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Updated: 06/30/17 06:34 PM
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Compatibility:
Morrowind (3.0)
Homestead (2.7)
One Tamriel (2.6)
Shadows of the Hist (2.5)
Dark Brotherhood (2.4)
Thieves Guild (2.3)
Orsinium (2.2.4)
Updated:06/30/17 06:34 PM
Created:07/23/14 10:49 PM
Monthly downloads:1,505
Total downloads:57,013
Favorites:186
MD5:
Categories:Graphic UI Mods, Combat Mods, PvP, Utility Mods
Combat Reticle  Popular! (More than 5000 hits)
Version: 2.0.0
by: Aetheron, calia1120
WHAT's NEW:

Version 2.0 adds two new reticle modes and reticle theme modules. The previous "combat mode" reticle has been split into three distinct sub-modes: 1) in combat with no target under reticle, 2) in combat with hostile target under reticle, and 3) in-combat with friendly target under reticle. You can configure the reticle to highlight enemies one way and friendly units another while in combat.

Reticle theme modules are something that have been in the works for a long time now. Basically it means that other add-on developers can create custom reticle themes (colors, modes, and even icons) and publish them separately from Combat Retilce. When installed, these theme modules are detected by Combat Reticle and are mad available in the theme selection menu. I plan on creating documentation on how this is done soon, and I will release an example custom theme module at the same time.


Important Because of how reticle themes are now handled, it was necessary to break compatibility with previous combat reticle settings. This means your old settings won't work with the new version. In fact, I recommend that you remove the old settings by deleting the "CombatReticle.lua" file from the "Documents/Elder Scrolls Online/live/SavedVariables" directory in your home directory (Windows) before installing the new version.


WHAT IT IS:
Combat Reticle is a graphical add-on that greatly enhances visibility and utility of the on-screen reticle for targeting and interacting with items, NPCs, and other players in the game world. The primary goal is to make the reticle more visible during combat to improve targeting accuracy. This is accomplished by allowing the user to customize the reticle image, color, opacity, scale, rotation, and animation mode. A customized reticle can either use a single image or include an addition overlay image with it's own independent visual settings. Considering the large number of included reticle images (73 and counting), and the fact that there are nine distinct reticle modes that can be used and configured, the result is a nearly infinite number of reticle configuration possibilities! (for the math geeks, it's over 1e300 combinations!)

Combat Reticle does not acquire or display any target data. This is partly due to performance considerations in large PvP battles, and partly due to a preference for a minimal UI. If you would like to have target data, it's possible that Combat Reticle could coexist with another reticle add-on. Compatibility with Rainbow Reticle is confirmed. I have not tested with others, though I plan to. If you use other target information reticle addons, though please report any issues you encounter to help improve this. Thanks! - Calia

FEATURES:
  • Eleven configurable reticle modes (including four stealth/disguised modes)
  • Customize reticle image, color, opacity, scale, rotation, and animation
  • Overlay mode for composite reticles
  • 73 available reticle images to choose from
  • Rotation includes plain and pendulum modes
  • Animation can modulate opacity, saturation, or scale
  • Interaction mode can indicate empty/blocked items
  • A variety of pre-made themes for easy and fast configuration
  • Ten quick slots to store and retrieve configuration sets
  • Reticle brightness control (with hot-key mapping)
  • Allows on-screen interaction and/or stealth text to be hidden or shown
  • Anti-flicker reticle mode filter
  • High-performance implementation, CPU-intensive features can be disabled
  • Comprehensive configuration panel with "live" reticle preview

RETICLE MODES
Combat Reticle supports nine specific reticle modes. Each mode can be customized, disabled, or set to game default (i.e. show standard ESO reticle). Stealth modes utilize the default ESO "stealth eye" as the base reticle, but an overlay image can be used with full customization options. The reticle modes are:
  • Interactive - An interactable item or friendly NPC/player character is targeted.
  • Target Hostile - An enemy (hostile) mob, NPC, or player character is targeted and range is close enough to activate skill bar. Like the skill bar, this does not always mean that the target is close enough to attack.
  • Target Neutral - An attackable neutral mob is targeted and range is similar to "target hostile" mode (skill bar is not shown until unit is attacked).
  • Combat - Player is engaged in combat.
  • Combat (hostile target) - Player is engaged in combat, reticle is over a hostile.
  • Combat (friendly target) - Player is engaged in combat, reticle is over a friendly.
  • Normal - Default reticle mode (i.e. none of the above modes and not stealthed or disguised).
  • Stealth Interactive - Player is hidden and an item or friendly NPC/player character is targeted and can be interacted with.
  • Stealth Target Hostile - Player is hidden and an enemy (hostile) mob, NPC, or player character is targeted.
  • Stealth Target Neutral - Player is hidden and an attackable neutral mob is targeted.
  • Stealth Combat - Player is hidden and engaged in combat.
  • Stealth Normal - Player is hidden and no other reticle modes apply.

DETAILED DOCUMENTATION
Please refer to the "readme.rtf" file located in the "docs" folder of the add-on for complete, detailed information on how to use and configure Combat Reticle.

DEPENDENCIES
LibStub by Seerah (embedded)
LibAddOnMenu 2.0 by Seerah (embedded)

KNOWN ISSUES
- When a normal reticle mode is disabled, associated stealth mode configuration options or not disabled

See the Change Log tab for Revision History[/size]
2.0.0 ~ Aetheron (6/30/17)
- Updated API for Morrowind (100019)
- Two new combat reticle sub-modes
- Reticle theme module support

1.5.4 ~ Calia1120 (2/6/17)
- Updated API for Homestead (100018)
- Moved keybinds to their own category instead of being under general

1.5.3 ~ Aetheron (12/21/16)
- Fixed issue in manifest file preventing LibAddonMenu from loading correctly
- Updated LibAddonMenu to r23

1.5.2 ~ Aetheron (10/29/16)
- Fixed rare nil function error on load

1.5.1 ~ Calia1120 (10/4/16)
- Updated LAM (LibAddMenu) to version 2.0 r22
- Updated API for One Tamriel (100017)

1.5.0 ~ Calia1120 (8/7/16)
- Updated API Shadows of the Hist (100016)
To Do: Update LAM to R22 for nested submenus (still testing) and clean up settings menu (THANK YOU @sirinsidiator for making these work!)

1.4.0 ~ Calia1120 (7/23/16)
- Updated LAM (LibAddMenu) to version 2.0 r21
- Updated API for Dark Brotherhood (100015), still testing for Shadows of the Hist (100016)
- Separated readme and revision history - revision history now in changelog file for easier reading.

1.3.0
- Update for ESOUI API 100012
- Added NEW "owned" warning icon option for interactive items
- Added a new "Imperial" theme in honor of the new Imperial City DLC
- Clean-up global name space a bit

1.2.0
- Added Stealth Combat reticle mode

1.1.1
- Updated for ESOUI API 100011 (patch 6)
- Fixed a bug causing stealth text to remain hidden after reconfigured to be shown
- Updated to latest libaddon library

1.1.0
- Updated for ESOUI API 100010 (patch 5)
- Updated to latest libaddon library

1.0.0
- Added "empty/blocked" setting to interactive mode reticle
- Fixed a bug preventing brightness adjustment from affecting stealth reticles.
- Fixed a bug that allowed rotation and animation settings to apply to default ZO reticles
- Reorganized documentation (readme.txt) file

0.5.2
- Update for API version 10009

0.5.1
- Fixed a crash-level bug with anti-flicker filter

0.5.0
- Added support for stealth mode reticles

0.4.0
- Reticle rotation
* Clockwise, counter-clockwise, and "pendulum" rotation modes
- Reticle animation/modulation
* Modulation of transparency
* Modulation of saturation
* Modulation of scale
* sine wave, square wave, ramp-up, ramp-down modulations
- Full control of speed, and direction/intensity of rotation/modulations
- All rotations/modulations can be applied to base and overlay images selectively
- Ability to disable specific reticle modes
- Brightness control (via /cr +/-, or hotkeys)
- Reticle mode "debounce" filter
- Copy/paste settings between reticle modes
- Backward compatibility with saved settings
- New rotation/animation themes
- Optimizations

0.3.0
- Added live reticle preview to configuration panel
- Added theme support with five built-in themes
- Set first time settings to "Focus" theme
- Fixed a bug causing interaction text to show while stealthed when text was disabled
- Refactored code for better modularity (to support some up-coming features)
- Changed directory structure slightly (created Reticles folder) also for up-coming features

0.2.1
- Moved this file into docs folder to prevent ESO seeing it as an add-on

0.2.0
- Added ~lots~ of new reticle images (62 total)
- Split "target" mode into "target hostile" and "target neutral"
- Added reticle settings quick slots. Can save/load from settings and quick-load with /cr x, where x is the slot number (0 to 9)
- Added /crs slash command to open Combat Reticle settings directly
- Added image categories to make it easier to find images. Select category first, then image pull-down will show only images in that category.
- Added options to hide stealth/disguise/interaction text
- Fixed the zip file structure!

0.1.0
- Initial version
Archived Files (5)
File Name
Version
Size
Author
Date
1.5.4
200kB
Aetheron
02/06/17 02:34 AM
1.5.3
203kB
Aetheron
12/21/16 09:53 PM
1.5.2
200kB
Aetheron
10/29/16 08:06 AM
1.5.1
198kB
Aetheron
10/05/16 12:35 AM
1.5.0
196kB
Aetheron
08/07/16 09:02 PM


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Unread 08/12/17, 04:28 AM  
Ben Dover

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Originally Posted by Aetheron
Originally Posted by Ben Dover
Does it have same functionality as Dryzler's Taunt helper? Or is it compatible?
No, this add-on doesn't show any target status. I haven't tested with Dryzler's Taunt helper, so it may or may not work. (I suspect it might work since it looks like that mod is applying an additional texture for the alert.)

-A
Thanks for looking into that and for the quick reply.
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Unread 08/11/17, 04:26 PM  
Aetheron
 
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Originally Posted by Ben Dover
Does it have same functionality as Dryzler's Taunt helper? Or is it compatible?
No, this add-on doesn't show any target status. I haven't tested with Dryzler's Taunt helper, so it may or may not work. (I suspect it might work since it looks like that mod is applying an additional texture for the alert.)

-A
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Unread 08/11/17, 03:46 PM  
Ben Dover

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Does it have same functionality as Dryzler's Taunt helper? Or is it compatible?
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Unread 08/07/17, 04:14 PM  
Aetheron
 
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Originally Posted by p6kocka
Is it possible to add Friendly player reticle mode? Just the same as in combat but NOT in combat. Thank you
Hey, yes that's possible, just not sure when I will have time to add it. I'll put it on my to do list.

-A
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Unread 07/23/17, 02:54 AM  
p6kocka

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Is it possible to add Friendly player reticle mode? Just the same as in combat but NOT in combat. Thank you
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Unread 07/06/17, 02:42 PM  
Aetheron
 
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Re: Re: Re: Gamepad issue

Originally Posted by reap3rx
Originally Posted by Aetheron
Originally Posted by reap3rx
Hi, I love this mod, and it seems to be working great while playing keyboard and mouse.

But for some reason, it disables my Jump/interact button for my controller, i.e. I can't interact with anything anymore using the jump button. My character still jumps when the button is pressed, but I can't talk, loot, or interact with anything anymore. Disabling this mod fixes it, so I know it has something to do with it. Can you look into why this is happening? I would like to continue to use it but can't because I prefer to play with a controller. Thank you!
Hi, glad you like the add-on! Unfortunately, I don't have a controller available for testing. Does this happen all the time, or just occasionally? There are two keybindings for combat reticle (increase/decrease reticle brightness, under Controls/Keybindings/User Interface) - maybe clear these and see if that helps (they're not assigned by default). Also, just for fun. Can you try weapon swapping when this happens? I've noticed that sometimes (very rarely) the reticle goes "dead" like you described, but weapon swapping brings it back to life. This is a ZOS bug as it affects aspects of the reticle I don't modify.

-A
I'll be sure to give it a try when I log on next! Thanks for the reply, I'll update you on if I figure out anything!

EDIT:

Okay, so I figured it out! "Show Interactive Text" was disabled on the profile I was using, and that caused me to not be able to interact with the controller. Simply re-enabling it allows it to work again!

Once again, thanks for the great mod, glad to have it back up and running!!
Good find! I'll take a look at the code around the interactive text. Could be that it breaks mouse/keyboard too.

-A
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Unread 07/05/17, 09:35 PM  
reap3rx

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Re: Re: Gamepad issue

Originally Posted by Aetheron
Originally Posted by reap3rx
Hi, I love this mod, and it seems to be working great while playing keyboard and mouse.

But for some reason, it disables my Jump/interact button for my controller, i.e. I can't interact with anything anymore using the jump button. My character still jumps when the button is pressed, but I can't talk, loot, or interact with anything anymore. Disabling this mod fixes it, so I know it has something to do with it. Can you look into why this is happening? I would like to continue to use it but can't because I prefer to play with a controller. Thank you!
Hi, glad you like the add-on! Unfortunately, I don't have a controller available for testing. Does this happen all the time, or just occasionally? There are two keybindings for combat reticle (increase/decrease reticle brightness, under Controls/Keybindings/User Interface) - maybe clear these and see if that helps (they're not assigned by default). Also, just for fun. Can you try weapon swapping when this happens? I've noticed that sometimes (very rarely) the reticle goes "dead" like you described, but weapon swapping brings it back to life. This is a ZOS bug as it affects aspects of the reticle I don't modify.

-A
I'll be sure to give it a try when I log on next! Thanks for the reply, I'll update you on if I figure out anything!

EDIT:

Okay, so I figured it out! "Show Interactive Text" was disabled on the profile I was using, and that caused me to not be able to interact with the controller. Simply re-enabling it allows it to work again!

Once again, thanks for the great mod, glad to have it back up and running!!
Last edited by reap3rx : 07/05/17 at 10:30 PM.
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Unread 07/05/17, 04:10 PM  
Aetheron
 
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Re: Gamepad issue

Originally Posted by reap3rx
Hi, I love this mod, and it seems to be working great while playing keyboard and mouse.

But for some reason, it disables my Jump/interact button for my controller, i.e. I can't interact with anything anymore using the jump button. My character still jumps when the button is pressed, but I can't talk, loot, or interact with anything anymore. Disabling this mod fixes it, so I know it has something to do with it. Can you look into why this is happening? I would like to continue to use it but can't because I prefer to play with a controller. Thank you!
Hi, glad you like the add-on! Unfortunately, I don't have a controller available for testing. Does this happen all the time, or just occasionally? There are two keybindings for combat reticle (increase/decrease reticle brightness, under Controls/Keybindings/User Interface) - maybe clear these and see if that helps (they're not assigned by default). Also, just for fun. Can you try weapon swapping when this happens? I've noticed that sometimes (very rarely) the reticle goes "dead" like you described, but weapon swapping brings it back to life. This is a ZOS bug as it affects aspects of the reticle I don't modify.

-A
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Unread 07/05/17, 11:08 AM  
reap3rx

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Gamepad issue

Hi, I love this mod, and it seems to be working great while playing keyboard and mouse.

But for some reason, it disables my Jump/interact button for my controller, i.e. I can't interact with anything anymore using the jump button. My character still jumps when the button is pressed, but I can't talk, loot, or interact with anything anymore. Disabling this mod fixes it, so I know it has something to do with it. Can you look into why this is happening? I would like to continue to use it but can't because I prefer to play with a controller. Thank you!
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Unread 07/02/17, 10:18 PM  
wazoo

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Aetheron
I see. Thanks for the answer.
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Unread 07/02/17, 02:34 PM  
Aetheron
 
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Originally Posted by wazoo
I had complex custom reticle and have lost all settings after the last update. Is it normal?
Unfortunately, yes. Due to changes to support theme modules, I had to break compatibility with old saved settings. Sorry for the inconvenience. There is a short cut to making (or recreating in this case) a theme: if you configure one reticle mode and want to use it as the basis for your other modes, you can duplicate it under the "copy-paste settings". Select the "copy from" and "paste to" modes, then click the "duplicate" button. This is how I create new themes.

-A
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Unread 07/02/17, 02:14 PM  
wazoo

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I had complex custom reticle and have lost all settings after the last update. Is it normal?
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Unread 07/01/17, 11:53 AM  
Dolgubon
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Originally Posted by Aetheron
Originally Posted by lexo1000
Thanks a lot for the update ☺️
Can you make the addon open to translation please ?
I'd like to support translations, but I've never done that. What's involved with the process?
There's a page on translations here: http://wiki.esoui.com/How_to_add_localization_support


Basically, if you have path/lang/$(language).lua in your text file, it will load the file with the proper language prefix. That file is really just like any other lua file, but you know if it's loaded the user is playing in that language. The wiki suggests using ZO_createString but I mostly just use a table.


From a coding standpoint, localizations aren't difficult, but they can take a lot of time. You'll need to go through all of your files and remove strings that are displayed, and replace them with a reference to the string you want, whether that's a table reference or GetString. Once that is done, ask the users who asked for a translation for translations. Or head over to the translations forum.
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Unread 07/01/17, 11:14 AM  
Aetheron
 
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Re: Awesome!

Originally Posted by Gaean
It's funny, just yesterday I was thinking how it would be nice to be able to differentiate between in combat with a target and no target, and today I bring up Minion and there it is.

I am really impressed by CR. It seems like you've thought of everything and everything you've implemented works well and is intuitive. Thank you!
Thanks, and glad you like it! I can't take credit for the idea behind the new modes - another user (forget who) requested it a long time ago. Just took me a while to get around to it.

-A
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Unread 07/01/17, 11:12 AM  
Aetheron
 
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Originally Posted by lexo1000
Thanks a lot for the update ☺️
Can you make the addon open to translation please ?
I'd like to support translations, but I've never done that. What's involved with the process?
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