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Unread 09-10-2010, 11:10 AM  
Papabard
A Griffon
 
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Server: Unrest
Forum posts: 647
File comments: 45
Uploads: 3
I noticed with this and with Pooka updated versions that they don't work with custom UI's that have a Persona window. I can't get it to work with Profit and not sure if its just needing additional Parent's to get to the correct info area.
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Unread 09-07-2010, 05:33 AM  
Mistal
Premium Member
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Server: Everfrost
Forum posts: 59
File comments: 37
Uploads: 5
it works...

version 1.6 works a treat .. thanks
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Unread 09-06-2010, 08:16 PM  
Tuirse
A Brown Bear

Server: Antonia Bayle
Forum posts: 13
File comments: 10
Uploads: 0
Thank You!

I'm pursuing tradeskilling for this double xp weekend and your mod has turned out to be the bee's knees for harvesting and bags - and thank you for tweaking the background, too... your quick response to my question was great!
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Unread 09-06-2010, 10:29 AM  
keezyrick
A Griffon
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Server: Guk
Forum posts: 194
File comments: 25
Uploads: 16
Re: ToolTips

The pathing of the tooltips relies on the Character window to get information about your skills. If Profit has not maintained the Default interface path to the skills, the tooltips will not be populated with data. This can be fixed to work with Profit, but it will require modifying and maintaining a separate version for Profit since the pathing is apparently different than that of Fetish or the Default.

I will look into it and perhaps provide you with some editing assistance or a one-off version for Profit.

UPDATE:
I have reviewed the Profit persona window (Character) and it is using the original layout. If you download version 1.6 from the Archives of this mod, you should see the correct tooltip functionality.

Let me know if that works for you.

Quote:
Originally posted by Mistal
Hi there
I just downloaded your mod and overwrote the files but I am still not getting the tooltips (harvest skill info)

I'm using profitUI, the mod works perfectly apart from the tooltip... any idea what i'm doing wrong?

thanks
Mistal

Last edited by keezyrick : 09-06-2010 at 01:05 PM.
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Unread 09-06-2010, 01:15 AM  
Mistal
Premium Member
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Server: Everfrost
Forum posts: 59
File comments: 37
Uploads: 5
ToolTips

Hi there
I just downloaded your mod and overwrote the files but I am still not getting the tooltips (harvest skill info)

I'm using profitUI, the mod works perfectly apart from the tooltip... any idea what i'm doing wrong?

thanks
Mistal
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Unread 09-03-2010, 08:33 PM  
keezyrick
A Griffon
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Server: Guk
Forum posts: 194
File comments: 25
Uploads: 16
Re: No Backgroud

There is no background on this mod. My preference was to make it just slightly visible on the screen. I can add one that can be controlled by the background transparency function slider. I will toy with it in the morning and post something to try.

Quote:
Originally posted by Tuirse
Thanks for this great window!

For some reason I can't get the background (such as the one in your demo screenshot) to show up. I've got it installed correctly, and I really like it, but it's hard to see without the background and frames.

Any ideas?

Thanks!
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Unread 09-03-2010, 06:33 PM  
Tuirse
A Brown Bear

Server: Antonia Bayle
Forum posts: 13
File comments: 10
Uploads: 0
No Backgroud

Thanks for this great window!

For some reason I can't get the background (such as the one in your demo screenshot) to show up. I've got it installed correctly, and I really like it, but it's hard to see without the background and frames.

Any ideas?

Thanks!
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Unread 09-02-2010, 01:46 PM  
keezyrick
A Griffon
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 194
File comments: 25
Uploads: 16
Sorry I didn't get this updated sooner. I actually fixed it as soon as the GU happened, but forgot I posted the mod on this site =P I mostly do these things for personal use.

I will have a posted fix this evening.

Quote:
Originally posted by Dominoe
I use this mod all the time and was also disappointed the new GU seems to have affected its mouseover capabilities. Now when mousing over instead of getting the xxx/xxx skill numbers you get: Parent.Parent.Persona.MainPage.TabPages....Status.LocalText. It's quite long so I won't type it all out here. I hope there is a workaround? A line of code we could manually change?

Last edited by keezyrick : 09-02-2010 at 01:53 PM.
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Unread 08-21-2010, 03:44 PM  
Dominoe
A Coastal Crab

Server: Unkown
Forum posts: 1
File comments: 1
Uploads: 0
I use this mod all the time and was also disappointed the new GU seems to have affected its mouseover capabilities. Now when mousing over instead of getting the xxx/xxx skill numbers you get: Parent.Parent.Persona.MainPage.TabPages....Status.LocalText. It's quite long so I won't type it all out here. I hope there is a workaround? A line of code we could manually change?
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Unread 08-13-2010, 10:24 AM  
jnewton
A Sea Turtle

Forum posts: 30
File comments: 10
Uploads: 0
GU#57 breaks part of Harvest Bar

While testing ProfitUI yesterday in the new UI on the test server, I also loaded your neat harvesting info tool. The pop up window with the list of harvest nodes by tier worked fine. Unfortunately the ring with the current harvesting stats did not. I suspect it has sometime to do with the way they are reworking the main hud.
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Unread 08-06-2010, 05:46 PM  
jnewton
A Sea Turtle

Forum posts: 30
File comments: 10
Uploads: 0
Thank you for a nice little mod. Works great with ProfitUI. Had a few problems earlier, but since you fixed the Fetish dependent parts, looks real nice.
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Unread 09-09-2009, 10:37 PM  
keezyrick
A Griffon
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 194
File comments: 25
Uploads: 16
Re: Re: Re: Simple suggestions

I did not test the Escape sequence in regards to other windows. As I stated, I don't use that feature, so once I checked that it responded fine, I posted it.

It turns out that the topmost window to use the command IsCancel will have and effect on all the other windows at and below that level. Since this window resides at the same level as the MainHUD, it messes with everything.

So I booted that code and opted for a hack that I forgot I had in there and it works fine and is a cleaner implementation.

Now for the dirty implementation. The use of the pull down for storing settings is nice, but it is limited. In order to give you four states of settings, I had to opt for a little bit dirtier hack.

The Escape key is now controlled by the pull down and the AlwaysOnTop feature is controlled by the Frame opacity setting. This way the two are completly independent. You can now have both on, both off, or one or the other. This is not possible in the pull down method since only 3 states are available.

I don't really like this method, but it serves the purpose and once you set it you can forget it.
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Unread 09-09-2009, 03:28 PM  
ScorchingIce
A Crazed Gnoll
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 23
File comments: 21
Uploads: 6
Re: Re: Simple suggestions

This is unfortunate but I need to post this.

I am not sure of the method you used to make the window not close on escape, However when this is in effect, it is in effect for everything in the game.

Escape no longer works at all.

I cannot cancel targets, I cannot close windows that used to close with escape, anything. This Stops the use of escape for all things not just your mod.

And while I am posting this, Can I request one of the modes being

Escape Disabled / Always On Top Disabled.

Thanks
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Unread 09-08-2009, 10:04 AM  
keezyrick
A Griffon
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 194
File comments: 25
Uploads: 16
Re: Simple suggestions

I posted an update that should address your request.

Quote:
Originally posted by ScorchingIce
#1 Make the window by default not close on escape instead of having the users modify the XML file themselves. You already have an icon to close the window. (Anyone else agree?)
Maybe not the 'default', but it is now a choice to make your default. Just set window Frame on and it responds to Esc key.

Quote:
#2 The window stays on top of all other windows. If I open the in game browser, this stays on top of it. This mod looks so nice and blends so well I like to leave it up at all times however with it staying on top of other windows, it can get in the way.
I personally love having the window on top so bags and other windows don't hide my harvest bar (it can get buried). However, if you want this, set Frame and Title on and you get both Esc and a floating window.

Great feedback, thanks.
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Unread 09-07-2009, 12:24 PM  
ScorchingIce
A Crazed Gnoll
Interface Author - Click to view interfaces

Server: Guk
Forum posts: 23
File comments: 21
Uploads: 6
Simple suggestions

These are not criticisms as much as simple suggestions.

#1 Make the window by default not close on escape instead of having the users modify the XML file themselves. You already have an icon to close the window. (Anyone else agree?)

#2 The window stays on top of all other windows. If I open the in game browser, this stays on top of it. This mod looks so nice and blends so well I like to leave it up at all times however with it staying on top of other windows, it can get in the way.

Again these are not to criticize the mod in anyway. The mod is a great and wonderful tool designed with a very nice look/feel that makes it blend in very nicely with the game. The heroic opportunity style look was a great idea. These are just pointing things out that may better the mod for the people that use it.

Thanks for the wonderful mod.

Wildsong - Guk

Last edited by ScorchingIce : 09-07-2009 at 03:36 PM.
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