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Updated: 05/04/14 08:56 PM
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Live (1.0)
Updated:05/04/14 08:56 PM
Created:04/13/14 02:06 PM
Downloads:14,149
Favorites:109
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Categories:Graphic UI Mods, Info, Plug-in Bars
Reticle Settings (Custom Crosshair)  Popular! (More than 5000 hits)
Version: 1.5.6
by: Divona [More]
Add option to show/hide, change style, and adjust the size and transparency of in-game crosshair (Reticle). You can add labels around the Reticle to show the information such as target name, health, distance, etc.

I made this addon because I find the standard Reticle is too big for my liking. The settings are flexible enough to allow you to change how the Reticle look for each state such as when point at interactable object, target mob, or while in combat. The default setting are set to be less intrusive and give feedback when player targeting an interactable objects, and when an enermy target is in combat range.

** FEATURES **
  • Show or hide Reticles.
  • Adjustable Reticles size and transparency.
  • Adjustable size of Interact text.
  • Quickly identify friend from foe by switch on Reaction Color. It will allow Reticle to change color according to the type of unit you're targeting.
  • *NEW* Show target name, health min/max around the Reticle.
  • *NEW* Custom Reticles. Change the look of Reticle to suit your style, or just to get that impact feedback.
** HOW DO I USE MY OWN RETICLE DESIGN? **

You will need an image of Reticle you want to use in the size of 64x64 pixels, and in DDS format. If you have Photoshop, you can use NVIDIA Texture Tools to save your design as DDS, or save as PNG and convert using free software such as Easy2Convert PNG to DDS.

NVIDIA Texture Tools
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

Easy2Convert PNG to DDS
http://www.easy2convert.com/png2dds/

Name your file to "custom1.dds", "custom2.dds", or "custom3.dds". Then put the file inside "Textures" folder within this Addon folder.

C:\Users\< username >\Documents\Elder Scrolls Online\live\AddOns\ReticleSettings\Textures\

Then in game, select "Custom 1", "Custom 2", or "Custom 3" depending on what name you use.

Custom 1 - custom1.dds
Custom 2 - custom2.dds
Custom 3 - custom3.dds

Use the setting below when save or convert to DDS:


** PLAN FEATURES **
  • Show different Reticle when switch weapons.

Enjoy!
1.5.6
- Fixed error where font return nil value.

1.5.5
- Updated LibAddonMenu library to version 1.0 r7.
- Moved Reticle and Label settings to their own sub-menu.
- Fixed a font issue that might cause error with some AddOns.
- Added "Target Distance + Decimal" to label option.

1.5.4
- Fixed incorrect version number on Addons panel.
- Fixed Active Weapon label show incorrect weapon set (for realsies this time).

1.5.3
- Reticle can now be scale up to 150.
- Adjustment to target range calculation.
- Change the way Labels are created.
- Added option to move Non-Interact Text to alternative position, away from all the labels around the Reticle.
- Added option to change scale of Non-Interact Text.

1.5.2
- Cut down global variables pollution (oh, how I wish this AddOn can actually cut down global pollution).
- Potential fixed for Active Weapon label report incorrect info.

1.5.1
- Banished "Hello World" spam. Sorry.

1.5.0
- Change to use Reticle style "Nothing" instead of On/Off switch to hide the Reticle.
- Location to put your custom Reticle files is now in "Textures" folder, not "Mods".
- Added option to choose different Reticle for melee target and range target.
- Added option to choose different color for Reticle states and Labels.
- Added "Active Weapon" to label option.

1.4.8
- Fixed problem where Unit Frame will hide party and raid frame when it set to off.
- Added option to hide Labels when Reticle is hidden.

1.4.7
- Change the look of Veteran Rank report.
- Removed brackets from target caption.
- "Show Unit Frame" is now just "Unit Frame" with On/Off switch.
- Fixed the problem with Unit Frame option. On/Off is now doing exactly that.

1.4.6
- Target Level will show Veteran Rank instead of level if the target has one (lv50+).

1.4.5
- Interect Reticle will now show up at the correct distance between player and the other player.
- All Reticle scale are now increase and decrease by 5 for easier adjustment.
- Added option to hide unit frame.
- Added option to move Interact Text to alternative position, away from all the labels around the Reticle.
- Target distance will no longer show negative number.

1.4.4
- Added "Label Font" selection. - by EnSabahNur
- You can now change the position of all the labels. - by EnSabahNur
- Some adjustment to target distance calculation.

1.4.3
- Added "Target HP (Percent)" to label option.
- Added "Target Caption" to label option. Thanks EnSabahNur!
- Added "Target Name + Caption" to label option.
- Added "Target Name + Level + Caption" to label option.
- New formula to calculate the target distance. Thanks Kith (Azurah) & EnSabahNur!
- Reticle can now be scale down to 15.
- Interact Text can now be scale up to 200. Whoa!
- Fixed transparency issue on all labels.

1.4.2
- Added "Target Distance" to label option.
- Fixed: All labels can now be scale properly.

1.4.1
- Labels are not longer show when player is in mouse mode.

1.4.0
- Don't like the included Reticle designs? Bring your own! Allow you to add up to 3 of your own custom Reticle.
- Added "Round Square" and "Nuke" style Reticle.
- Added option to show target information all around the Reticle.
- Interact Reticle will now show only when player is in range to interact with target player (trade, group invite, etc).
- Little changes of wording in Settings menu.

1.3.1
- Fiexed stealth Reticle change size when target is in combat range.
- Added option to show Interact Reticle when target other player.
- Added "Midnight Squadron" style Reticle.
- A bit of code clean up.

1.3.0
- Add option to change the look of Reticle for each state. Current options are "Default", "Cross", "Crosshair", "Round", and "Dot".

1.2.0
- Add option to change scale of Interact text.
- Add option to show or hide stealth and disguise text.
- Interact text is now show even when Reticle is set to hidden, so you'll know when to use quest item when you arrived at specific area.
- Disguise Reticle is now using the same scale and transparency setting as Stealth Reticle.

1.1.0
- Add option to change Reticle color according to the type of the target (neutral or hostile).

1.0.1
- Fixed problem with stealthed Reticle keep changing size when targeting.

1.0.0
- Hello World
Optional Files (4)
File Name
Version
Size
Author
Date
Type
1.1c
27kB
07/19/14 09:26 AM
Patch
v1.5.2b2
24kB
04/23/14 07:48 PM
Patch
1.4.8
23kB
04/20/14 02:50 AM
Patch
1.4.3
23kB
04/16/14 12:42 PM
Patch


Archived Files (20)
File Name
Version
Size
Author
Date
1.5.5
25kB
Divona
05/03/14 09:54 PM
1.5.4
24kB
Divona
04/27/14 05:14 AM
1.5.3
24kB
Divona
04/26/14 05:07 AM
1.5.2
24kB
Divona
04/24/14 07:16 AM
1.5.1
31kB
Divona
04/21/14 07:39 PM
1.4.8
23kB
Divona
04/19/14 01:32 PM
1.4.7
23kB
Divona
04/17/14 06:51 PM
1.4.6
23kB
Divona
04/17/14 01:13 PM
1.4.5
30kB
Divona
04/17/14 11:39 AM
1.4.4
23kB
Divona
04/16/14 06:35 PM
1.4.3
20kB
Divona
04/16/14 11:33 AM
1.4.2
19kB
Divona
04/16/14 05:35 AM
1.4.1
19kB
Divona
04/16/14 04:01 AM
1.4.0
19kB
Divona
04/16/14 03:26 AM
1.3.1
14kB
Divona
04/15/14 06:15 AM
1.3.0
12kB
Divona
04/15/14 03:12 AM
1.2.0
8kB
Divona
04/14/14 04:48 PM
1.1.0
7kB
Divona
04/14/14 12:48 AM
1.0.1
7kB
Divona
04/13/14 10:00 PM
1.0.0
7kB
Divona
04/13/14 02:06 PM


Post A Reply Comment Options
Unread 11/05/14, 01:49 AM  
Ceano

Forum posts: 0
File comments: 4
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Please update this add-on, it is a must have add-on for ESO.
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Unread 07/02/14, 10:57 PM  
Insanyti
 
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For those using this addon that are only bothered by the new black color, I just did a small change of turning OFF Reaction Color to the Normal Reticle settings. That way, it goes back to White (or whatever color you pick).

Not a fix for anything, but this was the only noticeable annoyance/difference for my playstyle after the patch.

Someone has posted their fix/patch, so maybe it'll help everything else.
http://www.esoui.com/downloads/info6...ingsPatch.html
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Unread 06/25/14, 10:30 PM  
SkOODaT
 
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File comments: 127
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its prolly because this addon relied on GetMapPlayerPosition('reticleover') and its no longer returning target X,Y,H only player X,Y,H .......i and very disappointed in ESO by this change as it is a addon feature breaking change.... ive been making an addon "Vendors" relied on the same API function, i would deffinatley recommend anyone who enjoyed this addon to make a post about this change in the ESO forums thier was no reason to remove it of course unless they added a complementary function that we have yet to discover , and as for removing it for botters idea, botters are not going to use the API to bot thier going to hack ESO outright, as it looks right now addons that were using this are prolly dead unless we can figure out another way to get relative positions other then just player....

RangeReticle
ReticleSettings
are they 2 affected so far and of course my unreleased addon
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Last edited by SkOODaT : 06/26/14 at 04:16 PM.
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Unread 06/25/14, 03:59 PM  
Dingodan
 
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please update your addon it is worth to update
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Unread 06/25/14, 08:51 AM  
yaggysoz

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Target Caption does not show after last game update

The "Target Caption" (Banker, Stablemaster etc) does not show after the last game update, on a new character. It still shows on previous chars just not on any newly created characters.
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Unread 06/10/14, 03:45 AM  
fosley
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Forum posts: 7
File comments: 33
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Mostly, I really like this mod. However, there's something that's really annoyed me for a while. I thought it was my Azurah mod, but I just realized it's this mod, and found a fix.

Problem:
Load a new game (or reload UI) where there aren't any targets nearby, and the target frame shows up in a weird, semi-initialized state. Further, it refuses to disappear until you point at an actual target somewhere in the world.

Cause:
By default, the target frame is set to hidden, and all the alpha values are set to 1. After the target frame updates the first time, the game initializes the frame, then shows the frame, and thereafter sets alpha to 0 to "hide" the frame, rather than using SetHidden().

Your addon instantly sets the target frame to not hidden, but since nothing has been pointed to, it's unitialized still. Once a target is looked at, the game initializes it properly and then uses alpha like normal to show/hide the frame.

Solution:
Don't call ShowHidden(false) until the frame has been initialized. There's probably a more elegant way, but I wrote some code that seems to work fine. The only issue I can see is if the first object someone looks at has no label, which I don't think exists. Even then, it will work fine the first time they look at an object with a label.

First, add a local variable just outside the ReticleSettingsOnUpdate function (line 120).
Warning: Spoiler


Second, add some extra checks to the show/hide code (line 305 right now, 308 after the above update):
Warning: Spoiler

It would probably be better to move all this code to the ReticleSettings.OnInitialized function where you actually create the checkbox. I haven't messed with it too much, but you can use
EVENT_MANAGER:RegisterForEvent("ReticleSettings", EVENT_RETICLE_TARGET_CHANGED, ReticleSettings.OnTargetChanged)
then create the OnTargetChanged function noted. Then in the OnTargetChanged function, if the target label is no longer "", set TargetReady to true and use
EVENT_MANAGER:UnregisterForEvent("ReticleSettings", EVENT_RETICLE_TARGET_CHANGED, ReticleSettings.OnTargetChanged)
to stop calling the function. This would save a small amount of processing power I think, but isn't likely to matter much.
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Unread 05/29/14, 12:57 AM  
Visigoth
 
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This mod is amazing! I love having this level of control over my interface >.<

is it still being updated?
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Unread 05/25/14, 09:51 PM  
ThadOptimus

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Divona, got this when I tried to change the color of the Label: Top.

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Unread 05/13/14, 05:36 AM  
AstroCat
 
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Just checking this mod out, pretty nice.

Is the recticle supposed to work when stealthed as well, because I'm not getting the reaction colors when stealthed. Thanks.
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Unread 05/12/14, 09:43 PM  
Sarenia
 
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I enjoy the fine-grained control this gives me of the reticle. Thank you for the work!
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Unread 05/09/14, 08:52 PM  
Divona
 
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Originally Posted by drstrangelov3666
Divona, I noticed you added in "Unit Frame" to the Label Setting position options.

Is this in yet, because i can't seem to get it to show anything up.
If it is in are there any other settings i need to enable/disable

Which Unit frame does will it show, target or player (assuming Target), because it would be nice to have access to a thin player health bar
Oops. That's my experimental of trying to put unit frame by the labels area, with no success. I realised that there are other AddOns out there to do the job anyway, so stop working on it. It just make thing complicated than it should be.
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Unread 05/09/14, 12:24 PM  
drstrangelov3666

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Divona, I noticed you added in "Unit Frame" to the Label Setting position options.

Is this in yet, because i can't seem to get it to show anything up.
If it is in are there any other settings i need to enable/disable

Which Unit frame does will it show, target or player (assuming Target), because it would be nice to have access to a thin player health bar
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Unread 05/07/14, 06:57 PM  
Divona
 
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Originally Posted by Qwynn
I can still adjust the positions, but not as much as before.

Previously I could get them almost right against the reticule, but now they are quite a ways away even at their closest.
Could you post up a screenshot of the label and reticle when you set label to the closest?
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Unread 05/07/14, 06:46 PM  
Divona
 
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Originally Posted by Saftsuse
This addon places the Interaction with NPCs and Chests etc below the reticle, that means it gets behind my Healthbar, I like to have healthbar and shortcuts in the lower middle part of the screen. I have used Ak0's reticle tweaks because it places the interaction to the right of the reticle, but this addon overrides it, can you please change this somehow? Or even make it movable?

I would like to turn off the "Combat Reticle", I like to use only the reticle for different ranges, and difference between interactable NPCs, chests etc, and Players. Its enough for me to have the color changed if in combat.

For example, the crosshair reticle for an enemy colored white when not in combat, same with nuke in melee distance. Once in combat its turned red. Or for friendlies its not a crosshair, but the default one, same with players.

I know the range is differently calculated in different maps, so the range isnt exact. But when in range, the crosshair pops up, which is correct, but it shows incorrectly for example 12m, wouldnt it be possible to have the range tied with when the crosshair shows up, because that shows the correct range?
  1. You can switch on "Interact Text Alternative Position" to change the location of the Interact Text in setting panel.
  2. You can select "Default" crosshair when you're in combat. Go to Reticle setting panel, change Reticle Style to "Default". Leave color to red. All players, NPC, chests are in Interactable option.
  3. Maybe I can make a re-calculation of the range when player target at the right combat range? I have to look into it. How the melee and range's range work right now is based on the game mechanic itself, while range calculation is not available via API, and need to be calculated by algorithm.
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Unread 05/07/14, 04:20 AM  
Saftsuse
 
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This addon places the Interaction with NPCs and Chests etc below the reticle, that means it gets behind my Healthbar, I like to have healthbar and shortcuts in the lower middle part of the screen. I have used Ak0's reticle tweaks because it places the interaction to the right of the reticle, but this addon overrides it, can you please change this somehow? Or even make it movable?

I would like to turn off the "Combat Reticle", I like to use only the reticle for different ranges, and difference between interactable NPCs, chests etc, and Players. Its enough for me to have the color changed if in combat.

For example, the crosshair reticle for an enemy colored white when not in combat, same with nuke in melee distance. Once in combat its turned red. Or for friendlies its not a crosshair, but the default one, same with players.

I know the range is differently calculated in different maps, so the range isnt exact. But when in range, the crosshair pops up, which is correct, but it shows incorrectly for example 12m, wouldnt it be possible to have the range tied with when the crosshair shows up, because that shows the correct range?
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Last edited by Saftsuse : 05/07/14 at 07:29 AM.
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