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Updated: 09/23/22 07:42 PM
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Lost Depths (8.1.5)
Updated:09/23/22 07:42 PM
Created:09/21/22 03:09 PM
Monthly downloads:114
Total downloads:117
Favorites:1
MD5:
8.1.5
HideGroupNecro  New this week!
Version: 1.1.1
by: B7TxSpeed [More]
Utility to hide your group during combat for all classes.
It detects automatically if you are a necromancer and adapts its behavior to be able to use corpses.
It is far from perfect but at least it does not hinder necromancers from casting spells.

How to use
Use the command "/hidegroup" to hide/show your group. The group members will disappear after bar swapping or loading.
You can also bind a key to hide/show your group.


Known issues
When using on necromancers, some group members may reappear if they go too far from you, e.g., tanks for pre-pull. If that happens, all group members should disappear again after any loading screen. It is a compromise to always be able to use necromancer skills.


Credits
All credits to Wheels for the base code from HideGroup.

Contribute
If you want to contribute, please use the GitHub project
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Unread 09/22/22, 02:02 AM  
B7TxSpeed
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Forum posts: 0
File comments: 5
Uploads: 1
Originally Posted by unstable
Thanks for trying to fix this but the issue with hidegroup still isnt fixed with cro

Try this on a training dummy or any enemy:
Cast blastbones then try to use shocking siphon on it, the first cast wont let you use the corpse but the 2nd cast of blastbones will

other issues are you cant trade/interact with hidden players without reloading UI and frequently players and their pets/monster helms will become visible again

really wish zos would add a option to hide ALL ally effects because monster helms are fkn annoying in this game
Regarding the first blastbones issue, it's sadly inherent in how this version works.
It shouldn't be a big issue though. In a raid environment, it should only happen during the first fight of the instance/after a loading screen on the first blastbones cast. I have discussed it with some players and most of them consume the first corpse with the boneyard cast in their engage rotation for bosses and they don't bother with siphon cast on trash.

For the pets/monster helms, there is not much to do now since HideGroup has to be disabled during fights to use corpses so new entities cannot be hidden. The next update will provide a way to hide pets during writs so there is hope to be able to use that option for clarity purposes.
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Unread 09/21/22, 07:45 PM  
unstable

Forum posts: 0
File comments: 1
Uploads: 0
Thanks for trying to fix this but the issue with hidegroup still isnt fixed with cro

Try this on a training dummy or any enemy:
Cast blastbones then try to use shocking siphon on it, the first cast wont let you use the corpse but the 2nd cast of blastbones will

other issues are you cant trade/interact with hidden players without reloading UI and frequently players and their pets/monster helms will become visible again

really wish zos would add a option to hide ALL ally effects because monster helms are fkn annoying in this game
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