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Updated: 05/23/20 05:47 AM
Compatibility:
Ascending Tide (7.3.5)
Deadlands (7.2.5)
Waking Flame (7.1.5)
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:05/23/20 05:47 AM
Created:12/09/14 11:44 AM
Monthly downloads:63
Total downloads:18,875
Favorites:45
MD5:
Stow It Auto-Sheather  Popular! (More than 5000 hits)
Version: 3.2.6
by: RunningDuck, Baertram
Stow It Auto-Sheather
A very simple addon that does one thing and one thing only; sheaths your weapon after you leave combat.
And after you have killed via the blade of woe (Dark Brotherhood).

Dependencies:
Please install (and keep them updated) the following dependencies/libraries in order to make this addon work properly:
LibAddonMenu-2.0

Cred
Continued version of StowIt by stjobe (1.2.8 from 09/18/14). So far I've just adapted it to latest API.

Features
A small delay is implemented to enable animations to finish playing.

Settings
YOu are able to configure the addon via the add-on settings menu.
Dependencies:
Please install (and keep them updated) the following dependencies/libraries in order to make this addon work properly:
LibAddonMenu-2.0

Baertram:
3.2.6
Disabled StowIt.DebugMe

3.2.5
-Removed LibStub calls
-Removed old embedded libraries. Please install LibAddonMenu as standalone version (see description)
-Fixed bug: If auto stow after weapn swap was activated some cicumstances did unsheath your weapons instead

3.2.4
-Added: LAM settings menu
-Added: Setting to stow your weapon after a weapon swap, if you are out of combat

Baertram:
3.2.3
-Fixed: Added all the ranks of the Shadow cloak + morphs to be detected
-Added: Stealth effect from the Shadowstrike champion passive

Baertram:
3.2.2
-Added "Shadow cloack" + morphs support on request
-Removed not needed XML file

Baertram:
3.2.1
-Added "Blade of woe" support on request
-Changed addon code to work without XML files
-Changed addon code to strip not needed loop and get a bit more performant

3.2.0 Adapted to Clockwork City (Update 16 - game version 3.2 - API 21)

3.1.0 Adapted to Horns of the Reach (Update 15 - game version 3.1 - API 20)

2.8.1 Bump to API 19 (and embarrassingly not even tested)

2.8.0 Adapted to Homestead (Update 13 - game version 2.7 - API 18)

2.7.0 Adapted to One Tamriel (Update 12 -game version 2.6.0 - API 17)

2.6.0 Adapted to Shadows of the Hist (Update 11 -game version 2.5.5 - API 16)

2.5.0 Adapted to Dark Brotherhood (game version 2.5 and API 15)

2.3.0 Adapted to Thieves Guild (game version 2.3 and API 14)

1.3.3 Adapted to Orsinium (game version 2.2.4 and API 13)
Archived Files (17)
File Name
Version
Size
Uploader
Date
3.2.5
7kB
Baertram
05/22/20 08:17 AM
3.2.4
52kB
Baertram
12/27/17 01:25 PM
3.2.3
3kB
Baertram
12/21/17 10:51 PM
3.2.2
3kB
Baertram
12/20/17 08:37 AM
3.2.1
3kB
Baertram
12/04/17 03:09 PM
3.2.0
1kB
RunningDuck
12/03/17 09:53 AM
3.1.0
1kB
RunningDuck
08/21/17 11:19 AM
2.8.1
1kB
RunningDuck
05/27/17 03:29 AM
2.8.0
1kB
RunningDuck
02/16/17 02:30 PM
2.7.0
1kB
RunningDuck
10/08/16 11:31 AM
2.6.0
1kB
RunningDuck
08/05/16 08:30 AM
2.5.0
1kB
RunningDuck
07/02/16 08:49 AM
2.3.0
1kB
RunningDuck
03/31/16 01:48 PM
1.3.3
1kB
RunningDuck
11/03/15 04:42 PM
1.3.2
1kB
RunningDuck
09/05/15 03:09 PM
1.3.1
1kB
RunningDuck
03/08/15 09:22 AM
1.3
1kB
RunningDuck
12/09/14 11:44 AM


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Unread 12/19/17, 06:14 PM  
Zrie
 
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Forum posts: 0
File comments: 5
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Nightblade

After reading the description, I know the addon's scope is limited to in/out of combat and the blade of woe combat trigger, but I was wondering if it's functionality could be extended to include the Nightblade invisibility spell (Shadow Cloak and its morphs Shadowy Disguise and Dark Cloak).

It might be a personal pet peeve, but I use this spell a lot when going on Thieves Guild missions and finding myself with my weapon out when I am actively avoiding combat is annoying. I am not sure how the coding for this addon works, but I imagine a trigger that requires both the existing out-of-combat trigger and a new one forcing sheathe after a few seconds-- to allow for chains of invisibility-- should do the trick.
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Unread 12/04/17, 03:08 PM  
RunningDuck
 
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After version 3.2.0 (2017-12-04) Baertram joins to maintain and actually add functionality for this add-on.
Last edited by RunningDuck : 12/04/17 at 03:08 PM.
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Unread 12/03/17, 03:02 PM  
Baertram
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Here is a changed version where the addon code is a bit more optimized to only fire as the combat event firs, and to not use the loop anymore but just check if we leave combat.

And with support for blade of woe:
https://www.dropbox.com/s/vvrudw1a2v...3_2_1.zip?dl=0

Originally Posted by Lokrir
Is it possible to apply the auto-sheathing to Blade of Woe kills? Combat isn't technically started by it, but damage is down by the skill, so i'd hope its possible.

Just wondering, would be really nice when going on pick-pocketing sprees. Third pickpocket attempt = blade of woe for 100% success, so lots of sheathing when on a spree. Would be a great feature.
Last edited by Baertram : 12/03/17 at 05:57 PM.
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Unread 12/03/17, 10:02 AM  
RunningDuck
 
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Update for 3.2

Updated to support game version 3.2

@Lokrir: The add-on is just a timer coupled to the games opinion if you're in combat or not. It has no "intelligence" depending on skill use...
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Unread 10/08/17, 10:23 AM  
Lokrir

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Is it possible to apply the auto-sheathing to Blade of Woe kills? Combat isn't technically started by it, but damage is down by the skill, so i'd hope its possible.

Just wondering, would be really nice when going on pick-pocketing sprees. Third pickpocket attempt = blade of woe for 100% success, so lots of sheathing when on a spree. Would be a great feature.
Last edited by Lokrir : 10/08/17 at 10:25 AM.
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Unread 08/21/17, 11:21 AM  
RunningDuck
 
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Updated for 3.1

Version 3.1.0 is adapted to Horns of the Reach (Update 15 - game version 3.1 - API 20) and LibAddonMenu 2.0 r24. Rudimentary test of it seemed OK.
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Unread 02/16/17, 04:27 PM  
BigM
 
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Thank you!
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Unread 02/16/17, 03:15 PM  
RunningDuck
 
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Adapted to Homestead (Update 13 - game version 2.7 - API 18)

Version 2.8.0 is adapted to Homestead (Update 13 - game version 2.7 - API 18)
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Unread 10/08/16, 01:23 PM  
BigM
 
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Re: Now updated to Update 12, patch 2.6.2 API 17

Originally Posted by RunningDuck
Not thoroughly tested, so please report as a Private Message to make sure I see it in my normal mailbox.
@BigM: I don't use Minion, so I must admit I don't immediately understand. If you can pinpoint what I should do different, please tell.
It had to be on my side, I cleaned out all my addons after the last time it happened then did fresh install of all my addons now working great.
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Unread 10/08/16, 11:43 AM  
RunningDuck
 
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Now updated to Update 12, patch 2.6.2 API 17

Not thoroughly tested, so please report as a Private Message to make sure I see it in my normal mailbox.
@BigM: I don't use Minion, so I must admit I don't immediately understand. If you can pinpoint what I should do different, please tell.
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Unread 07/02/16, 05:31 PM  
BigM
 
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I installed this one after I noticed you updated it a while back. Today I seen you updated it yet Minion would not show an update and point it to the old site.

http://www.esoui.com/downloads/info2...-Sheather.html

After I uninstalled I did manual install from here when I pulled up Minion it then showed an update for it even thou I just updated from you. I did the update in Minion yet it shows linked to old file again.

http://www.esoui.com/downloads/info2...-Sheather.html

Anyway you can fix that?

Hope you understood that. :-D

Okay for some reason Minion updated it from old one after manually downloading it. This time I deleted it in Minion and then went to find and installed your version. Seems to be working as intended.

I'm sure I must have done something to make it do this, but I did update it long time ago like i said even removed old one from favorite and selected your's as favorite.

Oh well working fine now.
Last edited by BigM : 07/02/16 at 08:47 PM.
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Unread 03/31/16, 02:01 PM  
RunningDuck
 
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New 2.3.0 for update 2.3 (Thieves Guild)

Updated add-on seems to work for update 2.3 at a quick test.
(I haven't looked into the Rapid Manoeuvrer issues)
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Unread 12/09/15, 01:45 AM  
BigMons
 
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I just came back to ESO a couple of days ago. I just noticed, either you implemented something for Rapid Maneuver, or ZoS changed it. Someone just cast Rapid Maneuver on me and my guy never even unsheathed his weapons to begin with. I imagine ZoS changed it. Much better imo. So either thanks to you, or if you didn't do it, you don't need to worry about it anymore apparently. He draws his weapon if I cast it myself, but I can live with that.

EDIT: Scratch that, must have been a one off deal. Someone just cast it on me in Rawl'kha and I drew my weapons. Actually, seems hit and miss. Someone else just cast it and I did NOT draw my weapons. Who knows?
Last edited by BigMons : 12/10/15 at 10:41 PM.
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Unread 11/07/15, 06:16 AM  
votan
 
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Re: Re: Re: Add new option to sheathe after Rapid Maneuver?

Originally Posted by Jadel
Originally Posted by RunningDuck
Originally Posted by BigMons
I've requested an addon on the ESO forum regarding auto sheathing the weapon after either casting Rapid Maneuver or having someone else cast Rapid Maneuver in your vicinity where it affects you. "Stow It" currently does not do this since Rapid Maneuver does not put you into combat. The skill is quite useful, but very annoying in that it causes you to draw your weapon.

Phinix said that he/she would whip up an addon for this in about a day, but I haven't heard anything in three days. Since Stow It already offers similar functionality, I was wondering if that could be added to this existing addon. Thanks!
I'm not sure how you would like it to work:
* Always stow your weapon as soon your not in combat, regardless if you draw your weapon manually or otherwise
* Stow it after you been hit by Rapid Manouver
* Some other way?
I was looking for exactly this. Rapid Maneuver stow. I would imagine that

* Stow it after you been hit by Rapid Manouver

Would be ideal.
Already tried that. The point is: Not always...
I think maybe it has to do the distance to the caster of Rapid Manouver?!?
Because sometimes unsteath happens, sometimes not.
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Unread 11/07/15, 04:48 AM  
Jadel

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Re: Re: Add new option to sheathe after Rapid Maneuver?

Originally Posted by RunningDuck
Originally Posted by BigMons
I've requested an addon on the ESO forum regarding auto sheathing the weapon after either casting Rapid Maneuver or having someone else cast Rapid Maneuver in your vicinity where it affects you. "Stow It" currently does not do this since Rapid Maneuver does not put you into combat. The skill is quite useful, but very annoying in that it causes you to draw your weapon.

Phinix said that he/she would whip up an addon for this in about a day, but I haven't heard anything in three days. Since Stow It already offers similar functionality, I was wondering if that could be added to this existing addon. Thanks!
I'm not sure how you would like it to work:
* Always stow your weapon as soon your not in combat, regardless if you draw your weapon manually or otherwise
* Stow it after you been hit by Rapid Manouver
* Some other way?
I was looking for exactly this. Rapid Maneuver stow. I would imagine that

* Stow it after you been hit by Rapid Manouver

Would be ideal.
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