable/Disable options to hide it like any other skill.

Why does a reputation or store version of my racial skill show up even though I have not obtained or bought it?
  • This is because the racial and those store-bought skills have identical names ingame (i.e. "Return to Bree") and the plugin obtains a list of learned skills that includes that name at least once. Based on that name alone the plugin cannot know which of the two skills you have obtained, while you can get both through the Racial+Store combo. You can use the Enable/Disable options to hide the skill you do not have that is greyed out.

How to handle the settings reset introduced by v1.0.7beta?
  • if you had v1.0.6beta or earlier and update to v1.0.8beta or newer, you will keep your settings, but enable/disable and sorting will have to be reset - this is the best case where most settings can be kept
  • if you updated to v.1.0.7beta but never logged that character in, an update to v1.0.8beta or newer will work as the above best case
  • if you updated to v.1.0.7beta and logged that character in, you lost all settings, you now have two choices
  • 1. keep the settings you made manually after logging in with v1.0.7beta installed
  • 2. delete the TravelWindowII.plugindata file, and your settings from before will be imported by v1.0.8beta or newer, the same as the best-case scenario
  • The file can be found at C:\Users\%USERNAME%\Documents\The Lord of the Rings Online\PluginData\%ACCOUNTNAME%\%SERVERNAME%\%CHAR ACTERNAME%

Version history:
v1.0.13beta
- fixed plugin crash for Wardens with travel to Trestlebridge learned (bugfix)

v1.0.12beta
- fixed unloadable settings for 64bit DE and FR clients (bugfix)
- fixed label of Hultvis hunter guide in FR client (bugfix)

Rest of changelog found here.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
v1.0.12beta
94.39 Kb
Hyoss
03-20-2021 02:58 PM
v1.0.11hotfix2
93.10 Kb
Hyoss
03-10-2021 04:39 AM
v1.0.11hotfix1
92.98 Kb
Hyoss
03-10-2021 04:16 AM
v1.0.10beta
92.94 Kb
Hyoss
03-06-2021 06:25 PM
v1.0.9beta2
90.39 Kb
Hyoss
02-25-2021 07:11 PM
v1.0.8beta
88.58 Kb
Hyoss
01-08-2021 01:02 PM
v1.0.7beta
88.49 Kb
Hyoss
01-07-2021 04:49 PM
1.0.5beta
87.12 Kb
Hyoss
01-02-2021 05:23 PM
1.0.3beta
92.00 Kb
Hyoss
12-16-2020 12:41 PM
1.0.2beta
91.97 Kb
Hyoss
12-16-2020 11:37 AM
1.0.1beta
91.99 Kb
Hyoss
12-15-2020 07:23 PM
1.0beta
91.97 Kb
Hyoss
12-15-2020 06:45 PM
File Statistics
User Rating:
5 out of 5 with 6 votes
Downloads: 15851
Views: 12734
Favorites: 26
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Unread 06-05-2021, 12:35 AM  
Hyoss
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Notice: once U30 releases next week it will take me a day or two to release an update that includes new travel skills. I was not able to prepare that since I was without access to Bullroarer when that was available.
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Unread 05-21-2021, 10:29 AM  
Hyoss
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Re: Racial Skills and Sorting

Quote:
Yesterday, since the current version (1.0.1.13beta) has been behaving so well for my two test characters, I decided to enable Travel Window II for the rest of my stable. To save myself some time manually setting options and sorting for each character, I first copied the TravelWindowIISettings.plugindata from ~/Documents/The Lord of the Rings Online/PluginData/AccountName/ServerName/NameOfTestCharacter1 to the CharacterNameFolder of each of my characters which had not yet run TravelWindowII. For the most part, this worked out fine although I had to show/hide some skills for some characters based on their specific available travel skills.

One odd thing happened, though: For those characters with racial travel skills based on a racial trait which can only be used when that racial trait is slotted, I found that any changes I made to the TravelWindowII options refused to take effect as I made them and did not get saved between logout/login for that character if the trait was not slotted while those changes were made. In order to make changes to the TravelWindowII options and sorting, I first had to slot that character's racial trait which enabled its racial travel skill at which point I could make changes which showed immediate effect as I made them and which saved between logout/login. After making the changes, I could un-slot the racial trait and encountered no issue between login/logout after doing so (but had to slot it again in order to make any subsequent changes).

Characters whose race has a racial trait-enabled travel skill but who had not yet earned that trait did not experience this problem. Which is a good thing because the workaround would not have been possible since those characters cannot slot a trait which they have not yet earned.

Not a big deal now that I know what is necessary to work around it. Just thought I'd report it here in case it's something you'd like to have a look at.

Thanks again for all your time and effort on TravelWindowII!
This is incredibly useful. Maybe not for a fix, but it helps me think about a feature I want to do. Settings profiles.

Multiple times sort order was lost. Other issues can pop up. I would like to add a feature that would save sets of settings on one character, and would then allow you to import on others. There would be no need for copying files. You have given me a lot of food for thought about how those profiles would work with different races and classes (imagine applying the art order of a high elf hunter to a hobbit warden). So thanks for the report!

I think this will be the main feature I hope to make ready for U30. I really hope Bullroarer stays available for some time as I am abroad right now and cannot log in there to test.
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Unread 05-21-2021, 08:49 AM  
JohnMHammer
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Racial Skills and Sorting

Yesterday, since the current version (1.0.1.13beta) has been behaving so well for my two test characters, I decided to enable Travel Window II for the rest of my stable. To save myself some time manually setting options and sorting for each character, I first copied the TravelWindowIISettings.plugindata from ~/Documents/The Lord of the Rings Online/PluginData/AccountName/ServerName/NameOfTestCharacter1 to the CharacterNameFolder of each of my characters which had not yet run TravelWindowII. For the most part, this worked out fine although I had to show/hide some skills for some characters based on their specific available travel skills.

One odd thing happened, though: For those characters with racial travel skills based on a racial trait which can only be used when that racial trait is slotted, I found that any changes I made to the TravelWindowII options refused to take effect as I made them and did not get saved between logout/login for that character if the trait was not slotted while those changes were made. In order to make changes to the TravelWindowII options and sorting, I first had to slot that character's racial trait which enabled its racial travel skill at which point I could make changes which showed immediate effect as I made them and which saved between logout/login. After making the changes, I could un-slot the racial trait and encountered no issue between login/logout after doing so (but had to slot it again in order to make any subsequent changes).

Characters whose race has a racial trait-enabled travel skill but who had not yet earned that trait did not experience this problem. Which is a good thing because the workaround would not have been possible since those characters cannot slot a trait which they have not yet earned.

Not a big deal now that I know what is necessary to work around it. Just thought I'd report it here in case it's something you'd like to have a look at.

Thanks again for all your time and effort on TravelWindowII!

Last edited by JohnMHammer : 05-21-2021 at 08:52 AM.
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Unread 05-05-2021, 10:45 PM  
vecny.samotar
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Re: All Characters Option

Quote:
In the in-game Plug-in Manager I select that I want this to open for All Characters, but the setting doesn't hold. I manually added it to the PluginOptions.xml and it is working for me, but wanted to let you know about the bug.
Thanks for continuing to work on this plugin. It's one I can't do without!
plugin manager has (at least for me) a problem with the display, the plugin is turned on for all characters for practically all plugins, so I use a kind of option to mark all characters from the beginning when I play lotro (3 years)
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Unread 04-28-2021, 06:25 PM  
Zalanna
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Re: Re: Re: Re: All Characters Option

What I meant I as a plugin author have no way of writing code that writes data into that XML file. There is no method allowing me to write to that folder and file. So while it may be plugin specific it is handled by the plugin manager. Only thing that might be going wrong here is the plugin manager not handling spaces in plugin names well. Maybe I would need to rename to TravelWindowII, but that is not trivial.

I totally understand what you are saying. I understand the fact that it is the manager that is writing to the file, not the plugin. I just wanted to provide a workaround to anyone else that is seeing the issue. I see a post that it is working for others so that is extra odd. Again - thanks so much for all the work you do on this.
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Unread 04-27-2021, 11:57 AM  
Drono
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Tested it and it is working ok for me, might be OS dependent or some other obscure bug.
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Unread 04-27-2021, 11:19 AM  
Hyoss
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Re: Re: Re: All Characters Option

Quote:
No, it's in PluginData at the account and server level. I tested with the other plug-ins I have and it toggles on and off for All Characters properly. Odd. If anyone else is having the issue, they can manually edit PluginOptions.xml and add this line: <Plugin AllCharacters="true" Name="Travel Window II"/>
What I meant I as a plugin author have no way of writing code that writes data into that XML file. There is no method allowing me to write to that folder and file. So while it may be plugin specific it is handled by the plugin manager. Only thing that might be going wrong here is the plugin manager not handling spaces in plugin names well. Maybe I would need to rename to TravelWindowII, but that is not trivial.

Last edited by Hyoss : 04-27-2021 at 11:21 AM.
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Unread 04-27-2021, 10:13 AM  
Zalanna
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Re: Re: All Characters Option

That is not a setting that available to the plugin, but rather part of the settings of the PluginManager itself. Or in other words, the plugin has no control over what is written to PluginOptions.xml. Not sure what would be causing the issue you are experiencing. Is the folder where it resides write restricted maybe so the client cannot write into that file?

No, it's in PluginData at the account and server level. I tested with the other plug-ins I have and it toggles on and off for All Characters properly. Odd. If anyone else is having the issue, they can manually edit PluginOptions.xml and add this line: <Plugin AllCharacters="true" Name="Travel Window II"/>
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Unread 04-27-2021, 09:22 AM  
Hyoss
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Re: All Characters Option

Quote:
In the in-game Plug-in Manager I select that I want this to open for All Characters, but the setting doesn't hold. I manually added it to the PluginOptions.xml and it is working for me, but wanted to let you know about the bug.
Thanks for continuing to work on this plugin. It's one I can't do without!
That is not a setting that available to the plugin, but rather part of the settings of the PluginManager itself. Or in other words, the plugin has no control over what is written to PluginOptions.xml. Not sure what would be causing the issue you are experiencing. Is the folder where it resides write restricted maybe so the client cannot write into that file?
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Unread 04-27-2021, 08:37 AM  
Zalanna
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All Characters Option

In the in-game Plug-in Manager I select that I want this to open for All Characters, but the setting doesn't hold. I manually added it to the PluginOptions.xml and it is working for me, but wanted to let you know about the bug.
Thanks for continuing to work on this plugin. It's one I can't do without!
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Unread 04-23-2021, 10:19 PM  
robhupf
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Re: Re: yet another resort...*sigh*

It is happening for a very technical reason about how the plugin stores settings and how numbers and strings of characters are two different things to computers. I have to account for the German and French client doing that differently than the English one as well.
This was fixed once in 1.0.6beta, and then SSG introduced an undocumented change in U29 to everyone's annoyance - only 64-bit client for DE and FR started saving differently! Still needed a quick fix for the plugin though that had this unfortunate side effect.

What can be done in the future? Well, SSG could let plugin authors know they are introducing changes like that and I could act on them quicker.

Or I try and do a significant rewrite of how the plugin stores its settings, but this means several hours of work that will not result in any new feature or improved functionality. I already did that once for 1.0.6beta and doing it again because of the change SSG introduced is annoying as well. I want to do that still, but it is impossible to do that 15min at a time, I would have to devote a block of several hours to focus on the code, and that has not been easy in the past few months.

Thanks for the explanation and for your continued efforts. Its a real shame that SSG does not support this community more. This is a great plugin and I do appreciate your time.
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Unread 04-22-2021, 02:53 AM  
Hyoss
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Re: yet another resort...*sigh*

Quote:
Once again, my destinations were all resorted automatically, so I have to go and resort them the way I had them before. I wish I know why this keeps happening and better yet, a way to prevent it from happening in the future.
It is happening for a very technical reason about how the plugin stores settings and how numbers and strings of characters are two different things to computers. I have to account for the German and French client doing that differently than the English one as well.
This was fixed once in 1.0.6beta, and then SSG introduced an undocumented change in U29 to everyone's annoyance - only 64-bit client for DE and FR started saving differently! Still needed a quick fix for the plugin though that had this unfortunate side effect.

What can be done in the future? Well, SSG could let plugin authors know they are introducing changes like that and I could act on them quicker.

Or I try and do a significant rewrite of how the plugin stores its settings, but this means several hours of work that will not result in any new feature or improved functionality. I already did that once for 1.0.6beta and doing it again because of the change SSG introduced is annoying as well. I want to do that still, but it is impossible to do that 15min at a time, I would have to devote a block of several hours to focus on the code, and that has not been easy in the past few months.

Last edited by Hyoss : 04-22-2021 at 02:55 AM.
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Unread 04-21-2021, 08:52 PM  
robhupf
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yet another resort...*sigh*

Once again, my destinations were all resorted automatically, so I have to go and resort them the way I had them before. I wish I know why this keeps happening and better yet, a way to prevent it from happening in the future.
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Unread 04-06-2021, 06:22 AM  
Skofield
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Quote:
Thanks! A typo in the skill ID for Muster in Trestlebridge is what was causing the bug in EN and DE clients. Fix will be released today. You can change a line in IndexedDictionaryEn.lua from
Code:
    wardenLocations:AddSkill("Muster in Trestlebridge", "0x700559D10", "Trestlebridge (Muster)");
to
Code:
    wardenLocations:AddSkill("Muster in Trestlebridge", "0x70059D10", "Trestlebridge (Muster)");
to fix the issue yourself in the meantime.
Thank you! Will test the new version.

Last edited by Skofield : 04-06-2021 at 06:23 AM.
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Unread 04-05-2021, 03:01 AM  
Hyoss
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Quote:
Yes, it's on my Warden. For my Hunter the plugin works fine.

I currently have the following travel skills learned:

Milestone 1
Travel to Premium House
Smell the Roses
Travel to Kinship House
Travel to Kinship Member's House
Muster in Ost Guruth
Muster in Esteldin
Muster in Evendim
Muster in the Misty Mountains
Muster in Rivendell
Muster in Trestlebridge (probably what's causing the issue. This is also the only skill that my hunter does not have, yet, compared to my Warden).

Race is High Elf. Race Return skill (Travel to Caras Galadhon) has neither been earned, nor traited.
Thanks! A typo in the skill ID for Muster in Trestlebridge is what was causing the bug in EN and DE clients. Fix will be released today. You can change a line in IndexedDictionaryEn.lua from
Code:
    wardenLocations:AddSkill("Muster in Trestlebridge", "0x700559D10", "Trestlebridge (Muster)");
to
Code:
    wardenLocations:AddSkill("Muster in Trestlebridge", "0x70059D10", "Trestlebridge (Muster)");
to fix the issue yourself in the meantime.

Last edited by Hyoss : 04-05-2021 at 03:01 AM.
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