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Deadlands (7.2.5)
Updated:01/01/22 07:14 AM
Created:03/10/16 06:14 AM
Monthly downloads:419
Total downloads:111,430
Favorites:147
MD5:
Categories:Sorcerer, Casting Bars, Cooldowns
Pet Dismiss  Popular! (More than 5000 hits)
Version: 1.3.1
by: adriant1978 [More]
Here is a quick add-on I wrote which adds key bindings for dismissing the Sorcerer's summoned pets in ESO. No longer do you have to open up the character menu and click around to get rid of your Familiar, Clannfear, or Twilight. Thanks to work by UusSanct it also supports the Warden's bear.

Since version 1.3.0 this add-on also has the option of automatically dismissing your pet(s) if you use a crafting station or talk to a banker. Do your part to keep Tamriel's crafting and financial hubs free of daedra and animals.
1.3.1

* API version bump to 101032

1.3.0

* Add option (enabled by default) to auto-dismiss at banker or craft station

1.2.14

* API version bump to 100035

1.2.13

* API version bump to 100033

1.2.10

* API version bump to 100031

1.2.10

* API version bump to 100029

1.2.9

* API version bump to 100028

1.2.8

* API version bump to 100027

1.2.7

* API version bump to 100026

1.2.6

* API version bump to 100025

1.2.5

* API version bump to 100024

1.2.4

* API version bump to 100023

1.2.3

* API version bump to 100022

1.2.2

* API version bump to 100021

1.2.1

* API version bump to 100020

1.2.0

* API version bump to 100019

* Add code by UusSanct to support Warden bears

1.1.1

* API version bump to 100018

1.1.0

* API version bump to 100017

* Add option to dismiss all pets at once

1.0.3

* API version bump to 100016

1.0.2

* Fixed an incorrect ability ID for "Summon Twilight Tormentor III" which prevented the Twlight of this type and rank from being dismissed.

1.0.1

* Fixed a typo in EVENT_MANAGER:RegisterForEvent - thanks to Rengaru for reporting this
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Archived Files (17)
File Name
Version
Size
Uploader
Date
1.3.0
2kB
adriant1978
08/09/21 12:33 PM
1.2.14
2kB
adriant1978
07/19/21 02:48 PM
1.2.13
2kB
adriant1978
12/29/20 10:00 AM
1.2.11
2kB
adriant1978
05/30/20 10:57 AM
1.2.10
2kB
adriant1978
11/03/19 10:55 AM
1.2.9
2kB
adriant1978
08/21/19 09:14 AM
1.2.8
2kB
adriant1978
05/20/19 12:41 PM
1.2.7
2kB
adriant1978
03/31/19 05:18 AM
1.2.6
2kB
adriant1978
11/12/18 04:39 AM
1.2.5
2kB
adriant1978
09/01/18 04:28 AM
1.2.4
2kB
adriant1978
05/23/18 09:39 AM
1.2.3
2kB
adriant1978
03/24/18 04:58 AM
1.2.2
2kB
adriant1978
11/11/17 09:01 AM
1.2.1
2kB
adriant1978
08/26/17 04:55 AM
1.2.0
2kB
adriant1978
06/09/17 11:43 AM
1.1.1
1kB
adriant1978
02/21/17 02:23 AM
1.0.3
1kB
adriant1978
08/09/16 04:11 AM


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Unread 03/12/16, 07:10 AM  
hagermanj

Forum posts: 2
File comments: 367
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Thank you

Thanks for doing this. It works great.
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Unread 03/13/16, 05:53 AM  
Xennon
 
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Thumbs up Simple and Reliable!

Often times, the simplest of ideas are the best. Many thanks for this - one day ZOS might fix the sorc (disappearing) pets issues, but i doubt that will be any time soon, so this is gunna be a useful solution for quite a while I think.
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Unread 04/02/16, 06:00 PM  
Augmenti-DeMontia

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Thanks for this great mod!

I pity those poor suckers (I used to be) who haven't found this mod yet!
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Unread 07/25/16, 04:54 PM  
GizmoDuck

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Any way to use the same key to unsummon both?

the game by default has the same key do multiple things, like X (Cancel, Activate Synirgy), R (Use Ultimate, Confirm trade) etc etc.

But it seams we can't have the same key do multiple actions based on conditions.

Can you have this addon use "U" by default for both actions?
Or post code here to add "U" to the "PetDismiss.lua"
-- Register our keybinding names
ZO_CreateStringId("SI_BINDING_NAME_DISMISS_FAMILIAR", "Dismiss Familiar/Clannfear")
ZO_CreateStringId("SI_BINDING_NAME_DISMISS_TWILIGHT", "Dismiss Twilight")

Not sure where to add a default keybind, and if I'd have to use "U" or its ASCII U value.
Last edited by GizmoDuck : 07/26/16 at 07:08 AM.
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Unread 05/23/17, 07:28 PM  
UusSanct

Forum posts: 2
File comments: 12
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I've update this mod for the Morrowind expansion
I'm now able to bind a key and dismiss my bear
I've notified the author but just in case this gets noticed first, please check your esoui messages

I believe I have all the right abilities - not finished leveling the skill yet so haven't checked them all
-- All the abilityIDs for Grizzly Bears
PetDismiss.Grizzlys = { 85982, 85983, 85984, 85985, 85986, 85987, 85988, 85989, 85990, 85991, 85992, 85993 }
Note: you have to dismiss the Eternal bear twice, it then will stay gone until you re-summon manually
when you do re-summon the Eternal bear it will once again automatically re-spawn as normal

edit: ok my bad I have a pre-order bear, but I'm not seeing different abilities so if someone gets a chance to check let us know if it works or not
Last edited by UusSanct : 05/28/17 at 12:13 PM.
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Unread 06/09/17, 11:45 AM  
adriant1978
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 5
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Originally Posted by UusSanct
I've update this mod for the Morrowind expansiont
Great work! I have updated the code with your additions. I don't currently have a Warden character, although I will soon, but in the mean time anyone who tests this feel free to leave feedback.
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Unread 06/19/17, 02:21 PM  
Toua

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hi,

i wanted to try out the addon, but i cant find anything in the control settings to actually set the keybinds up. I use the 1.2 version and its activated in the addon overview.
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Unread 06/28/17, 10:56 PM  
UusSanct

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Originally Posted by Toua
hi,

i wanted to try out the addon, but i cant find anything in the control settings to actually set the keybinds up. I use the 1.2 version and its activated in the addon overview.
hmm... well just in case you might have overlooked it - the keybinds are in Addon Keybinds under Controls

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Unread 11/22/17, 04:40 PM  
vecny.samotar
 
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Forum posts: 23
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would you be able to add a keyboard shortcut even for a call?
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Unread 02/07/18, 05:07 PM  
vecny.samotar
 
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would not you be able to add keyboard shortcuts to unsummoned Betty Netch?
I want it because the passive spell is so healed
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Unread 02/27/18, 06:38 PM  
Saleand
AddOn Author - Click to view AddOns

Forum posts: 4
File comments: 6
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Second dismiss for bears

Hi there!
You could add this code after CancelBuff(buffSlot) string:

Code:
if petList == PetDismiss.Grizzlys then
	zo_callLater(function()
		PetDismiss:DismissPet(PetDismiss.Grizzlys)
	end, 4000)
end
So, auto-respawned bear will be dismissed again automatically. I think it's better than press key twice.
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Unread 05/23/18, 09:41 AM  
adriant1978
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Forum posts: 0
File comments: 5
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Re: Second dismiss for bears

Not sure exactly what you mean here. I can dismiss the Eternal Guardian just fine and it does not respawn. I thought it only respawned if it died?
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Unread 05/25/18, 01:32 PM  
VulcanTourist
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Automatic dismiss in some contexts

I'd prefer eventual settings for automatic dismissal when entering certain identifiable areas, like towns and player homes, for example. I'd add approach to doorways, wayshrines, outside crafting stations, and quest-giving NPCs to that list of choices, but I doubt the game API has functions that would allow detecting such approach events. I would personally enable options for all of those if they existed. I had read somewhere that the Summerset chapter was going to include automatic dismissal of some pets in urban settings, but it seems that was false or got reverted before release. Mounts should have been dealt with in a similar fashion, like establishing a "no-ride zone" around doorways, wayshrines, and crafting stations, quest-givers, etc.
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Unread 09/01/18, 04:47 AM  
adriant1978
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Re: Automatic dismiss in some contexts

This would be awesome but I think you are right in your suspicion that it goes beyond what the API provides.

I see some functions like GetPlayerActiveSubzoneName() and so on, but that would require maintaining an enormous hand-crafted list of locations where the pets should be auto-dismissed.

If anyone has more knowledge of the API than me and can suggest some way this would be possible though, I'd definitely look into it!

Originally Posted by VulcanTourist
I'd prefer eventual settings for automatic dismissal when entering certain identifiable areas, like towns and player homes, for example. I'd add approach to doorways, wayshrines, outside crafting stations, and quest-giving NPCs to that list of choices, but I doubt the game API has functions that would allow detecting such approach events. I would personally enable options for all of those if they existed. I had read somewhere that the Summerset chapter was going to include automatic dismissal of some pets in urban settings, but it seems that was false or got reverted before release. Mounts should have been dealt with in a similar fashion, like establishing a "no-ride zone" around doorways, wayshrines, and crafting stations, quest-givers, etc.
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Unread 09/01/18, 09:27 AM  
Xerge

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You dont know you need something until you have it.

life changing.
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