No, you cannot disable it. It will scream in your face every time you open the inventory.
Anyway, why is it random? And why it also appears on Surveys?
Is there a way to consume or add Surveys to the collection? I'm very confused about these things.
For now, I've been I've been marking all stuff as junk when appears in the inventory with that green icon, and then I destroy all junk at once. Seems the only solution for now to get rid of the green icon from the inventory.
old_scopie1945 wrote: »I find them handy myself.
Anyway, why is it random? And why it also appears on Surveys?
Is there a way to consume or add Surveys to the collection? I'm very confused about these things.
For now, I've been I've been marking all stuff as junk when appears in the inventory with that green icon, and then I destroy all junk at once. Seems the only solution for now to get rid of the green icon from the inventory.
The survey one is a bug and will be fixed later. Apparently right now there's a bug where the icon shows up for some items when it shouldn't.
RealLoveBVB wrote: »There is a lead that can drop from jewelry surveys. Maybe it's that?
No, you cannot disable it. It will scream in your face every time you open the inventory.
Thank you!
Downloaded this, and the mod changing back the whole UI to the old design too.
It's a bit absurd to see that after an "upgrade" many people search for ways to get rid of the "upgrade" again, isn't it?
Blencathra wrote: »No, you cannot disable it. It will scream in your face every time you open the inventory.
I HATE it SO much and have been trying to find a way to turn it off.
I have an add-on that put a small circle of different colours with dot over items my main toon and other toons did not know and another add-on with a simple green helmet ONLY on gear I need for my sticker book.
Pisses me off that something SO obnoxious can't be switched off.
That's strange, since this addon's code is so simple that there aren't many ways for it to go wrong. My best guess is that there might be another addon that's interfering. For example, there was one user who had the problem of another addon adding an indicator that looked like the base-game one, so the appearance of that addon's indicator made it look as if it wasn't working.I already installed it from Minion but it's not working on any character.
There are two new markers that ZOS added to the game. A green puzzle piece for things like recipes, motifs, style pages, etc., and a green armor indicator for set pieces. The addon I linked only disables the puzzle indicator, but I also left a line of (disabled) code in the addon to disable the armor indicator as well, and by un-disabling that line of code, the addon will hide both types of indicators. However, based on your description of the problem, that doesn't sound like what you're experiencing.Then I noticed that you have information to change something in the code, but I'm too dumb to that.
That's strange, since this addon's code is so simple that there aren't many ways for it to go wrong. My best guess is that there might be another addon that's interfering. For example, there was one user who had the problem of another addon adding an indicator that looked like the base-game one, so the appearance of that addon's indicator made it look as if it wasn't working.I already installed it from Minion but it's not working on any character.
One other thing is that these new base-game indicators also appear in the guild store window, but my addon makes no attempt to disable it in the guild store interface. The reason is that the underlying code for the guild store is very different than that for the bag and bank, and it's structured in a way that disabling it in the guild store would not be a clean surgical procedure as it is for the bag and bank.There are two new markers that ZOS added to the game. A green puzzle piece for things like recipes, motifs, style pages, etc., and a green armor indicator for set pieces. The addon I linked only disables the puzzle indicator, but I also left a line of (disabled) code in the addon to disable the armor indicator as well, and by un-disabling that line of code, the addon will hide both types of indicators. However, based on your description of the problem, that doesn't sound like what you're experiencing.Then I noticed that you have information to change something in the code, but I'm too dumb to that.
Looks like it's not possible to use your addon and Master Merchant at the same time.
Looks like it's not possible to use your addon and Master Merchant at the same time.
Hmm. I haven't used MM since 2016, but it seems very strange that MM would conflict with this addon. When I get some free time next week, I'll take a look at what it is that MM is doing that makes these two incompatible. Just for my own curiosity.
Does it work if you simply force it to load after MM via OptionalDependsOn in the addons .txt or .addon file?It took me a long time to figure out it was MM exactly because I started removing the ones that seemed most likely to create conflict, and MM was one of the last ones I tested. I was really surprised.
Looks like it's not possible to use your addon and Master Merchant at the same time.
Hmm. I haven't used MM since 2016, but it seems very strange that MM would conflict with this addon. When I get some free time next week, I'll take a look at what it is that MM is doing that makes these two incompatible. Just for my own curiosity.
It took me a long time to figure out it was MM exactly because I started removing the ones that seemed most likely to create conflict, and MM was one of the last ones I tested. I was really surprised.
Looks like it's not possible to use your addon and Master Merchant at the same time.
Hmm. I haven't used MM since 2016, but it seems very strange that MM would conflict with this addon. When I get some free time next week, I'll take a look at what it is that MM is doing that makes these two incompatible. Just for my own curiosity.
It took me a long time to figure out it was MM exactly because I started removing the ones that seemed most likely to create conflict, and MM was one of the last ones I tested. I was really surprised.
Well, I appreciate you taking the time to identify the problematic addon. I was too curious, so I poked around MM's code today rather than wait until next week.
So, it looks like that, instead of surgically modifying the behavior of the game's inventory slot creation function, MM has completely replaced it, which is why that effectively disables my addon because that's the part of the game whose behavior my addon modifies.
Comments in MM's code suggests that this was done to modify the inventory sort order (to sort items by MM price), but if this was the goal, I personally would have just modified the behavior of the sort function itself (which is what I did with my master writ addon to allow sorting writs by voucher value), and something like that would be akin to doing surgery with a scalpel, but unfortunately it appears that MM had opted to use a chainsaw instead for this surgery, and it leaves behind unintended consequences.
I'll see if I can modify my addon next week to work a little differently if MM is present to work around this issue.