[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Quickie release v14h, with small quality-of-life enhancements (pun intended) for Enhanced Object Compare and Enhanced Wield Replace
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- Archmage
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Not really sure if this is a bug or not, but Enhanced Object Compare doesn't seem to work on runes/infusions added by mods. It still works with the normal in game ones however, just it acts like you don't have one on your body when new ones are compared.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Yeah, for inscription comparison to work, the inscription talents have to provide some extra information. Enhanced Object Compare backpatches that into place for the baseline inscriptions, and other addons can provide the needed information for their new inscriptions fairly easily (I hope…). The documentation is included in the addon files; here's the relevant bit:Chronosplit wrote:Not really sure if this is a bug or not, but Enhanced Object Compare doesn't seem to work on runes/infusions added by mods. It still works with the normal in game ones however, just it acts like you don't have one on your body when new ones are compared.
Code: Select all
-- ========================================================================
-- Addon authors: To make your addon's added runes/infusions work with the
-- compare functionality implemented by this addon, have your inscription
-- talent definition include a method .info_cmp(self, t1, d1, t2, d2),
-- where:
--
-- - self is the Actor being used by Object:getDesc().
-- - t1 is the talent table for the inscription in inventory.
-- - d1 is the inscription data associated with t1, as generated by
-- ActorInscription:getInscriptionData().
-- - t2 is the talent table for the inscription inscribed on the body.
-- - d2 is the inscription data associated with t2, as generated by
-- ActorInscription:getInscriptionData().
--
-- If t2 and d2 are nil, you should return the same text as your .info()
-- method; otherwise, your returned text should show the difference between
-- the two talents, as shown by the examples below. [You won't need to use
-- the frob() function shown below; we only need that because we're
-- altering the talents of the existing inscriptions.] You can use the
-- utility method util.addon.compare.colorize(n, fmt, good) provided below
-- [you'll probably want to make a local alias to shorten the name, as
-- shown below]; the parameters are:
--
-- - n is the difference between the value for t1 and the value for t2.
-- - fmt is the printf-style format to use to format n; default is '%+d'.
-- - good controls color determination for the formatted n. If good is
-- nil, the text will be green if n is positive and red if n is
-- negative; if good is a number, the text will be green if good*n is
-- positive and red if it is negative; if good is boolean, the text
-- will be green if good is true and red if it is false.
-- ========================================================================
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Which, having said the above, is not to say that we shouldn't support stuff in official addons like EoR.
v14i, just released, includes support from Enhanced Object Compare for for Embers' steam generators and medical injectors. If this is what you were referring to, Chronosplit, We Apologize for the Confusion.™
We also include a tweak from Auto-Transo Gems that keeps gems out of the transmo chest if you know the Create Tinker talent, and new support in Talent Point Planner for the Exotic Weapons Mastery talent from the lost warrior escort quest.

We also include a tweak from Auto-Transo Gems that keeps gems out of the transmo chest if you know the Create Tinker talent, and new support in Talent Point Planner for the Exotic Weapons Mastery talent from the lost warrior escort quest.
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- Archmage
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Ah yeah, I included Embers in that too. I was kind of vague, sorry about that. 
Thanks for the information however, that was very useful as well!

Thanks for the information however, that was very useful as well!
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
No worries.Chronosplit wrote:Ah yeah, I included Embers in that too. I was kind of vague, sorry about that.

And hot on the heels of that last release comes another, v14j, with a fix for Enhanced Object Compare's handling of medical injectors and some improvements for Go to Landmark.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
By popular demand (okay, one person asked
), I'm reviewing my addons list looking for possible candidates for addition to a future release of ZOmnibus, and I figured I'd solicit opinions on the matter. Usually I wait for a savefile-incompatible point release to do this sort of thing, to reduce the likelihood of collision problems with savefiles that are using old ZOmnibus together with addon(s) that just got added to new ZOmnibus; but there's no telling how long that might be, and depending on what we end up deciding to add, I may be able to work around any problems that might arise.
All told, I currently have 40 released and active addons (not counting the officially deprecated Online Icon and a handful of really old addons). Of those, 17 are already included in ZOmnibus (and one, of course, is ZOmnibus
). Of the remaining 22, the following would probably be considered too "questionable" to include in ZOmnibus:

All told, I currently have 40 released and active addons (not counting the officially deprecated Online Icon and a handful of really old addons). Of those, 17 are already included in ZOmnibus (and one, of course, is ZOmnibus

- Slightly More Adventurous
- Ambush Escape
- Stop Hitting Yourself!
- Escort Rescheduling
- Ignore Campaign/Difficulty Locks
- Ignore Race/Class Locks
- Nur Kit
- Utility Supplies
- Worms Don't Walk
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
*blink* …Okay, wasn't expecting radio silence as a response to that question.
I'll hold off on further merges for now, then; in the meantime, v14k just went out, with improvements to Pragmatic Heroism and Inventory Sort Order.
[And as long as I'm here, let me put a probably long overdue FAQ comment here so I can link back to it from the Steam page and the te4.org page.]

[And as long as I'm here, let me put a probably long overdue FAQ comment here so I can link back to it from the Steam page and the te4.org page.]
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Frequently Asked Questions:
What's the difference between ZOmnibus and ZOmnibus Lite? Can I use them both together?
ZOmnibus Lite is a subset of ZOmnibus, excluding certain addons that some players would consider to materially affect gameplay in undesirable ways. In particular, the following component addons of ZOmnibus are not included in ZOmnibus Lite:
What game options does ZOmnibus provide to configure its behavior?
Several of the component addons of ZOmnibus and ZOmnibus Lite add game options to influence their behavior. As of release 17.0.0, all of these game options can be found under the "[ZOmnibus]" tab on the Game Options dialog:
(continued below)
What's the difference between ZOmnibus and ZOmnibus Lite? Can I use them both together?
ZOmnibus Lite is a subset of ZOmnibus, excluding certain addons that some players would consider to materially affect gameplay in undesirable ways. In particular, the following component addons of ZOmnibus are not included in ZOmnibus Lite:
- Opt-in Adventurers Parties
- Alternate Zones Option
- Pragmatic Heroism
- Prodigious Progress
- Low Health Popup
- Restart Sustains
- Sword-n-Boardin'
- Plot Disarming
- Alchemist Notifications
- Don't Summon While Meditating
- Herald of the Herald
- Roguelike Chat Guard
What game options does ZOmnibus provide to configure its behavior?
Several of the component addons of ZOmnibus and ZOmnibus Lite add game options to influence their behavior. As of release 17.0.0, all of these game options can be found under the "[ZOmnibus]" tab on the Game Options dialog:
- Notes to Self:
- "Show character notes at start": Exactly what it says on the tin.
Controls whether you get the notes-to-self popup when you load a character.
- "Show character notes at start": Exactly what it says on the tin.
- Talent Point Planner:
- "Open talent point planner on character creation": If enabled, when you create a character, you'll get a talent point planner immedlately to plan your character (or reload the old plan if you're restarting the character) before you get the regular levelup dialog to spend your starting talent points.
- "Sort unlearnt talent trees by name": …Pretty much what it says. Mainly useful for adventurers using DLCs, since, for instance, spell trees from DLCs otherwise wouldn't be grouped with spell trees from the main module. Supported values are None, Unlearnt and All, in case you'd also like to sort known talent trees by name.
- Inventory Keys:
- "Use-item dialog shortcuts": Pops up a dialog to let you change the shortcut keys we add to the use-item dialog.
- Menu Keys:
- "Show menu keys": Again, exactly what it says on the tin.
Turns on or off the hotkeys on the game menu.
- "Show menu keys": Again, exactly what it says on the tin.
- Auto-Transmo Gems:
- "Auto-transmo gems": Specify which gems should be placed into the Transmogrification Chest when you pick them up. You can set "none", "all", or a tier threshold from 1 to 4 to specify all gems of that tier and lower. Note that if your character knows any talents that use gems (like Alchemists' Create Alchemist Gems or Imbue Item), this option will be treated as "none" for that character (unless otherwise specified by the following option).
- "When to auto-transmo gems": Controls when to put gems in the Transmogrification chest:
- 'Standard': Default behavior; put gems in chest if you know no gem-using talents.
- 'Always': Always put gems in chest, even if you know some gem-using talents.
- 'After linking transmo chest': Don't put gems in chest until you've linked your chest to the Sher'Tul fortress; then as per Standard.
- "Keep auto-extracted gems": This works with the option from the Sher'tul fortress butler to extract gems from objects as you transmo them and transmo the gems instead for more money/energy; this option lets you keep those gems instead. You can specify a minimum gem tier to keep, from 1 (keep all gems) to 6 (keep no gems).
- Pragmatic Heroism (ZOmnibus only):
- "Show negative life in tooltips": Controls whether to show negative life in actor (and player) tooltips, and whether to show a modified life bar when your life is negative (as described in the following option).
- "Combined life bar": Controls what kind of modified life bar to show, if the above option is enabled. The "combined" life bar runs from your negative die-at threshold to your maximum life, with the negative-life parts colored differently; the "negative" life bar (the default) runs normally when you're above zero life and backward from zero to your negative die-at threshold when you're below zero life.
- Inventory Sort Order:
- "Sort gems by tier": Changes the sort order of gems, either sorting by tier and then color within tier (the default) or by color and then tier within color. I'm assured that there are gem-using addons for which this is an important difference.
- "Sort gems by tier": Changes the sort order of gems, either sorting by tier and then color within tier (the default) or by color and then tier within color. I'm assured that there are gem-using addons for which this is an important difference.
- Opt-in Adventurers Parties (ZOmnibus only):
- "Adventurers party response strategy": Set to "Always evade", "Never evade" or "Ask" (the default) to control whether to evade or fight adventurers parties on the world map.
- "Orc patrol response strategy": As above, but for orc patrols in the east.
- "Sunwall patrol response strategy": As above, but for Sun Paladin patrols and Anorithil patrols from the Embers of Rage DLC.
- "Extended evade duration": If you have any of the above set to "Ask" and you choose to evade when asked, you can make that evade decision "stick" for a certain number of turns by setting this option to that number. Set to zero to disable.
- Tier-1 Short Circuit Option:
- "Short-circuit some early dungeons": Disable this option (the default) to bypass the "Easy!" dialog that lets you skip ahead to the bottom of some early dungeons and start at the top of said dungeons.
- Alternate Zones Option (ZOmnibus only):
- "Alternate zones": Select zones whose alternate forms you want to block or force.
- Store Wish List:
- "Store wish list tracker popup": Controls whether you get the "you can now afford that thing you wanted" popup when you get more gold.
- Savefile Notes:
- "Prompt for savefile note on save": Turns on/off a dialog prompt to enter a savefile note when you save your character.
- Passive Cooldowns:
- "Passive cooldown trackers": Turns on/off the passive cooldown trackers provided by the Passive Cooldowns addon.
- Low Health Popup (ZOmnibus only):
- "Low-health warning popup threshold": Percent of your max life at which to warn you with a popup dialog. Can range from 1 to 99, or zero to disable the popup.
- "Low-health warning as flyer": You can get your warning as a dialog (the default) or the way the in-game "Life Lost Warning" does it, by popping up a big message and blocking keyboard/mouse input for two seconds.
- Restart Sustains (ZOmnibus only):
- "Restart marked sustains while resting": Enable to have marked sustains reactivated while you rest. You can still use the "Restart Sustains" button on the Restart Sustains dialog as needed. See the related FAQs for more information.
- Wall Clock:
- "Wall clock format": Turns on/off the clock display (off by default), and lets you choose between clock formats like "07:32 PM" or "19:32".
- Effects Under Actors:
- "Display effects under actors": Enable to have lingering fire/acid/etc. effects drawn under the player and other NPCs instead of on top of them. Which can make it easier to see what's going on.
- ""Flatten" overlapping effects": You know how packs of wretchlings like to drop multiple Corrosive Vapors clouds on your head at once? This option, if enabled, tries to draw only one of those clouds in grids where they overlap. Which should both look visually less cluttered and help older computers keep up.
- Juggle Hotkeys on Unwield:
- "Hotkey handling on unwield": This is for objects that can be activated while wielded, like Summertide Phial. "Default" is default hotkey behavior (the hotkey stays when you unwield the object, and using the hotkey when it's unwielded wields it). "Mark" is the same, except that the hotkey will have a red border when the object is not wielded. "Remove" will remove the hotkey when you unwield the object.
- "Remove hotkey on drop": This is for objects that can be activated from inventory, like the Rod of Annulment. If enabled, the hotkey will go away when you drop the object.
- Tooltip Cleanup:
- "Clear tooltips on focus change": Turns on/off the tooltip handling provided by the Tooltip Cleanup addon.
- Roguelike Chat Guard (ZOmnibus only):
- "Avoid movement chars in chat dialog": Whether (and when) to modify chat dialogs to avoid movement keys. You can specify "All", "None", or "Some" for just a few "high-risk" chats.
- "No hotkeys in chat dialogs": For no shortcut keys at all in any chat dialog.
- Displacement Tracking:
- "Visual tracking of Displacement Shield": Turns on/off the modification of Displacement Shield's status icon.
- Curse Levels:
- "Show power of cursed auras": Turns on/off the curse power indicators provided by the Curse Levels addon.
- Semi-Roguelike Mode:
- "Semi-roguelike achievements": Controls what kind of achievements you get before you gain your first extra life: if enabled, you get Roguelike-mode achievements; if disabled (the default), you get Adventure-mode achievements.
- Roguelike Keybindings (ZOmnibus only):
- "Roguelike keybindings": This option doesn't do anything by itself; it just lets you switch between roguelike keybindings and default keybindings by setting it to "installed" or "uninstalled".
- Time Shield Tracking:
- "Visual tracking of Time Shield": Turns on/off the modification of Time Shield's status icon.
- Alchemist Notifications (ZOmnibus only):
- "Alchemist potion notifications": Controls whether you get the "you now have all the ingredients for an alchemist potion" popup and status icon when you get an ingredient.
- Don't Summon While Meditating (ZOmnibus only):
- "Confirm summons while meditating": Controls whether you get the "You're meditating; really summon?" warning popups.
- Herald of the Herald (ZOmnibus only):
- "Visual Nihil stack markers": Controls whether you get the number-of-stacks indicators on enemies that you've hit with Nihil.
(continued below)
Last edited by Zizzo on Sat Nov 06, 2021 7:18 pm, edited 11 times in total.
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
The only ones I can see that would match the "idea" of the pack would be Item Notes, Savefile Notes, and Passive Cooldowns, each with options to turn PC off. Unfortunately these are all in the problematic section.
More ways to add notes is always nice, Savefile Notes in particular I've found very useful in that I tend to forget my characters by name after I need to take a day or two off.
More ways to add notes is always nice, Savefile Notes in particular I've found very useful in that I tend to forget my characters by name after I need to take a day or two off.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
No, those are all in the completely unproblematic list at the bottom (in fact, those are among the ones I figured people would be most likely to want). Passive Cooldowns in particular isn't revealing any information that wasn't otherwise available; it's just displaying it more prominently and conveniently (although yes, it would need an option if we merged it into ZOmnibus, as we did with Pragmatic Heroism). And more note-taking functionality is always good, as you say.Chronosplit wrote:The only ones I can see that would match the "idea" of the pack would be Item Notes, Savefile Notes, and Passive Cooldowns, each with options to turn PC off. Unfortunately these are all in the problematic section.
Let me do some code digging and investigate how easy it would be to arrange for these addons not to step on each other's (or ZOmnibus') feet. And if anyone else has any requests, now is the time.

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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Golem Speed Lock? It's pretty QoL.
A little bit of a starters guide written by yours truly here.
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Ah, I see! Come to think of it Low Health Popup and Restart Sustains (especially for stuff like Gloom) would be pretty welcome additions too.
I can see why that can be iffy though. It would most likely strike some of us as more than QoL, and an option to turn it off sounds like something that might or might not cause problems if you're an Alchemist.Micbran wrote:Golem Speed Lock? It's pretty QoL.
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- Sher'Tul Godslayer
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Hmm, Restart Sustains might be tricky; it's kind of an elaborate one. I'll do some more code digging.Chronosplit wrote:Ah, I see! Come to think of it Low Health Popup and Restart Sustains (especially for stuff like Gloom) would be pretty welcome additions too.
Yeah, that's why I listed that one in the "iffy" section.Chronosplit wrote:I can see why that can be iffy though. It would most likely strike some of us as more than QoL, and an option to turn it off sounds like something that might or might not cause problems if you're an Alchemist.Micbran wrote:Golem Speed Lock? It's pretty QoL.
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
And the big release, v15, incorporating Savefile Notes, Item Notes, Passive Cooldowns, Low Health Popup and Restart Sustains. Note that if you have any characters using ZOmnibus together with any of the above addons, you should upgrade them all together, and future characters shouldn't use any of these addons together with ZOmnibus (if you forget, the character creation dialog will warn you). Also thrown into the mix is some tweaks to Go to Landmark to remember a few more landmarks.
Last edited by Zizzo on Sat Nov 06, 2021 7:20 pm, edited 1 time in total.
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