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Compatibility: | Shadows of the Hist (2.5) Dark Brotherhood (2.4) Thieves Guild (2.3) Orsinium (2.2.4) |
Updated: | 08/28/16 06:25 PM |
Created: | 01/27/16 05:04 PM |
Monthly downloads: | 22 |
Total downloads: | 5,814 |
Favorites: | 12 |
MD5: |
File Name |
Version |
Size |
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100015.001 |
47kB |
Terrillyn |
06/07/16 08:47 PM |
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100014.111 |
47kB |
Terrillyn |
04/07/16 08:03 PM |
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100014.110 |
46kB |
Terrillyn |
03/24/16 10:35 PM |
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100014.100 |
45kB |
Terrillyn |
03/15/16 04:26 AM |
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100014.002 |
45kB |
Terrillyn |
03/09/16 07:21 PM |
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100014.001 |
45kB |
Terrillyn |
03/07/16 02:54 PM |
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100013.040 |
45kB |
Terrillyn |
03/07/16 12:52 AM |
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100013.031 |
42kB |
Terrillyn |
02/25/16 02:18 PM |
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100013.030 |
42kB |
Terrillyn |
02/22/16 10:22 PM |
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100013.025 |
42kB |
Terrillyn |
02/19/16 02:04 PM |
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100013.024 |
79kB |
Terrillyn |
02/07/16 04:20 PM |
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100013.023 |
80kB |
Terrillyn |
02/03/16 04:27 AM |
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100013.022 |
80kB |
Terrillyn |
02/02/16 09:42 PM |
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100013.021 |
79kB |
Terrillyn |
02/02/16 09:15 PM |
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100013.021 |
79kB |
Terrillyn |
02/02/16 08:02 PM |
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100013.011 |
79kB |
Terrillyn |
02/01/16 08:26 PM |
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100013.010 |
80kB |
Terrillyn |
02/01/16 12:49 AM |
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100013.007 |
78kB |
Terrillyn |
01/30/16 06:51 PM |
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100013.006 |
77kB |
Terrillyn |
01/28/16 11:20 PM |
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100013.005 |
77kB |
Terrillyn |
01/28/16 11:01 PM |
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100013.004 |
77kB |
Terrillyn |
01/27/16 10:59 PM |
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100013.003 |
77kB |
Terrillyn |
01/27/16 10:21 PM |
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100013.001 |
76kB |
Terrillyn |
01/27/16 05:04 PM |
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Pavel Sg |
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Terrillyn |
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Forum posts: 0
File comments: 3
Uploads: 0
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I noticed that immersive toggles somehow overrides pChat's chat font settings. I commented lines 147 to 149 in the Elements.lua to make it work again. Maybe something you might want to look into?
The addon's awesome, by the way. Thanks. ![]() |
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Valorin |
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Last edited by Terrillyn : 03/08/16 at 11:12 PM.
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Terrillyn |
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LUI Extended only seems to change the opacity of the unit frames: never actually disabling anything without a reload. Is it possible to leverage whatever method it uses to change the opacity upon transitioning to and from combat? Controlling the opacity of stuff instead of showing and hiding might be a welcome alternative in more cases than just LUI Extended. It may also be an alternative when typical methods to hide an element won't work.
How do the two Idle Animation addons determine what idle means?
Last edited by ElmaSoth : 03/08/16 at 09:46 PM.
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Pretty much all the things you listed before have been added to the code locally, the only things I couldn't get working are
I'm in a zone outside of a city, the minimap is open, I start walking back into the city, minimap gets replaced with awesomeinfo, and the experience bar shows up for a few seconds.
I went ahead and implemented the custom functions (I call them 'kits' internally), which will allow more varying addons to be manipulated even beyond just hiding their windows; this is why I can now hide Harvest map pins, this also allowed me to fix flickering issues with aui minimap aui target attributes and the game reticle. |
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Terrillyn |
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Oh my...*drools* I can't wait to try it out! A lot of those addons have some form of display control but none of them have your addon's fine grained automation. That's why I got all excited and typed all that stuff out. XD
I see there's apparently a bunch of different map types that one might use but I have little experience with any of the multiplayer components of ESO so I feel I'm unqualified to say what map types would be appropriate to add. I wasn't even sure what words to use to accurately convey exactly what it is that I don't know. I would imagine that displaying party addons only when you have a party or only when you're in a zone that requires a party would be what I would've ended up implementing given the ability. Zone Transition Use Case... I walk into Rawl'Ka from the dusty road and my compass and MiniMap disappear. Awesome Bar suddenly appears to tell me that I have things to research. Ravalox' Quest Tracker appears and shows my current crafting quests. I dump the results of my mat hunting expedition at the bank and walk out of the city down the same dusty path. Suddenly, my compass and MiniMap reappear showing me there are several mats that I want skirting the edge of town. I walk the border of the town and reminisce about how irritating it used to be reloading MiniMap 26 times in a row while I weave through the border of town. Good thing that delay was added. I harvest some nodes and my ADHD leads me to the border of Reaper's March where I wonder if I'm still covered by that food I ate earlier. I cross the border and my answer is provided as the attribute bars appear for 6-14 seconds to display that my Health Bar is indeed still extra wide. Additional addons and ideas I hadn't thought of until now... - SitRep, ESO Daily Quest Tracker, Undaunted Daily, Exterminatus Group Leader, Provision's TeamFormation - Idle Timeouts for display. Empty my screen if I'm idle for 30 seconds. Or maybe I'd just minimize what's displayed. - This might be diving into the deep end unnecessarily but chat triggers? It'd be really cool if I could automate responding to Master Merchant price checks in guild chat. Like, full on bot. I don't know how feasible that is though. I'd say that this one would be more appropriate to address with the Master Merchant author but they seem to have left the stage.
Last edited by ElmaSoth : 03/05/16 at 12:53 PM.
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ElmaSoth |
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All right so, so far I've got the following Implemented:
I am however unable to add support for the following atm: HarvestMap: The compass and map pins arn't something that can be manipulated like a control/fragment; I can add support later *more on this at the bottom of this post. LUI Extended: The Unit Frames are something of a custom control, as such I had issues finding a way to hide them like a typical control; however this will be fixed *more on this at the bottom of this post. X Distance from Y Thing: Trying to add this would be add something like 5-20 new conditions and would require one of the current mapping libs (like libGPS), but this would probably also add alot of overhead to the update function, as such I'll be avoiding this for the time being. *Planned after next update: I have already planned to add support for custom conditional functions, in order to manipulate other addons toggles (e.g. LUI Extended unit frame settings so we can control when they are hidden that way), this will likely take little effort to implement but I'll wait til after the Games API update to avoid any delays that might arise.
Last edited by Terrillyn : 03/02/16 at 10:26 PM.
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I'll add it as one condition "Transiting between zone/city", is this enough? or do you need both separate?
A 4 second delay for both?
Last edited by Terrillyn : 03/01/16 at 02:02 PM.
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Cities and House Interiors(outside of cities) fall under subzone, while zones(obv.) and dungeons fall under zone. I can also differentiate a dungeon from a zone if needed. I still need to test more places before I'm 100% sure of this though. The question however is: should I also add a dungeon condition?
Last edited by Terrillyn : 03/01/16 at 12:58 AM.
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I can definitely do a few of those changes. I'll go over each of the things you listed briefly.
ChatWindows: I initially skipped adding the chat windows because it already manages its hide conditions pretty well, but I will add it anyways. FPS Display: will definitely add this. All the addons you listed: I'll have to go through these one by one and find all their window refs, but the windows themselves can be hidden easily, but I'm not yet sure about the ones that add pins, I'll have to look. Location based conditions might be harder, and I had never intended to do something like that, but I'll take a look, I'm not really sure if there is an easy(read fast/efficient) way determining if you are in a zone or city but I'll check the API. For "X Distance from Y Thing" I don't think this would be possible with my current implementation because 1. all conditions are checked every (currently) 75ms(0.075s) and checking the positions of all objects on the map could be expensive 2. I don't think information about map objects is get-able without making my own database of them all (this is what Destinations does). In any case Ill take a look at the API and see if this is still possible without a database. And for "add a 'for how long' slider", unfortunately conditions are treated more like on/off cases at the moment, so this kind of addition would mean changing the way the checks work, adding a delay for the elements visibility change is possible but not for each condition (at this time).
Last edited by Terrillyn : 03/01/16 at 12:19 AM.
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Terrillyn |
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I love this addon. It has so much potential and it's already coming along so nicely. I don't know how feasible these suggestions are but I'm hoping it will at least spark some ideas.
![]() Please add support for these built in UI elements...
Note: Would disabling HarvestMap pins and border pins for MiniMap be an acceptable alternative to hiding the MiniMap in combat? Would it improve efficiency, speed, and/or FPS?
Last edited by ElmaSoth : 02/26/16 at 03:16 PM.
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Terrillyn |
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Great addon! But I am having some issues. It is not remembering my requests to not manage an element so every time I relog I have to tell it not to do so again.
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Vaucent |
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That looks like its rendered in 3d space, as far as I know we can't modify anything beyond the UI and settings; I checked the available sources and the only thing in there about catapults and trebuchets are some strings and ui data/functions, nothing seemed related to the trajectory lines.
![]() Can you get any information from it using /zgoo mouse ?
Last edited by Terrillyn : 01/28/16 at 04:49 AM.
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Terrillyn |
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