Results: 59Comments by: GetBackYouPansy
File: Combat Indicator06/12/15
Hi, yes it should be possible to do...
Posted By: GetBackYouPansy
Hi, yes it should be possible to do that. It will already tell you when you are in 'suspicious' mode, I think detected and other stealth states are similar. Unfortunately I'm not likely to commit to further development of this again in the future, but the source is available should anyone want to have a go.
File: PL Research Timers04/16/15
Hi, sorry for the slow reply, my at...
Posted By: GetBackYouPansy
Hi, sorry for the slow reply, my attention has been elsewhere :) There's no way to resize the timers, however I'm surprised they appear giant - are you using the native resolution of your monitor (presumably 1920x1080), and if so could you send a screenshot? The timers are given a fixed size in virtual units which the game sca...
File: Combat Indicator04/02/15
No prob at all, glad we figured it...
Posted By: GetBackYouPansy
No prob at all, glad we figured it out :)
File: Combat Indicator04/01/15
Hey thanks for letting me know. Tha...
Posted By: GetBackYouPansy
Hey thanks for letting me know. That's pretty weird. Unfortunately I can't reproduce it. I expect that you have a file called README.txt somewhere in your addons folder (by default it's C:\Users\\Documents\Elder Scrolls Online\\AddOns) which the game is picking up. My addons use README.md so I do not expe...
File: Combat Indicator03/14/15
Another small update, this time onl...
Posted By: GetBackYouPansy
Another small update, this time only LibAddonMenu, which might solve settings menu related errors. I am not aware of any problems, but better safe than sorry. edit: Update is taking a while to appear, should be here soon..
File: PL Research Timers03/14/15
ESO v1.6 compatibility fix mk II
Posted By: GetBackYouPansy
Hey everyone, I've just pushed out v3.34 of Research Timers, which hopefully resolves any LibAddonMenu related problems, by upgrading to version 2 release 17. I've also tweaked some timing to avoid my UI crashing with the enlightenment notifications you get when you log in. I also, somehow, managed to bodge the packaging of v3.33...
File: PL Research Timers03/10/15
It's been quiet here for a while, b...
Posted By: GetBackYouPansy
It's been quiet here for a while, but if anyone's still using this I just updated it for ESO 1.6.x :) EDIT: I am aware of a few issues with this release, it is just an early fix to get compatibility for 1.6.x so the addon is not disabled. I am working on a small update with some other tweaks and fixes which will hopefully be out o...
File: Combat Indicator03/10/15
Updated for ESO 1.6.x :) Regardi...
Posted By: GetBackYouPansy
Updated for ESO 1.6.x :) Regarding compass-b-gone or whatever, this addon just sets the colour of the textures used for the compass frame, so if that's hidden or removed there is nothing to colourify. I did a quick prototype to see if the crosshair could be used instead, and it kind of works, but the game resets the colour all the...
File: PL Research Timers11/07/14
And now I can no longer reproduce t...
Posted By: GetBackYouPansy
And now I can no longer reproduce the bloated timer bug, argh.
File: PL Research Timers11/06/14
Re: Multicharacters
Posted By: GetBackYouPansy
Sorry abigfishy, atm you can't :\ I do agree the presentation with multiple characters is lacking; it's the first iteration, really, as that feature is still quite new. Any input on how to improve it would be useful, my immediate thought would just be to split the timers up into several 'screenfulls' and show those one after the o...
File: Combat Indicator11/06/14
ESO 1.5 update
Posted By: GetBackYouPansy
A compatibility fix for ESO 1.5.2 is in the pipe, should appear shortly.
File: PL Research Timers11/06/14
ESO 1.5 update
Posted By: GetBackYouPansy
Update released for ESO update 5 (API 100010), see change log. Still pending approval by ESOUI as of time of writing. Please note there is a known bug with timers displayed on other characters, causing them to be inflated by some amount (sometimes? always?). See the discussion further down this thread. So @Rashy, I am now able...
File: PL Research Timers11/06/14
Yes, hold on :) Until today I had n...
Posted By: GetBackYouPansy
Yes, hold on :) Until today I had not had a chance to patch the game and prepare an update. Edit: Update is in the pipe, pending ESOUI approval (normally pretty quick, taking a while today though).
File: PL Research Timers09/16/14
v3.3 released
Posted By: GetBackYouPansy
v3.3 is live, with support for ESO 1.4.3, no longer nuking your settings on every update, LAM 2.0, and more. See changelog for details. :) This addon still lacks a French and German translation, so if anyone can assist please get in touch.
File: Combat Indicator09/16/14
v1.41 update
Posted By: GetBackYouPansy
Updated today for API version 100009 (ESO v1.4.3). Also introduces a relatively minor feature - you can now have combat indicator respond to the "danger" state while you are disguised.
File: PL Research Timers09/14/14
No idea what's going on. Everything...
Posted By: GetBackYouPansy
No idea what's going on. Everything always looks fine in the game until I log out. But then only if you log out in a VR zone (at least that was my interpretation)?
File: PL Research Timers09/11/14
Yes. General note: I've ported...
Posted By: GetBackYouPansy
Yes. General note: I've ported combat indicator to LAM 2.0 so now that goes into testing and I will release the two of them sometime over the weekend hopefully.
File: PL Research Timers09/10/14
OK please do :) I have an update...
Posted By: GetBackYouPansy
OK please do :) I have an update in the works with a couple of minor changes in it, most notably upgrading to LibAddonMenu-2, putting the active char first and making the red/amber times configurable. I need to port CombatIndicator over to LAM 2.0 as well, then I can release :)
File: PL Research Timers09/09/14
;) thanks for pointing it out
Posted By: GetBackYouPansy
;) thanks for pointing it out
File: PL Research Timers09/08/14
AFAIK the only way to do that is to...
Posted By: GetBackYouPansy
AFAIK the only way to do that is to put it into a saved variable, which is a bit more code than it's convenient to do with /script. BTW have you disabled any other addons that are research-related?
File: PL Research Timers09/07/14
Can you try this? It's a bit long-w...
Posted By: GetBackYouPansy
Can you try this? It's a bit long-winded, sorry: * Delete saved vars * Start game * Log in as Char X (timers will appear and be correct) * Dump the timer data with /script, record the duration, remaining and timestamp for one of the timers (doesn't matter which, just one that you know will end up wrong later). * Sanity check:...
File: PL Research Timers09/07/14
Not feeling any pressure :) All I'v...
Posted By: GetBackYouPansy
Not feeling any pressure :) All I've had to do so far is speculate wildly! So if I'm understanding correctly, the updated values from char X are not written out to the relevant section of the saved vars file after you log out from Char X, but for other characters that does work? And is that dependent on being in a VR zone? If s...
File: PL Research Timers09/06/14
Ah OK so the saved variables are 'w...
Posted By: GetBackYouPansy
Ah OK so the saved variables are 'wrong'. Is the GetSmithingResearchLineTraitTimes() function bugged? It could be, it's more likely to be my code tho :p You can test that quite easily. In the saved variables for each timer you'll find a property called key with a value like "2_8_1". You can plug those values (2, 8 and 1) into G...
File: PL Research Timers09/05/14
Not necessarily, evidently it doesn...
Posted By: GetBackYouPansy
Not necessarily, evidently it doesn't do what I thought, so I suspect it might only be true when you are in a VR dungeon or such. That's an aside though, the real tell would be the timestamps. I guess just keep an eye on it and if the issue arises again it'd be interesting to see what GetTimeStamp() gives you.
File: PL Research Timers09/05/14
Stranger and stranger. I have a DC...
Posted By: GetBackYouPansy
Stranger and stranger. I have a DC character who just hit VR1 so I will see if I can reproduce that at all if I go to the AD areas. Edit: If you like, try this slash cmd on the two characters in the three possible situations (one non-veteran, one veteran in VR area and one veteran in non-VR area) /script d(IsUnitUsingVeteranDi...