Bugs/Help

TESO Harvest Mergeby Iphitos

Trying to provide "as complete as possible" lua files for the Elder Scrolls Online Addon Harvest Map by Shinni.

If you encounter problems with HarvestMerge please send in your HarvestMap SavedVariables lua files so I can see where the problem might be: iphitos@teso-harvest-merge.de

Please note: HarvestMerge is a standalone service and bugs/errors or questions should be sent in using the email above.

If you have a question about the addon HarvestMap, please use the HarvestMap addon page at www.esoui.com.

Nodes in database: 94557

  • MAIN: 17771
  • AD: 20873
  • DC: 23532
  • EP: 22579
  • DLC: 9802
Last upload
  • 2017/11/22: 1 nodes added by KinamKrindar

Please upload the following save files from the folder "SavedVariables" of your Elder Scrolls Online directory: In order to download our lua files, you will have to upload your local save files first

The save files can usually be found at:
C:\Users\[your username]\Documents\Elder Scrolls Online\[live or liveeu]\SavedVariables

Do NOT upload the addon files themselves
(as downloaded from esoui.com or the like)

If you do not have the HarvestMapDLC.lua in SavedVariables folder:
Please update your HarvestMap addon to the latest version, then log into the game (this will update your SavedVariables files), wait a moment, log out of the game. You will then also find the HarvestMapDLC.lua

Drop lua save files from SavedVariables folder here
- or -
Select lua save files from your computer

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If you encounter problems uploading, please send your lua files (from your SavedVariables folder) so I can see where the problem might be: iphitos@teso-harvest-merge.de

Please be patient... processing the files will take a while (1-2 minutes)...

  • Account
  • maxTimeDifference
  • Your nodes

Notice

The new lua files might have lesser nodes than your original files!

Nodes in the database have a minimum distance of: 0.000049

Your setting for minimum distance of nodes is: (HarvestMap default) What does this mean?

The minimum distance can be set in your HarvestMap Addon inGame and its default value is 0.000049.

If the distance between two nodes of the same type (e.g. Iron Ore) is lower than the setting for minimum distance, HarvestMap will display one icon instead of two icons very close to each other for performance reasons.

The database allows a minimum distance of 0.000049 which is slightly less than the default that HarvestMap uses (0.000049).

Nodes that are closer together than the HarvestMap default, will be only a few steps apart inGame (approx. 10 steps).

Letting TESO Harvest Merge adjust your personal settings to the database minimum distance of 0.000049 as your new personal settings for HarvestMap is only recommended for hunter-gatherers.

Nodes in the database have a max time difference of: 0 (infinite)

Your setting for max time difference of nodes is: What does this mean?

The max time difference can be set in your HarvestMap Addon inGame and its default value is 0 (infinite).

Every time you collect a node (e.g. Iron Ore), a timestamp is saved for this node.

If you set a max time difference, then HarvestMap will only show nodes with a timestamp that is higher than the current timestamp minus your max time difference setting.

Final result will be available after parsing of the files has finished...

Nodes in your uploaded files:

Nodes in database:

Nodes in merged files with current settings:

Download merged files

The warning has been resolved

Errors encountered - processing failed

Thank you - results of your upload

Stats explained

What are "contains"?
Each node has one ore more contains that can be found in it (e.g.: in an alchemy node one may find Columbine or Entoloma or Wormwood).
The contains will be shown inGame on the map if you hover your mouse over a specific node.

Why are 0 nodes or 0 contains in your database updated by the nodes in my files?
We obey they same rules as the HarvestMap Addon when adding/updating nodes to our database:
- if a node in your file is too close to a node of the same type in our database, we will not add this node (we already have it).
- if a node in your file has an older timestamp than the corresponding node in our database, we will not update this node (our timestamp is newer).
- if the contains of a node in your file do not differ from the contains for this node in our database, we do not update the contains for this node.

What does "invalid nodes" mean?
Invalid nodes in your files are nodes with data that does not make sense, hence these nodes are considered invalid.
Invalid nodes will not be added to our database.
This behaviour can occur with imported data from other people without using HarvestMap's own import tool.

What does "timestamps invalid" mean?
HarvestMap is setting a timestamp for a certain node each time this node is looted.
If HarvestMerge finds an invalid timestamp for a node it will set the timestamp for this node to 0.
This behaviour is uncommon but can occur with imported data from other people without using HarvestMap's own import tool - that is why we fix this for anyone.

What does "nodes fixed" mean?
If your HarvestMap data in your lua files has nodes that are not in the correct file (e.g.: nodes for Glenumbra are wrongly stored in your HarvestMap.lua) we will correct these nodes.
This behaviour is uncommon but can occur with imported data from other people without using HarvestMap's own import tool - that is why we fix this for anyone.

  • Request still pending - please be patient
  • Please be patient - merging your new files...
    (This can take a few minutes - depending on database traffic)
  • There is a problem with the download link above - please start over
  • A problem occured fetching a download link - retry
2017-09-06, 22:00
Issues with alchemy nodes

Shinni has informed me that there are issues with alchemy nodes on some (or all) maps.

I am currently very busy in my real life but I will investigate this issue as soon as I can find some time - please be patient.

2017-06-22, 20:35
Node check changes

The node checking process for everyone has been optimized a little:

The interval update in the database is now per zone (not per node type) which will slightly decrease database traffic and in return will speed up overall checking a little bit. The interval for the status update on the website is now a little slower, which will also decrease database traffic a little.

The node checking process for returning users who are uploading previously merged files again has been optimized a little.

Only nodes with a timestamp that is newer than the timestamp of the last merge of the users files will be deep-checked against the nodes in the database. This will slightly speed up the checking process.

The node checking process for trusted users has been slightly changed:

Any node with a timestamp newer than your last merge will get its timestamp set to the current time when the deep-checking is done. This will ensure, that all updated nodes uploaded by trusted users will always update any node of a regular user in the database - even if the timestamp of the node in the database would have been newer then the original timestamp of the node in a trusted users lua file.
At this time, this behaviour does also apply for nodes that have already been updated/confirmed by another trusted user. I will keep an eye on this and maybe change the behaviour at a later time so that already trusted nodes can not be updated by anyone any longer.
Side node: all nodes that have been confirmed by myself can not be changed by anyone else.

2017-06-21, 07:59
Node deletion due to incorrect zoneID after Morrowind

After the Morrowind release the game client has obviously very often returned wrong zoneID's so many nodes where stored in wrong zones in HarvestMap files.

I have deleted ~9.200 nodes from the database that where created after the first Vvardenfell nodes showed up in the database (early April).

HarvestMerge will now only accept nodes from HarvestMap version 3.6.5 or higher.

2017-05-31, 20:42
Bugfix: Vvardenfell nodes

Corrected an error with Vvardenfell nodes. These nodes should now show up correctly in the DLC lua.

2017-04-20, 06:53
Node verification

Over the time there have been added many nodes to the database that are simply not existing, far off the maps, floating in the air, the wrong type or duplicates of others.

I have implemented code that will ensure that any node currently in the database will have to be looted by three different users before it is considered confirmed (unless a node is looted by a trusted user, then it wil be confirmed right away).

Currently some 60.000 nodes with timestamps older than 2 months are considered invalid.

At this time the merge will still deliver these nodes as the collection of confirmations will take a while.

In a few weeks time when more nodes are getting verified, the merge will then only deliver confirmed nodes.

To all heave node collectors out there: you can help by uploading your files on a regular basis.

2017-03-26, 22:45
Issue with Craglorn nodes duplicates

There are issues with many nodes in craglorn and maybe on other maps as well (besides the long known issues with Auridon; I have not checked other maps yet).

Many nodes do have duplicates all with a certain offset. I must further investigate this behaviour.

Maybe I can find one of my older craglorn maps without these dublicates.

As most of the duplicate nodes do have timestamps of less than 1 month, this behaviour is strange and might need investigation from Shinni with HarvestMap as well.

Might take a while until a reason for these duplicates can be found.

2017-03-25, 11:26
Nodes reset due to issues with deleted nodes and a bugfix for slow parsing of files

I had to clear the database once again to correct issues with deleted nodes still reappearing on most of the maps.

I have uploaded my files again hoping that I have finally found all problems with these deleted nodes this time. First results (without logging into the game yet) are looking quite good - filesize has decreased for all files, which seems to be a sign that the deleted nodes are no longer in these files.

I have also fixed a bug that made parsing of nodes very slow and causing heavy traffic in the database.

2017-03-23, 20:15
Nodes reset due to internal changes

I have cleared the database and uploaded my files again to correct a few issues with deleted nodes reappearing in the merge.

2017-03-07, 15:20
Bugfix: new 3D-pins for already known nodes not being saved

A bug in the etxraction code of a users nodes prevented the z value being written for nodes that I previously had looted before the 3D-changes where added to the HarvestMap addon (hence, that not yet had a z value but x,y values).

As a result, many nodes without 3D-pins that where looted by users, still did get no 3D-pin even after they merged their files.

This should be fixed and you should see 3D-pins for these older nodes (so far without 3D-pins) appear in higher numbers from now on as users are uploading their files.

2017-03-05, 20:18
Nodes reset due to error

Working on the data I have accidently set many nodes to deleted which aren't... I have cleared the database and uploaded my files again to correct this, so some 20k nodes of other users will be missing until they upload again.

All fishing pins are now gone from any of the maps if they have not been added by me personally.
Fishing pins should not be added to the database any longer if they come from files of regular users.
If you are heavily into fishing you should use Luminary FishMe anyway.

Many thanks to:

Shinni for technical hints about the Harvest Map lua files

All beta testers for their effort

Anyone who is contributing his lua files