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Updated: 02/06/17 02:34 AM
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Compatibility:
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:02/06/17 02:34 AM
Created:07/23/14 10:49 PM
Monthly downloads:1,491
Total downloads:52,197
Favorites:181
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Categories:Graphic UI Mods, Combat Mods, PvP
Combat Reticle  Popular! (More than 5000 hits)
Version: 1.5.4
by: Aetheron, calia1120
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

WHAT's NEW:
Version 1.5.3 contains a fix for a LibAddonMenu error on load when no other addons are installed.

FEATURES:
  • Nine 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.
  • 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
- There is a potential stealth-mode issue when exiting certain dungeons (just re-stealth to work around)
- When a normal reticle mode is disabled, associated stealth mode configuration options or not disabled

See the Change Log tab for Revision History[/size]
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 (4)
File Name
Version
Size
Author
Date
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 06/20/17, 08:26 PM  
Aetheron
 
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Re: Re: Re: Status?

Originally Posted by calia1120
I'm working through the API events and have a tentative fix, but unfortunately I got caught up in the Morrowind physical copy account mess today. Waiting for customer service to fix my ESO account so I can get logged into the game. This hasn't been fun, especially since I DID redeem the code 2 weeks ago:
Yikes, hope you get that worked out!
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Unread 06/20/17, 08:24 PM  
Aetheron
 
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Re: Re: Status?

Ah yes - I've had that happen. CR is currently entirely event-driven, so if no event comes in it stays in whatever state it's in. One fix might be to just add a very occasional (5-10 sec) poll to see if combat state is still active, but maybe there are events that should be caught that would tell me to stop combat (like zone change, etc)

-A

Originally Posted by Moosetrax
Originally Posted by Aetheron
Hey All,
I've been away for a while, curious what the current issue(s) are. I'm currently running a modified CR with additional modes and it seems to be working fine. I don't have the Morrowind expansion, so I don't know how CR is affected by Warden, if at all. Let me know. If there are issues I can fix and push them with my new version. I've added multiple combat modes that let you highlight friend/foe while in combat.
Welcome back Aetheron!

The one thing that I keep experiencing was mentioned by Letho earlier (quoted below). Maybe it is due to the combat API changes Calia was talking about. BTW (since you mentioned it) I am running a Warden and have encountered no other issues.

Originally Posted by Letho
Hey guys,
been using this wonderful addon since release. There is one issue though: Sometimes EVENT_PLAYER_COMBAT_STATE fails to send the "leaving combat flag" (esp. when leaving areas through doors while in combat), so the reticle remains in it's combat state until we engaged and properly left combat. Could you probably fix that using more events to call IsUnitInCombat? (Think no onUpdate needed here^^).
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Unread 06/19/17, 09:28 PM  
calia1120
 
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Re: Re: Status?

Originally Posted by Moosetrax
Originally Posted by Aetheron
Hey All,
I've been away for a while, curious what the current issue(s) are. I'm currently running a modified CR with additional modes and it seems to be working fine. I don't have the Morrowind expansion, so I don't know how CR is affected by Warden, if at all. Let me know. If there are issues I can fix and push them with my new version. I've added multiple combat modes that let you highlight friend/foe while in combat.
Welcome back Aetheron!

The one thing that I keep experiencing was mentioned by Letho earlier (quoted below). Maybe it is due to the combat API changes Calia was talking about. BTW (since you mentioned it) I am running a Warden and have encountered no other issues.

Originally Posted by Letho
Hey guys,
been using this wonderful addon since release. There is one issue though: Sometimes EVENT_PLAYER_COMBAT_STATE fails to send the "leaving combat flag" (esp. when leaving areas through doors while in combat), so the reticle remains in it's combat state until we engaged and properly left combat. Could you probably fix that using more events to call IsUnitInCombat? (Think no onUpdate needed here^^).
I'm working through the API events and have a tentative fix, but unfortunately I got caught up in the Morrowind physical copy account mess today. Waiting for customer service to fix my ESO account so I can get logged into the game. This hasn't been fun, especially since I DID redeem the code 2 weeks ago:
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Last edited by calia1120 : 06/19/17 at 09:28 PM.
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Unread 06/19/17, 08:31 PM  
Moosetrax
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Re: Status?

Originally Posted by Aetheron
Hey All,
I've been away for a while, curious what the current issue(s) are. I'm currently running a modified CR with additional modes and it seems to be working fine. I don't have the Morrowind expansion, so I don't know how CR is affected by Warden, if at all. Let me know. If there are issues I can fix and push them with my new version. I've added multiple combat modes that let you highlight friend/foe while in combat.
Welcome back Aetheron!

The one thing that I keep experiencing was mentioned by Letho earlier (quoted below). Maybe it is due to the combat API changes Calia was talking about. BTW (since you mentioned it) I am running a Warden and have encountered no other issues.

Originally Posted by Letho
Hey guys,
been using this wonderful addon since release. There is one issue though: Sometimes EVENT_PLAYER_COMBAT_STATE fails to send the "leaving combat flag" (esp. when leaving areas through doors while in combat), so the reticle remains in it's combat state until we engaged and properly left combat. Could you probably fix that using more events to call IsUnitInCombat? (Think no onUpdate needed here^^).
Last edited by Moosetrax : 06/19/17 at 08:35 PM.
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Unread 06/19/17, 06:59 PM  
Aetheron
 
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Status?

Hey All,
I've been away for a while, curious what the current issue(s) are. I'm currently running a modified CR with additional modes and it seems to be working fine. I don't have the Morrowind expansion, so I don't know how CR is affected by Warden, if at all. Let me know. If there are issues I can fix and push them with my new version. I've added multiple combat modes that let you highlight friend/foe while in combat.

-A

Originally Posted by Moosetrax
Originally Posted by calia1120
I've been meaning to tweak a few things since the combat API has been changed a bit. Also just had someone approach me about adding French translations, which is going to require reworking a bit anyways to accomodate the strings. Will see what I can do.
Thanks Calia, for keeping this mod going! I know you have your hands full with a lot of other mods right now, and will get to this one eventually. I just wanted to show you some appreciation for all of your hard work.
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Unread 06/16/17, 07:25 PM  
Moosetrax
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Originally Posted by calia1120
Update coming this weekend. Looking at the combat states to see how they can be better handled. May was a rough month due to a couple deaths in the family so I'm doing a bit of catching up now, and working on all the Wykkyd addons as well.
My condolences Calia, I am sorry to hear of your loss.
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Unread 06/16/17, 11:04 AM  
lexo1000
 
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Originally Posted by calia1120
Originally Posted by Moosetrax
Originally Posted by calia1120
I've been meaning to tweak a few things since the combat API has been changed a bit. Also just had someone approach me about adding French translations, which is going to require reworking a bit anyways to accomodate the strings. Will see what I can do.
Thanks Calia, for keeping this mod going! I know you have your hands full with a lot of other mods right now, and will get to this one eventually. I just wanted to show you some appreciation for all of your hard work.
Update coming this weekend. Looking at the combat states to see how they can be better handled. May was a rough month due to a couple deaths in the family so I'm doing a bit of catching up now, and working on all the Wykkyd addons as well.
Sorry to hear that Good luck for the update
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Unread 06/15/17, 10:52 PM  
calia1120
 
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Originally Posted by Moosetrax
Originally Posted by calia1120
I've been meaning to tweak a few things since the combat API has been changed a bit. Also just had someone approach me about adding French translations, which is going to require reworking a bit anyways to accomodate the strings. Will see what I can do.
Thanks Calia, for keeping this mod going! I know you have your hands full with a lot of other mods right now, and will get to this one eventually. I just wanted to show you some appreciation for all of your hard work.
Update coming this weekend. Looking at the combat states to see how they can be better handled. May was a rough month due to a couple deaths in the family so I'm doing a bit of catching up now, and working on all the Wykkyd addons as well.
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Unread 06/15/17, 08:38 PM  
Moosetrax
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Originally Posted by calia1120
I've been meaning to tweak a few things since the combat API has been changed a bit. Also just had someone approach me about adding French translations, which is going to require reworking a bit anyways to accomodate the strings. Will see what I can do.
Thanks Calia, for keeping this mod going! I know you have your hands full with a lot of other mods right now, and will get to this one eventually. I just wanted to show you some appreciation for all of your hard work.
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Unread 05/25/17, 11:56 PM  
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Morrowind update coming at all? Long outdated.
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Unread 05/14/17, 05:51 PM  
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Originally Posted by Letho
Hey guys,
been using this wonderful addon since release. There is one issue though: Sometimes EVENT_PLAYER_COMBAT_STATE fails to send the "leaving combat flag" (esp. when leaving areas through doors while in combat), so the reticle remains in it's combat state until we engaged and properly left combat. Could you probably fix that using more events to call IsUnitInCombat? (Think no onUpdate needed here^^).
I've been meaning to tweak a few things since the combat API has been changed a bit. Also just had someone approach me about adding French translations, which is going to require reworking a bit anyways to accomodate the strings. Will see what I can do.
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Unread 05/14/17, 07:33 AM  
Letho
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Hey guys,
been using this wonderful addon since release. There is one issue though: Sometimes EVENT_PLAYER_COMBAT_STATE fails to send the "leaving combat flag" (esp. when leaving areas through doors while in combat), so the reticle remains in it's combat state until we engaged and properly left combat. Could you probably fix that using more events to call IsUnitInCombat? (Think no onUpdate needed here^^).
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Unread 03/13/17, 05:11 AM  
BeatrixLachance

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Love This

I am really enjoying this add-on, It does a wonderful job in displaying tactical combat info. GG on creating this. I use this most frequently to determine if I am in combat or not.
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Unread 03/01/17, 08:39 PM  
Inquisitive

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Originally Posted by Aetheron
Originally Posted by Inquisitive
Originally Posted by Inquisitive
Love the mod!

Question: Is there a way to make the reticle visible all the time?
I'm new to the game and just discovered the reticle is meant to be on all the time.. I truly do not understand this.. bug? The mod works as intended for one character and for the one with the issue, the reticle when [normal] flashes, then disappears. It works as intended for interactive, stealth, and combat. But is completely missing with normal.

Any help you can provide would be greatly appreciated.
Hi, I've not seen what you describe - check the combat reticle settings for normal mode and make sure it's enabled and turn off any advanced features. Do you have any other add-ons installed? If so, try disabling all but combat reticle and give it a try. Post up what you find out.

-A
It's Wykkyd's Full Immersion causing the issue, not sure how since I had the same settings across two characters, but the reticle was set to "smart hide" which is why it was visible sometimes and not others.

Thanks for your help!
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Unread 02/27/17, 06:49 PM  
Aetheron
 
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Originally Posted by Inquisitive
Love the mod!

Question: Is there a way to make the reticle visible all the time?
I think even if the reticle was moved (which I don't think I can do), the actual aim point wouldn't move which would make it hard to... aim.

-A
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