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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:999
Total downloads:168,766
Favorites:286
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 03/17/15, 06:12 PM  
Aetheron
 
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Do you mean you just want a custom reticle for stealth mode without the ZO eye? That would be possible, but I'd need to make a few more config changes to support it. I can't support all the special modes of stealth (think there are 5) - way too much work, so it would just be another customizable reticle like the other modes.

Originally Posted by QuadroTony
thanks for update

what about HIDE eye reticle?

vanilla one still exist with addon's one over it
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Unread 03/18/15, 04:57 PM  
EQBallzz

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Does this mean we don't need the temp patch addon now?
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Unread 03/18/15, 04:59 PM  
QuadroTony
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Originally Posted by EQBallzz
Does this mean we don't need the temp patch addon now?
any addons in patch section are standalone addons and they works without original addon too
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Unread 03/18/15, 10:32 PM  
Aetheron
 
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Correct - latest Combat Reticle release here has fixed the issue that was worked around in the community patch. So you can remove the patch when you install the latest CR version.

Originally Posted by EQBallzz
Does this mean we don't need the temp patch addon now?
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Unread 03/21/15, 07:50 PM  
Vagrant Zero

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Hello! Would it be possible to add a single feature from the following mod: http://www.esoui.com/downloads/info2...Crosshair.html

The feature in question is "change crosshair.dds image when in melee range". This option was working in 1.5 but the entire mod is broken in 1.6 (though I think the melee check still works, the function reticleSettingsOnUpdate is what's broken).

Here is a rough piece of the code if it helps at all (not sure what the etiquette for this is but hopefully I'm not stepping on any toes):


The actual code that does the work:

Line 22: local MeleeRangeDistance = 6.5
Line 38: "Nothing", "Default", "Cross", "Crosshair","Crosshair Melee", "Dot", "Midnight Squadron", "Nuke", "Round",
Line 57: ["Crosshair Melee"] = {
Line 58: texturePath = "ReticleSettings\\Textures\\reticleCrosshairMelee.dds",
Line 231: if ( ReticleSettings.GetTargetDistance(1) <= MeleeRangeDistance ) then
Line 232: -- Melee
Line 233: loadCustomReticle( settings.targetMeleeReticle )
Line 235: reticleScale = settings.targetMeleeReticleScale / 100
Line 236: reticleAlpha = settings.targetMeleeReticleAlpha / 100
Line 237: if (( settings.targetMeleeReticleReactionColor )and (GetUnitReactionColor("reticleover")~= 0)) then
Line 245: RS_ReticleContainer:SetColor( unpack( ReticleSettings.GetCustomColor( settings.targetMeleeReticleColor ) ) )
Line 247: ZO_ReticleContainerReticle:SetColor( unpack( ReticleSettings.GetCustomColor( settings.targetMeleeReticleColor ) ) )

============================

The code used to create the menu to customize the settings:

Line 1000: -- RETICLE: TARGET IN-RANGE (MELEE)
Line 1001: --local submenuReticleTargetMelee = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_MELEE", "Target In-Range (Melee)", "" )
Line 1001: --local submenuReticleTargetMelee = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_MELEE", "Target In-Range (Melee)", "" )
Line 1001: --local submenuReticleTargetMelee = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_MELEE", "Target In-Range (Melee)", "" )
Line 1002: local submenuReticleTargetMelee = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_MELEE", "DOES NOT WORK ANYMORE", "" )
Line 1002: local submenuReticleTargetMelee = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_MELEE", "DOES NOT WORK ANYMORE", "" )
Line 1003: LAM:AddHeader( submenuReticleTargetMelee, "headerTargetMelee", "" )
Line 1003: LAM:AddHeader( submenuReticleTargetMelee, "headerTargetMelee", "" )
Line 1005: LAM:AddDropdown( submenuReticleTargetMelee, "targetMeleeReticle", "Reticle Style", "Choose which Reticle to display when target is in attackable melee range.",
Line 1005: LAM:AddDropdown( submenuReticleTargetMelee, "targetMeleeReticle", "Reticle Style", "Choose which Reticle to display when target is in attackable melee range.",
Line 1005: LAM:AddDropdown( submenuReticleTargetMelee, "targetMeleeReticle", "Reticle Style", "Choose which Reticle to display when target is in attackable melee range.",
Line 1007: function() return ReticleSettings.SavedVars.targetMeleeReticle end,
Line 1008: function( value ) ReticleSettings.SavedVars.targetMeleeReticle = value end )
Line 1010: LAM:AddColorPicker( submenuReticleTargetMelee, "targetMeleeReticleColor", "Color", "Choose color for Target In-Range (Melee) Reticle.",
Line 1010: LAM:AddColorPicker( submenuReticleTargetMelee, "targetMeleeReticleColor", "Color", "Choose color for Target In-Range (Melee) Reticle.",
Line 1010: LAM:AddColorPicker( submenuReticleTargetMelee, "targetMeleeReticleColor", "Color", "Choose color for Target In-Range (Melee) Reticle.",
Line 1011: function() return ReticleSettings.HexToRGB( ReticleSettings.SavedVars.targetMeleeReticleColor ) end,
Line 1012: function( r, g, b ) ReticleSettings.SavedVars.targetMeleeReticleColor = ReticleSettings.RGBToHex( r, g, b ) end )
Line 1014: LAM:AddCheckbox( submenuReticleTargetMelee, "targetMeleeReticleReactionColor", "Use Reaction Color", "Change color of Reticle according to the type of target.",
Line 1014: LAM:AddCheckbox( submenuReticleTargetMelee, "targetMeleeReticleReactionColor", "Use Reaction Color", "Change color of Reticle according to the type of target.",
Line 1015: function() return ReticleSettings.SavedVars.targetMeleeReticleReactionColor end,
Line 1016: function() ReticleSettings.SavedVars.targetMeleeReticleReactionColor = not ReticleSettings.SavedVars.targetMeleeReticleReactionColor end )
Line 1016: function() ReticleSettings.SavedVars.targetMeleeReticleReactionColor = not ReticleSettings.SavedVars.targetMeleeReticleReactionColor end )
Line 1018: LAM:AddSlider( submenuReticleTargetMelee, "targetMeleeReticleScale", "Scale", "", 15, 150, 5,
Line 1018: LAM:AddSlider( submenuReticleTargetMelee, "targetMeleeReticleScale", "Scale", "", 15, 150, 5,
Line 1019: function() return ReticleSettings.SavedVars.targetMeleeReticleScale end,
Line 1020: function( scale ) ReticleSettings.SavedVars.targetMeleeReticleScale = scale end )
Line 1022: LAM:AddSlider( submenuReticleTargetMelee, "targetMeleeReticleAlpha", "Transparency", "", 30, 100, 1,
Line 1022: LAM:AddSlider( submenuReticleTargetMelee, "targetMeleeReticleAlpha", "Transparency", "", 30, 100, 1,
Line 1023: function() return ReticleSettings.SavedVars.targetMeleeReticleAlpha end,
Line 1024: function ( alpha ) ReticleSettings.SavedVars.targetMeleeReticleAlpha = alpha end )
Line 1028: local submenuReticleTargetRange = LAM:AddSubMenu( panel, "RETICLE_SUBMENU_RETICLE_TARGET_RANGE", "Target In-Range (MELEE)", "" )


====================

Basically this allowed you to make an extremely educated guess on if indeed you were in melee range and could connect your attack.

Big thanks either way though! Since Reticle Settings is completely broken I've migrated to Combat Reticle and while I do miss a few features (besides the one mentioned in this post) I've found it to be an excellent replacement.
Last edited by Vagrant Zero : 03/22/15 at 12:15 AM.
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Unread 03/21/15, 09:25 PM  
svan

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For Vagrant Zero :

Choose the texture u want in folder "ReticleSettings/Textures" and rename them "User1.dds" "User2.dds" etc...
5 maximum as u can see in folder "CombatReticles/Reticles".

Copy and overwrite them in "Combat Reticle" folder

In Combat Reticle settings for "Type" choose "Custom"
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Unread 03/22/15, 12:14 AM  
Vagrant Zero

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Originally Posted by svan
For Vagrant Zero :

Choose the texture u want in folder "ReticleSettings/Textures" and rename them "User1.dds" "User2.dds" etc...
5 maximum as u can see in folder "CombatReticles/Reticles".

Copy and overwrite them in "Combat Reticle" folder

In Combat Reticle settings for "Type" choose "Custom"
Did this already (though thank you for the suggestion). So what that does is import the actual look, aka the dds file. What it doesn't do is import the functionality. In Reticle Settings if you were 6.5units from a mob it would register your crosshair as "in melee range" and change that crosshair to whatever you wanted. It let you know this way that you're in melee range. Combat Reticle doesn't have this function, at least not in a working manner. I believe Hostile Target option is what the author was going for but it doesn't work right and it doesn't discriminate from melee range and not melee range.
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Unread 03/22/15, 01:59 AM  
QuadroTony
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can this addon cause fps drop?
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Unread 03/22/15, 08:35 PM  
svan

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Originally Posted by Vagrant Zero
Originally Posted by svan
For Vagrant Zero :

Choose the texture u want in folder "ReticleSettings/Textures" and rename them "User1.dds" "User2.dds" etc...
5 maximum as u can see in folder "CombatReticles/Reticles".

Copy and overwrite them in "Combat Reticle" folder

In Combat Reticle settings for "Type" choose "Custom"
Did this already (though thank you for the suggestion). So what that does is import the actual look, aka the dds file. What it doesn't do is import the functionality. In Reticle Settings if you were 6.5units from a mob it would register your crosshair as "in melee range" and change that crosshair to whatever you wanted. It let you know this way that you're in melee range. Combat Reticle doesn't have this function, at least not in a working manner. I believe Hostile Target option is what the author was going for but it doesn't work right and it doesn't discriminate from melee range and not melee range.
Zenimax removed in API everything giving information about range (melee or distance).
If someone can confirm. If you read Reticle Settings post i think they were talking about that.
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Unread 03/22/15, 08:39 PM  
svan

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Originally Posted by QuadroTony
can this addon cause fps drop?
I am not using animation in settings personally. Never noticed fps impact.
You can test it but do it during night when there is not to much people on server
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Unread 04/03/15, 07:33 AM  
Aetheron
 
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Originally Posted by Vagrant Zero
Hello! Would it be possible to add a single feature from the following mod: http://www.esoui.com/downloads/info2...Crosshair.html

The feature in question is "change crosshair.dds image when in melee range". This option was working in 1.5 but the entire mod is broken in 1.6 (though I think the melee check still works, the function reticleSettingsOnUpdate is what's broken).

Here is a rough piece of the code if it helps at all (not sure what the etiquette for this is but hopefully I'm not stepping on any toes):
Hi - sorry for the delay in responding. From past experience, the only way to guess if you were in melee range was to actually calculate the distance to target then compare to a hard-coded distance threshold for melee range. I didn't put this in due to the potential impact on FPS. I'm actually surprised that the API doesn't have a function to tell you when you're in melee (or ranged) distance.

One idea I have had is to allow you to configure a particular slotted skill to use as an attack range indicator - in other words, when that skill is enabled, the cursor would change to an "in-range" reticle. The problem is that every skill has different ranges so it would only be accurate for that one skill. I will study the code you provided, but it looks pretty complex so I'd once again be afraid of FPS impact. But I'll let you know.
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Unread 04/03/15, 07:36 AM  
Aetheron
 
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Originally Posted by QuadroTony
can this addon cause fps drop?
Every line of code impacts FPS, but I don't think Combat Reticle will cause a measurable FPS drop - at least that's what my testing on my rig has indicated. I was very careful in optimizing the per-frame reticle rendering. Of course, reticle animations require more work, so if you're on a lower-end system, you may want to avoid using animation.
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Unread 04/03/15, 07:44 AM  
Aetheron
 
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Originally Posted by QuadroTony
can this addon cause fps drop?
Forgot to add that, in my past testing, it seemed that acquiring and displaying reticle target information caused noticeable FPS impact when there were large numbers of targets (i.e. big battles in PvP). This is why Combat Reticle does not display any target information.

In general, if you're having FPS issue, I'd try disabling all add-ons to establish your base FPS, then selectively re-enable add-ons to see if one or more of them are causing a problem. Tedious, but that's the only way I know to figure it out.
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Unread 04/05/15, 04:46 PM  
turboED

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Hello,

I have the weirdest problem. The addon worked like a charm on all of my characters (thanks for this great addon) until i made a new character today. It still works on all of my old characters but on the new one the detection for hostile targets does not work. It simply stays normal as if there wasn't an enemy. If i enter combat it works and changes the reticle and it changes as well when i look at interactive objects and plays the animation right. It just does not detect enemies which is the weirdest thing as it works everywhere else.

I tried to reinstall the addon, deleted the .lua and set it up completely new and still have the same problem.

Any suggestions how to fix this are greatly appreciated.

/edit: So... i found the problem. While i was playing this character, right after the creation i went into the Hills near Daggerfall to kill the Harpies. While i was testing the addon i only tested it on those mobs. The addon works perfectly fine on _every other mob_. Well, it most likely has to do with the quest that evolves around those harpies, but who knows. Well it works fine expect in those Hills. Still weird.
Last edited by turboED : 04/05/15 at 05:40 PM.
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Unread 04/06/15, 04:09 AM  
QuadroTony
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sometimes i can be in combat mode while in sneak too

in this case i cant figure out im in SNEAK OR NOT

because the icon are the same in both modes - combatnonsneak and combat+sneak
pls fix its very important for PVP
Last edited by QuadroTony : 04/06/15 at 04:16 AM.
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