Shout out to @code65536 - Changing the NM scoreboard into a skirmish timer

NoticeMeArkay
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I usually don't make any posts in regards of addons, I just simply recommend one in the comments if somebody expresses a need.

But this player changed the Night markets permanently visible scoreboard into a timer for the skirmishes instead.
I'm not trying to put any shade on the developers with this one, but personally the scoreboard was of absolutely no use to me.
Being able to have a sideeye on the skirmish timers while leading a group through multiple districts added a lot more to my experience than the scoreboard did.
No more F5 > F while dodging mobs on the run.

If you feel the same, look up "Improved Night Market HUD" on Minion.

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  • Radiate77
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    Wow; this looks great. Thanks, @code65536
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • tsaescishoeshiner
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    That really is what should be there instead. I get why they want the scoreboard, but it's not really competiton-focused content. Everyone is doing it for the other rewards or just for fun.
    PC-NA
    in-game: @tsaescishoeshiner
  • LootAllTheStuff
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    Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.
  • NoticeMeArkay
    NoticeMeArkay
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    Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.

    I can't think of any addon from the top of my head but I bet any notification or chat addon might offer something to push these pop up notes to the chat instead or cancel them entirely.
  • Techwolf_Lupindo
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    Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.

    Thankfully, they only pollute the screen for a few minutes as 75 kills go by quick in a decent size group and kills in another district but in same group even count for this quest.
  • M0R_Gaming
    M0R_Gaming
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    Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.

    Kyzderps offers a setting to turn that off (specifically for blood on the sands), though it only works if you play in english.
    Edited by M0R_Gaming on May 15, 2026 8:55PM
    • PC/NA - PvP/PvE AD Sorc main
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  • code65536
    code65536
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    Side note: It's available for console too. ;)
    Nightfighters ― PC/NA and PC/EU

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  • Hotdog_23
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    Many thanks to code, I have been using it now for over a week. It is helpful. It seems to bug out at times, and the timer does not seem to work properly but overall, it works great. Also love the auto claim tomes as well. Thanks for helping and supporting your console brothers and sisters. :)
  • code65536
    code65536
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    Hotdog_23 wrote: »
    It seems to bug out at times, and the timer does not seem to work properly

    Unfortunately, that is a game bug, where the game is reporting incorrect information, and as such there is nothing that I can do about that.

    The information displayed by the addon should be identical to what it shown if you dig up the base game UI, and if there is an error in what the addon displays, then that same error should appear in the base game UI as well.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
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    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Reginald_leBlem
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    code65536 wrote: »
    Hotdog_23 wrote: »
    It seems to bug out at times, and the timer does not seem to work properly

    Unfortunately, that is a game bug, where the game is reporting incorrect information, and as such there is nothing that I can do about that.

    The information displayed by the addon should be identical to what it shown if you dig up the base game UI, and if there is an error in what the addon displays, then that same error should appear in the base game UI as well.

    This has been my experience as well.

    Absolutely fantastic addon, thank you for this
  • Trier_Sero
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    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
  • virtus753
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    Trier_Sero wrote: »
    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.

    That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.

    It is an issue ZOS will need to fix.

    Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.
  • Kiyakotari
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    It's also great that this addon can simply turn off the display, since it can't be moved and sits right on top of prime real estate where many people place a mini-map. Bravo, @code65536 and thank you!
  • guarstompemoji
    guarstompemoji
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    This is a fantastic addon. Code, ty.
  • Jacozilla
    Jacozilla
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    Kiyakotari wrote: »
    It's also great that this addon can simply turn off the display, since it can't be moved and sits right on top of prime real estate where many people place a mini-map. Bravo, @code65536 and thank you!

    It can be moved. The UI element is the same for showing other info types as well (forgot name but easily seen using UI unlock toggle with addons that allowing moving base frames)

    There may be more, but I use 2 that allow this UI frame to be moved. Azurah and LUI.
  • FlopsyPrince
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    This should be in the game, not something that requires an addon.

    I am very grateful to have some addons now on the PS5 but I keep hitting "too many items are queued" going into new zones already so adding another addon is very unlikely for me.
    PC
    PS4/PS5
  • James-Wayne
    James-Wayne
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    The scoreboard calculation was flawed from the start, it should have been based on average player numbers per faction, there is no point in having it take up screen real estate.

    Hopefully ZOS can adjust this for the next version later in the year.
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  • code65536
    code65536
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    I am very grateful to have some addons now on the PS5 but I keep hitting "too many items are queued" going into new zones already so adding another addon is very unlikely for me.

    Not all addons have the same footprint or impact. One inefficient addon can have more footprint and performance impact than dozens of efficient addons. For example, on PC, I deleted an addon many years ago when I discovered that it was so inefficient that its impact on load screen times was several times higher than every one of my own addons combined.

    Understandably, the vast majority of users of addons are not inspecting what each addon actually does, so most users mentally assign the same weight to each and get concerned when there are "too many" addons, but in reality the "weights" of each addon can vary from a feather to a brick.

    In the specific case of this Improved Night Market HUD, I'm reusing the existing scoreboard UI, not creating anything new. So while it may look like I've replaced the scoreboard, I've actually only modified how it works. The downside is that this limits what I can do. People have asked me if I could label the districts instead of using icons, and no, because I'm reusing the existing UI instead of creating a custom one, it means I'm limited to the icon-and-text format of the scoreboard. But the big upside is that this approach has virtually zero additional memory or performance impact (and it's also easier).

    Finally, there are no in-game error messages that say "too many items are queued", so it sounds like an issue with a specific addon. As for which, I can't say for sure.



    (Also, both PC and console are being flooded by a deluge of AI-generated slop addons that do bizarre things under the hood. But on the PC side of things, the existence of a mature addon ecosystem means that the AI slop hasn't gained much foothold, but unfortunately the same cannot be said for console.)
    Edited by code65536 on May 18, 2026 2:26AM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Necrotech_Master
    Necrotech_Master
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    virtus753 wrote: »
    Trier_Sero wrote: »
    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.

    That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.

    It is an issue ZOS will need to fix.

    Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.

    even the map icon is not 100% reliable lol

    ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • virtus753
    virtus753
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    virtus753 wrote: »
    Trier_Sero wrote: »
    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.

    That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.

    It is an issue ZOS will need to fix.

    Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.

    even the map icon is not 100% reliable lol

    ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though

    I’d estimate the crossed swords appear between 5 and 10 minutes prior to the skirmish actually activating. They definitely start at least 3 minutes prior, but I think it’s at least 5. The skirmish will therefore not yet be active for several minutes when the swords first appear, and that could certainly make it look like the map icon is wrong.

    What did your skirmish timer say when you were there and the skirmish showed crossed swords but wasn’t (yet) active? If the skirmish was not meant to activate at all per your timer, then I wonder if the timer was wrong instead.

    Then again, in Galen the vents sometimes have “false starts”—an issue that also appeared (or at least we saw the same symptoms) during the Solstice event. In those cases they update(d) pretty quickly, though.
  • LootAllTheStuff
    LootAllTheStuff
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    virtus753 wrote: »
    virtus753 wrote: »
    Trier_Sero wrote: »
    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.

    That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.

    It is an issue ZOS will need to fix.

    Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.

    even the map icon is not 100% reliable lol

    ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though

    I’d estimate the crossed swords appear between 5 and 10 minutes prior to the skirmish actually activating. They definitely start at least 3 minutes prior, but I think it’s at least 5. The skirmish will therefore not yet be active for several minutes when the swords first appear, and that could certainly make it look like the map icon is wrong.

    What did your skirmish timer say when you were there and the skirmish showed crossed swords but wasn’t (yet) active? If the skirmish was not meant to activate at all per your timer, then I wonder if the timer was wrong instead.

    Then again, in Galen the vents sometimes have “false starts”—an issue that also appeared (or at least we saw the same symptoms) during the Solstice event. In those cases they update(d) pretty quickly, though.

    That would be similar to dolmens, then - if you happen to be at one just when the crossed swords appear on their map icon, it will take a few seconds for the cultists to spawn in and initiate the whole sequence. That's actually nice, because it gives players a little extra time to get to the location.
  • virtus753
    virtus753
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    virtus753 wrote: »
    virtus753 wrote: »
    Trier_Sero wrote: »
    Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.

    That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.

    It is an issue ZOS will need to fix.

    Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.

    even the map icon is not 100% reliable lol

    ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though

    I’d estimate the crossed swords appear between 5 and 10 minutes prior to the skirmish actually activating. They definitely start at least 3 minutes prior, but I think it’s at least 5. The skirmish will therefore not yet be active for several minutes when the swords first appear, and that could certainly make it look like the map icon is wrong.

    What did your skirmish timer say when you were there and the skirmish showed crossed swords but wasn’t (yet) active? If the skirmish was not meant to activate at all per your timer, then I wonder if the timer was wrong instead.

    Then again, in Galen the vents sometimes have “false starts”—an issue that also appeared (or at least we saw the same symptoms) during the Solstice event. In those cases they update(d) pretty quickly, though.

    That would be similar to dolmens, then - if you happen to be at one just when the crossed swords appear on their map icon, it will take a few seconds for the cultists to spawn in and initiate the whole sequence. That's actually nice, because it gives players a little extra time to get to the location.

    Yeah, that’s why I think it might be intended (although with the number of bugs around, who really knows). In case people are checking the map but not the skirmish timer, it acts like a way to draw players to the (soon to be) active site.

    At first it felt very odd because dolmens and other incursions only get their crossed swords just as the whole thing is starting (within a few seconds of the opening sequence), whereas skirmishes do have that substantial delay from the crossed swords going up until they actually start. But Night Market is a lot messier to get around than overland, so yeah the extra warning is nice, even if it means I can’t tell when it’s in its warning phase vs. actually in progress until I get there.
    Edited by virtus753 on May 18, 2026 3:14PM
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