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Unread 07-07-2023, 02:35 PM  
Garan
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Re: how can i move a backup to another pc

Quote:
Originally Posted by mafia
i just installed LOTRO to another PC and saved a backup of the GaranStuff folder and pasted it to the exact location in the new PC, then I used Plugin Compendium to update MOORmap because I noticed it was outdated
now in the game (old pc), I marked some of the hidden cache boxes I found, now in te new PC after i coped the whole folder i was expecting to find the date there, but that's not what happened, i opened the map of ay region and i can see all hidden Cache are not marked like i didn't collect them
is there any way i can move the data from the old PC to the new PC ?
Short answer, you need to copy the PluginData folder (the Plugins folder is just the source files, no settings/data).

Long answer:
The "...Documents\The Lord of the Rings\Plugins" folder only contains the source code for plugins, that is, the files that are published by the author. The data is stored in .plugindata files under the "...Documents\The Lord of the Rings\PluginData" folder in a hierarchical structure of subfolders. The first tier of subfolders are the account name (no actual files here, just subfolders, one for each account that has had plugin data saved). The next tier are servers and the "AllServers" folder which are server-wide. The last tier are characters and the "AllCharacters" folder which are character-wide. Plugins can save/read data at any tier, but only for the folder specific for the server/character or the "All" folder (note, there is no "AllAccounts" folder). MoorMap saves files in many different folders depending on the type of data and at what scope it is relevant. All of the MoorMap plugindata files WILL start with "MM" so, if you only want to copy your MoorMap settings/data, you will want to only copy .plugindata files that start with "MM". Be sure to copy them to a subfolder with the same path/name as the one they came from. However, if you simply want to copy all settings/data for all plugins from one computer to another, simply copy the entire "...Documents\The Lord of the Rings\PluginData" folder.

NOTE: Be sure to set the permissions correctly afterwards or some funky stuff can happen or, to avoid that, you can copy them from the source to a neutral, user owned folder on the destination, like "c:\mytempfiles" and then, copy them from that folder to their final destination (that should eliminate any user specific permissions issues). If you are using an intermediate media like a flash drive that step is usually unnecessary since most flash drives use FAT instead of NTFS so permissions info is not stored.

FWIW, there are many files that are used to implement the treasure caches and they are all in the folder, "...PluginData\serverName\AllCharacters" where serverName is the name of the server, like "Landroval". The need for multiple files has to do with keeping a minimum of data in memory at any one time, loading the minimum data necessary when swapping maps, protecting that data from save failures due to client crashes, and working around the fact that LotRO doesn't allow simple real-time access to .plugindata files (so I have to jump through a few hoops to make it work).

Last edited by Garan : 07-07-2023 at 03:04 PM.
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Unread 07-07-2023, 12:46 PM  
mafia
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how can i move a backup to another pc

i just installed LOTRO to another PC and saved a backup of the GaranStuff folder and pasted it to the exact location in the new PC, then I used Plugin Compendium to update MOORmap because I noticed it was outdated
now in the game (old pc), I marked some of the hidden cache boxes I found, now in te new PC after i coped the whole folder i was expecting to find the date there, but that's not what happened, i opened the map of ay region and i can see all hidden Cache are not marked like i didn't collect them
is there any way i can move the data from the old PC to the new PC ?

Last edited by mafia : 07-07-2023 at 12:49 PM.
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Unread 06-22-2023, 12:57 PM  
Waldschrat
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Re: Re: Add custom treasure locations

Quote:
Originally Posted by Garan
Expanding the Treasure Cache mechanism to also allow tracking dwarf markers and lore-pages is already on the ToDo list - a list that grows faster than it can be completed . Unfortunately, adding custom (user defined) cases is not really feasible. You can always customize the text of any custom annotation (those added by users) manually to indicate the "found" status by adding a list of character names that have found it.
What I meant was the possibility of adding own custom treasure cache locations as feature (without having to mess with the code), as I found not all are shown in MoorMap (Ered Mithrin springs to my mind). But thanks a lot anyway, I'll just wait for updates.
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Unread 06-22-2023, 08:11 AM  
Garan
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Re: Add custom treasure locations

Quote:
Originally Posted by Waldschrat
First of all thanks for the great work. I fail to see how I ever could play without MoorMap

Now to my question: Is it possible to add custom treasure locations that behave in the same way as the others do, so they track which one you've already discovered? And would it be possible in the same way to convert certain pois like dwarf markers in the Iron Hills so you can check if they have already been discovered?
Hi, thanks for the comment and question.

Expanding the Treasure Cache mechanism to also allow tracking dwarf markers and lore-pages is already on the ToDo list - a list that grows faster than it can be completed . Unfortunately, adding custom (user defined) cases is not really feasible. You can always customize the text of any custom annotation (those added by users) manually to indicate the "found" status by adding a list of character names that have found it.

Last edited by Garan : 06-22-2023 at 08:15 AM.
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Unread 06-22-2023, 02:50 AM  
Waldschrat
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Add custom treasure locations

First of all thanks for the great work. I fail to see how I ever could play without MoorMap

Now to my question: Is it possible to add custom treasure locations that behave in the same way as the others do, so they track which one you've already discovered? And would it be possible in the same way to convert certain pois like dwarf markers in the Iron Hills so you can check if they have already been discovered?
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Unread 06-15-2023, 03:12 AM  
Garan
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Known issue

The coordinates for the maps of the Hiddenhoard (Caverns of Clovengap, Ibkermazal, and Mind of the Frost-heart) are calculated incorrectly in ver 1.53. This will be corrected in the next version.
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Unread 06-10-2023, 03:17 PM  
Garan
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Ver 1.53

Ver 1.53 is available with Kings Gondor
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Unread 04-16-2023, 10:05 AM  
Moabor
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Quote:
Originally Posted by Moabor
Is it possible to display active quest data on the map as well?

As in the areas where you'll find quest mobs/items and NPC locations for the quests you have in your log, like how the original in-game map does it?

Example
Unfortunately, Quest and Deed data are not exposed to Lua so it is not possible to implement a tracker.

That's a shame, thanks for responding.
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Unread 04-15-2023, 07:03 AM  
Garan
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Quote:
Originally Posted by Moabor
Is it possible to display active quest data on the map as well?

As in the areas where you'll find quest mobs/items and NPC locations for the quests you have in your log, like how the original in-game map does it?

Example
Unfortunately, Quest and Deed data are not exposed to Lua so it is not possible to implement a tracker.
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Unread 04-15-2023, 12:51 AM  
Moabor
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Is it possible to display active quest data on the map as well?

As in the areas where you'll find quest mobs/items and NPC locations for the quests you have in your log, like how the original in-game map does it?

Example

Last edited by Moabor : 04-15-2023 at 12:56 AM.
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Unread 03-30-2023, 01:27 PM  
Garan
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Re: Ores and wood doenst show on map

Quote:
Originally Posted by zittla
Hey i just installed the moor map and i can get it up no problem but the issue i have is that it doenst show ore locations like copper or iron so on not even wood not sure how to fix this i enable and disable it and no change.
Is there a reason for this or should it work? mabey i did load it wrong or something
Hi,

You have misunderstood the feature. Ore/Wood node locations are not exposed to Lua so, instead, MoorMap allows you to track the locations as you come across them. The Quick Annotation tool allows you to simply stand next to a node, target it (so MoorMap knows what kind of node you are marking) and click the tool. MoorMap will be able to parse your location from the chat window and automatically adds a custom annotation to your copy of the map indicating what type of node and its location. This can be used to help you remember which types of nodes are on which maps and what areas have the densest concentrations of nodes.

Custom Annotation sharing is not yet available in MoorMap, but, if you also have TerrainMap, it has the ability to share CustomAnnotations with other users and they automatically update in MoorMap - unfortunately, annotations are still only shared one at a time so you would have to click each one (when implemented in MoorMap there will be an option for sharing all custom annotations for an entire map, no anticipated release date for that feature though).

Last edited by Garan : 03-30-2023 at 01:27 PM.
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Unread 03-30-2023, 01:14 PM  
Zittla
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Ores and wood doenst show on map

Hey i just installed the moor map and i can get it up no problem but the issue i have is that it doenst show ore locations like copper or iron so on not even wood not sure how to fix this i enable and disable it and no change.
Is there a reason for this or should it work? mabey i did load it wrong or something
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Unread 03-18-2023, 04:18 PM  
Garan
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Re: using Berry's deed map

Quote:
Originally Posted by laicome
Is it possible to add an opacity slider to the giant white block telling me what the colours mean? or a size reducer, or even making it follow the opacity of MM in general? I rather adore the functionality of it, but having the giant white luminescent block that can't go under anything (I can't hide it under bags or other windows forexample) whilst running around in world is incredibly distracting and screen space cluttering...
Ah, I can pount it off the side of the screen almost entirely, nice.
Thanks for the feedback. The next version of MoorMap will include a Minimize button in the lop left of the Deed Overlay Legend. When minimized, the legend will appear as an icon in the bottom right of the map. Clicking the icon will redisplay the legend. I have not decided whether to add an optional Opacity control for the legend, but I believe the minimized functionality will suit your needs.
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Unread 03-18-2023, 11:57 AM  
laicome
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using Berry's deed map

Is it possible to add an opacity slider to the giant white block telling me what the colours mean? or a size reducer, or even making it follow the opacity of MM in general? I rather adore the functionality of it, but having the giant white luminescent block that can't go under anything (I can't hide it under bags or other windows forexample) whilst running around in world is incredibly distracting and screen space cluttering...
Ah, I can pount it off the side of the screen almost entirely, nice.
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Unread 02-27-2023, 02:32 PM  
Garan
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Re: replace map

Quote:
Originally Posted by Rocky123455
Hey, is it possible to somehow replace the hotkey for the map to open moormap. I would love if i could just open moormap instad of the normal map with one click of a button.
Hi. We can not programmatically suppress the display of the built-in map, unlike the inventory bags, party vitals, etc. And, since Lua does not have access to the quest or deed data, Moormap can not replace the quest guide on the default map, that functionality is usually still desirable.

Instead, you can put the "/moormap toggle" command on one of the built in quickslots which are bound to keys (or key combos). For instance, to put the command on the twelfth quickslot (default binding is '=') you would use the chat command:
/shortcut 12 /moormap toggle
if you don't want it in the twelfth slot, just change the number or you can create it there and drag it to one of the other slots.

If you really want MoorMap assigned to the 'm' key, you would have to assign the command to a quickslot, as shown above, and then remove the binding for the 'm' key from the map panel and assign it to the quickslot that has the moormap command. This is all done via the "Key Mapping" tab of the options window in game. However, I do not recommend doing this since, as noted above, there are times that the built-in map is still quite useful.

Last edited by Garan : 02-27-2023 at 02:34 PM.
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