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Updated: 06/07/18 12:02 AM
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Compatibility:
Summerset (4.0)
Dragon Bones (3.3)
Clockwork City (3.2)
Horns of the Reach (3.1)
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:06/07/18 12:02 AM
Created:07/23/14 10:49 PM
Monthly downloads:774
Total downloads:166,171
Favorites:283
MD5:
Categories:Graphic UI Mods, Combat Mods, PvP, Utility Mods
Combat Reticle  Popular! (More than 5000 hits)
Version: 2.1.1
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 ~ Calia (5/19/18)
- Updated API for Summerset (100023)
- Updated LAM to 2.0 r26

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
Optional Files (1)
File Name
Version
Size
Author
Date
Type
2.1.1.1
153kB
09/21/21 12:22 PM
Patch


Archived Files (6)
File Name
Version
Size
Uploader
Date
2.0.0
204kB
Aetheron
06/30/17 06:34 PM
1.5.4
200kB
calia1120
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
calia1120
10/05/16 12:35 AM
1.5.0
196kB
calia1120
08/07/16 09:02 PM


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Unread 07/24/14, 02:57 AM  
QuadroTony
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any screenshots?
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Unread 07/24/14, 05:38 PM  
Aetheron
 
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Originally Posted by QuadroTony
any screenshots?
Just added some!
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Unread 07/24/14, 07:13 PM  
Aetheron
 
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FYI - I've identified an issue with the "interaction" reticle mode where it triggers when targeting some objects at extreme range. Working on it...
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Unread 07/25/14, 11:12 AM  
arbolas

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Im having trouble getting this working. I have the addon installed and it says the addon in enabled in the addon menu. I have the libs needed, but the addon doesnt show up in the addons settings menu. I also have the dustman addon installed if that has something to do with it.
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Unread 07/25/14, 06:19 PM  
dopiate
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nice

just downloaded this - was using "TargetMaintenance" with 99% of it off

this is just what I was looking for

will give you feedback after I use it

quick edit - I think you might be missing one 'state'

you need a yellow for the mobs you could attack if you wanted to but they also wont attack you first

unless that is in there but I didnt notice yet

as I said I'm using TargetMaintenance right now with almost everything turned off but would rather switch to a mod with less overhead

thanks
Last edited by dopiate : 07/25/14 at 06:24 PM.
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Unread 07/25/14, 06:25 PM  
Aetheron
 
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Originally Posted by arbolas
Im having trouble getting this working. I have the addon installed and it says the addon in enabled in the addon menu. I have the libs needed, but the addon doesnt show up in the addons settings menu. I also have the dustman addon installed if that has something to do with it.
Well, I'd say there's a conflict somewhere. Combat Reticle is using Seerah's LibAddOnnMenu verion 2.0 - could be that some of the add-ons you have are using an earlier version (I thought they could coexist though). Could you send me (PM) a complete list of the add-ons your using, and I'll see if I can figure out what's up.
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Unread 07/25/14, 06:32 PM  
Aetheron
 
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Re: nice

Originally Posted by dopiate
just downloaded this - was using "TargetMaintenance" with 99% of it off

this is just what I was looking for

will give you feedback after I use it

quick edit - I think you might be missing one 'state'

you need a yellow for the mobs you could attack if you wanted to but they also wont attack you first

unless that is in there but I didnt notice yet

as I said I'm using TargetMaintenance right now with almost everything turned off but would rather switch to a mod with less overhead

thanks
Thanks for trying it out! I have a large update coming in a couple of days (if all goes as planned). Isn't the state you're describing what I call "target" mode? This triggers when you're (almost) in range to attack, but haven't committed to combat just yet. Target mode only activates if you're actually aiming at a target. (Or do you mean non-hostiles like sheep and squirrels? My mode only triggers with hostiles... but I could tweak that.) If I can figure out how to do it, I'd like to add an "in-range to attack" mode.
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Unread 07/25/14, 08:22 PM  
dopiate
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Re: Re: nice

Originally Posted by Aetheron
Thanks for trying it out! I have a large update coming in a couple of days (if all goes as planned). Isn't the state you're describing what I call "target" mode? This triggers when you're (almost) in range to attack, but haven't committed to combat just yet. Target mode only activates if you're actually aiming at a target. (Or do you mean non-hostiles like sheep and squirrels? My mode only triggers with hostiles... but I could tweak that.) If I can figure out how to do it, I'd like to add an "in-range to attack" mode.
no I mean like the thunderbugs in some places or skeletons in some areas - or when you are in a disguise

the targets are attackable but they wont strike first

not level 1 bugs - but mobs that you have a "truce" but you can attack them and they highlight yellowish on mouse over.

Here I have a quest like that right now - this is the state I'm talking about - they wont attack me - but I can attack them



so they trust you but you can turn on them
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Unread 07/26/14, 12:09 AM  
Aetheron
 
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Re: Re: Re: nice

Originally Posted by dopiate
no I mean like the thunderbugs in some places or skeletons in some areas - or when you are in a disguise

the targets are attackable but they wont strike first

not level 1 bugs - but mobs that you have a "truce" but you can attack them and they highlight yellowish on mouse over.

Here I have a quest like that right now - this is the state I'm talking about - they wont attack me - but I can attack them

so they trust you but you can turn on them
Hmm, I'll have to do some testing to see if this mode is different from targeting regular neutral mods like mud crabs. Thanks for pointing this out!
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Unread 07/26/14, 12:33 AM  
dopiate
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crabs

it could be the exact same as mud crabs

you have a snippet of code I can run and get you the results on mouse over ?

then I can give you the output of the debug window and you get get the info you need.

we could figure it out that way quite fast.

I honestly forgot about mud crabs and thought you were just talking about deer and pigs etc

Thought this state seems different - it's like truces, or neutral or in this case - hidden (disguise) - some of the guard see through it though and they show red.

just found an example of V4 Thunderbug and V4 Hoarver



not sure it treats it the same as the crabs - but it might

edit for grammar
Last edited by dopiate : 07/26/14 at 04:30 AM.
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Unread 07/26/14, 10:50 PM  
Aetheron
 
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Re: crabs

Originally Posted by dopiate
it could be the exact same as mud crabs

you have a snippet of code I can run and get you the results on mouse over ?

then I can give you the output of the debug window and you get get the info you need.

we could figure it out that way quite fast.

I honestly forgot about mud crabs and thought you were just talking about deer and pigs etc

Thought this state seems different - it's like truces, or neutral or in this case - hidden (disguise) - some of the guard see through it though and they show red.

not sure it treats it the same as the crabs - but it might

edit for grammar
I've split "target" mode into "hostile target" and "neutral target". I'll be releasing this with 0.2 tomorrow (erm, later today...), so maybe you can test it out and see if it does what you expect. I've got a pile of reticle images to tweak first though...
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Unread 07/27/14, 03:18 AM  
dopiate
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beta

I know LUA and have fixed a few add-on's here before so if you want to send me a "beta" and I can bug test and suggest options using a beta.

just an offer.

I sent you a PM - you need to read it asap.

anyone reading this an you are about to post a bug that it doesn't show or load please wait for the next zip.

It's getting fixed.

-d
Last edited by dopiate : 07/27/14 at 04:19 AM.
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Unread 07/27/14, 07:04 AM  
dopiate
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maybe in the future

my feedback:
some type of crosshairs is better than that default box
no change when you hit E - the crosshairs used to come together
it should be different when you hover over an NPC then a PC
maybe say the NP job? (enchanter?)
big red box covers combat! way too big

I stopped here I switch back to my other mod sorry
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Unread 07/27/14, 07:15 AM  
Aetheron
 
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Re: beta

Originally Posted by dopiate
I know LUA and have fixed a few add-on's here before so if you want to send me a "beta" and I can bug test and suggest options using a beta.

just an offer.

I sent you a PM - you need to read it asap.

anyone reading this an you are about to post a bug that it doesn't show or load please wait for the next zip.

It's getting fixed.

-d
Yep - my bad - new version later today will be zipped correctly. For those that want to use the current version, you will need to create a folder called "Combat Reticle" in the ESO add-ons directory, then place the unzipped files in there.
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Unread 07/27/14, 07:20 AM  
Aetheron
 
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Re: maybe in the future

Originally Posted by dopiate
my feedback:
some type of crosshairs is better than that default box
no change when you hit E - the crosshairs used to come together
it should be different when you hover over an NPC then a PC
maybe say the NP job? (enchanter?)
big red box covers combat! way too big

I stopped here I switch back to my other mod sorry
Not sure I completely followed that, but you can adjust the size (scale) of any reticle if it's too big. Also, the release today will include about 50 reticle images instead of the 18 in the first version (many more choices). I agree with having a different mode for player characters vs. NPCs/items, unfortunately, I'm having trouble reliably detecting the interaction triggers for players. As soon as I figure this out, I will add another mode for this.
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