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Unread 06-14-2006, 07:56 AM  
matthewzellmer
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Re: hmmm

Quote:
Originally posted by Krylosis
found a few bugs and i can't find your thread elsewhere =)

I love your nod. a few things i've noticed is for the outfitter and metalworking/metalshaping: the tabs are reversed the abilities for metalshapping are labled as metalworking and vice versa.

also under chemistry you have the second tier beaker tile in the third tier ability column. the name is synthesis. the one you have in the second tier column is results. =)

over all your MOD is GREAT! one suggestion, make the window with the 4 levels of progress a tad larget, it currently has two line names covering the tier's durability. this is a problem when you make something after the first time you make something. because the name is displayed. =) a bit of a nuscence but still a GREAT mod and helps me do what is needed!

Krylosis
Went ahead and took some time to fix these issues today. Its a great idea about the names.

Frog Soup

Matt
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Unread 06-08-2006, 01:41 PM  
Krylosis
A Nerius Seer

Server: Blackburrow
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hmmm

found a few bugs and i can't find your thread elsewhere =)

I love your nod. a few things i've noticed is for the outfitter and metalworking/metalshaping: the tabs are reversed the abilities for metalshapping are labled as metalworking and vice versa.

also under chemistry you have the second tier beaker tile in the third tier ability column. the name is synthesis. the one you have in the second tier column is results. =)

over all your MOD is GREAT! one suggestion, make the window with the 4 levels of progress a tad larget, it currently has two line names covering the tier's durability. this is a problem when you make something after the first time you make something. because the name is displayed. =) a bit of a nuscence but still a GREAT mod and helps me do what is needed!

Krylosis
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Unread 06-06-2006, 02:59 PM  
matthewzellmer
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MISSING!!

Quote:
Originally posted by Zareous
I was wondering if some of the sets are missing from the lvl's 51 +. I can find all of the counter buttons that show up for my 47 carpenter, but my wife tried and said she could not find her higher lvl counter spell buttons and had to go to her knowledge book. She is a provisioner and makes food, and was wondering if we are both just missing something, or if they are really not there. This is a wonderful asset to anyones UI...You did an excellent job. Thanks for all the time you put into it and sorry if my question was addressed somewhere else that I missed.
Zareous and Atomico!

You are right about the missing lvl's! I couldn't find a resource that housed them all. If you could post the names of the tradeskill abilities and what they are used for (tailor, woodcraft etc.) then I will add them to the mod.

-Frog Soup

Last edited by matthewzellmer : 06-06-2006 at 03:00 PM.
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Unread 06-05-2006, 05:53 AM  
atomico
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Fletching skill

hello i use this interface but i saw that fletching skill are incorrect... skill liv 1 and liv 2 are ok but liv 3 and 4 don't match...
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Unread 06-04-2006, 12:37 AM  
Zareous
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Server: Antonia Bayle
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I was wondering if some of the sets are missing from the lvl's 51 +. I can find all of the counter buttons that show up for my 47 carpenter, but my wife tried and said she could not find her higher lvl counter spell buttons and had to go to her knowledge book. She is a provisioner and makes food, and was wondering if we are both just missing something, or if they are really not there. This is a wonderful asset to anyones UI...You did an excellent job. Thanks for all the time you put into it and sorry if my question was addressed somewhere else that I missed.

Last edited by Zareous : 06-04-2006 at 12:40 AM.
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Unread 06-03-2006, 06:09 PM  
Taylinn
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Server: Everfrost
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Exclamation Love the MOD

Updated it so that I now have all tiers, that is great. But I have the same problem as stated in rply below, I have a basic knowledge of html, but have been unsuccessful as this far and cannot get the Handwork key to work correctly. Hope that you might have time to fix this, or possibly point me in the right direction so that I can fix it myself.

Love the using the mod, saves a lot of time.

Taylinn
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Unread 05-31-2006, 06:20 AM  
Rampardt
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I am new to EQ2 and this mod helped a ton!

I just found one small issue with the mod. Since I am new I might be one of the few still starting up TS and using low end skills. The "Handwork" for fletching is trying to cast "Hand work". That space causes the skill to not be found.

I corrected my own copy by updating my version of the XML but I thought I would let you know.

Thanks for a very useful mod!
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Unread 05-29-2006, 11:34 AM  
cfwarde
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Server: Crushbone
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I LOVE THIS MOD!

Great job on a great mod!

There is ooly one thing I would fix and that would be if you could arrange the button so all the buttons that affect only progress are in orw one, column one, all the affect durability only are in row 1 coumln 2, etc?

I ask for this as I do not know all the buttons and trying to jump around is extreemly hard to do.

Otherwise keep up the great work.

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Unread 05-28-2006, 08:07 AM  
Khallin
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Server: Antonia Bayle
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Re: You can use this comment section for FAQ.

Looks like a great mod, and a much needed improvement over the default. Being new (<2 weeks) to EQ2, the crafting was a bit confusing in some points (specifics, not the overall process).

The only problem I've seen (from a quick look after installing this) is that both the "Spells" and "Recipes" buttons bring up the same "Spell List".

The only other suggestions I'd have:

1) Grey out skills that you don't have in your Knowledge Book yet (and maybe add tooltips & ability to drag onto a hotbutton).

2) Re-format the recipe list into a tree version (like quests), although I'm not sure if it's doable. It'd be nice to be able to sort the raw recipe list into a tree by item type, at least. Or multiple sort styles - tier, difficulty, item type, etc. Although having the Crafters Equipment sub-window will help with that.

Great job on this, looking forward to using it more!
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Unread 05-05-2006, 07:04 AM  
Brorim
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Thumbs Up Getting better and better :)

It's like the wheel . you wonder you didnt think about
it yourself .. I'll allmost call you a a genius but .. hey lets
stand back abit

Great thing .. Love it and its now a permanent part of
my UI ..

Yours

Brorim .
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Unread 05-03-2006, 12:24 PM  
Pixi
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Awesome mod with a ton of great features.

But (of course hehe) is there any chance you could, perhaps, make a version with the original style progress/durability meters? The pristine level is partly blocked by the item name when doing stuff that has long names.
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Unread 05-01-2006, 10:22 PM  
PilotMan
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Server: Vox
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Great Mod...But...

Great Mod, but I found a little problem with the Outfitter section

On the Tier two spells (Dextrous, Binding, Embroidery as currently listed from the top to the bottom)

Should be (According to the pictures top to bottom) Binding, Dexterous (correct Spelling), Embroider
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Unread 04-30-2006, 12:53 AM  
GCT
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Great mod!

I'm new to the game, and this mod took some of the confusion out of crafting for me. Yeah... I found out at level ten that I actually had to push buttons. No wonder I was never making anything good!

A couple of things...

Please please PLEASE add tooltips for the skill buttons. It kind of defeats the purpose of having them right there if you have to look back to see what they do all the time. I'm an old fart and I can't memorize them all.

Tailoring is... umm... fuxxored. The first row of skill buttons work, but thats it. I'm a level 15 Outfitter and the second row does not correspond to my level 10 skill buttons at all.

So, I think it would be good to double check the skill set buttons. I know it's an awful lot of work and I know you do it in your spare time, but I think it really needs to be done.

Also, I notice sometimes I have to double click one of the buttons instead of single clicking to get it to work, but most of the time a single click does it. Kind of annoying when I miss an event that way because I KNOW I clicked it. Then there are the other times where I think I should double click it just incase, but it ends up setting off the skill twice in a row. That might just be lag, though, so I don't think you can do anything about it unless you find a different way of handling the buttons through the code.

EDIT: Just saw that you know about the Tailoring one.

Last edited by GCT : 04-30-2006 at 12:55 AM.
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Unread 04-24-2006, 09:47 AM  
matthewzellmer
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What?!

Quote:
Originally posted by Minnimowse
You should make it so we can switch out from our book what our current skill level is for each craft. Like I'm a carpenter, and would really like it so that my sculptin abilities were updated to say for durability, we have Halving Joint, Fixate, and Welding. For Progress, we have Mortise Joint, Establish, and Flux. It's the same for the other skills like for Geocrafting, Thaumaturgy, ect ect... would just really want the updated skills for what level. I wish you can trade out the skills for whatever skill level you are at.

Over all, this is a great mod for the tradeskiller. I love it but for that one thing of not having updated skills. So for now, I have my knowledge book open (as I don't like making hotkeys for this kinda stuff)... But if it were switchable, it would be great.

Thanks for listening to my ramblings.
Ok... not to sure what you are asking here.... Are you saying I am missing some buttons? I thought I got all of um in there. I have a button for each skill, if you dont have the skill, the button wont work! Just compare the knowledge book with the hotbuttons I made to figure it out. BTW the tailoring one is fubar but im fixing it today.

Frog Soup
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Unread 04-24-2006, 09:40 AM  
matthewzellmer
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Re: Tailoring

Quote:
Originally posted by xorph1
I just got this ui a little while ago and the Tailoring buttons are messed up there mixed up from what they should be
Ill take a look at it. Which ones are mixed up?

Frog Soup
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