visage wrote: ↑Sun Sep 04, 2022 11:25 am
For what it's worth, I personally wouldn't get much out of "here are zones you've seen but not visited" because I can glance at the map and see that information. The rest of the stuff you're talking about doing would be absolutely lovely to have automated, though.
See, for me, that serves as a list of places to go back and complete after coming back from the east.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
A list is created of all area entrances the player has seen, or any areas the player is directed to via a quest objective.
Quest objective? That wouldn't include a lot of the zones we're interested in listing, like Ruined Dungeon or Elven Ruins. And the quest log already kind of covers that.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
For all areas with a boss fight, the area is removed from the list (or optionally, crossed out with strikethrough or greened out as "completed") upon killing the area boss,
And that's two votes for conditioning on killing the zone boss.
[sound F/X: source diving] …okay, it looks like the zone boss is available from game.zone.generator.actor.guardian, and I'm already mucking around in Actor:die() catching backup guardians, so I can probably make that work. It'll mean more testing, of course…
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
optionally unless all vaults/chests/Note-generating events are completed.
Oh, chests and vaults and stuff already get their own listings, and stay listed until you do them.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
Deciding whether areas appear on the list can be easily accomplished with one giant options dialog menu, optionally with an easy "Group options" section i.e. "Never log T1 dungeons" or "Only show main quest areas" or even "Hide all completed areas".
"Easy", he says…

What I'm actually leaning toward ATM is just a selectable list of zones the player knows about, as recorded in world.seen_zones{}, with a default subset of them pre-selected as "interesting". I've already done something along those lines in
Alternate Zones Option, and it's also what the Change Zone dialog in the debug section does, so it shouldn't be too hard.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
The next step in the main quest, whether that be collectively all of the T2 areas, or just Dreadfell, or wherever it may be, is marked with gold text or with a star icon next to it, toggleable in options.
Now, this is kind of drifting into mission creep. I'm okay with letting the quest log be the indicator of where to go next; this addon is mainly about collecting reminders of places and things I want to go back and do later.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
[…] a 0-weight item added to player inventory on spawn, call it a GPS Editor or something, that you can activate to bring up a simple dialog (recycling some code out of the Attune Staff skill seems handy) containing all the currently active Locations on the menu and allowing you to toggle them off or on.
…? We wouldn't need an object for that; I was planning to put it in the game option.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
All of this can be easily done inside the same basic Notes window you're already using for the Notes mod alongside a few dialog prompts, it'll just need a bit of formatting that you can recycle out of the existing mod and you've pretty much got it in place.
Mm, one of the things that kept tripping me up when I was originally trying to do this in Notes to Self was how to keep track of which notes were auto-generated and which notes were entered manually, which gets complicated if you allow the automatic notes to be editable. Plus this addon is starting to get complex enough in its own right that I'm leery of trying to merge it back into Notes to Self. I suppose I could have the two addons cooperate if they're both present and arrange to put their notes into the same popup.
PseudoLoneWolf wrote: ↑Sun Sep 04, 2022 11:48 pm
I don't know if there is a way to protect an item from being transmogged, but honestly if you somehow mog your mod tool then I think you deserve to live with your fate.
For reference, if I were going to go the object route, the easiest way to make it non-transmo-able would be to flag it as a plot item, like I do with the Experimental Annelid Accelerator from
Worm that Walks as Fast as You.