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-   -   Seagoat's UI Mods (https://www.eq2interface.com/forums/showthread.php?t=5808)

Dannoc 03-11-2009 10:35 AM

Seagoat,

Your target rings are something to be very proud of, awesome work. Any chance of getting a target ring for a guild named Knights of the Shadow Dragon (Crushbone server)? I am looking forward to seeing what you come up with if you have time to do so.

Also, I have not seen it yet but do you have any plans of releasing your UI mods as a complete set? Sorry if I missed it but I would switch over to it if one were released.

Best wishes,
Dannoc

Seagoat 03-11-2009 03:32 PM

jhckyman, emeralddawn, and Dannoc: Sorry I'm a bit slow in replying (especially to jhckyman!). I'll see what I can do. :)

Dannoc, when you have time, please give me some more details! What is your guild's heraldry/colors/theme? (You can send me a mock-up of your guild cloak by using the Cloak Designer link in my sig.) Thanks in advance! ;)

Dannoc 03-12-2009 07:55 PM

Seagoat,

Sorry about that, the cloak design we have is not too bad but I thought there was not enough color to work with. Here is a link to what we are using atm. http://eq2gallery.com/cloak/?id=08010700010103
If you feel the need to modify anything to make the sig "pop" feel free. Our overall guild mentality is honor and respect as well as adventuring and helping friends.

Dannoc

Seagoat 03-12-2009 08:49 PM

Dannoc: No worries! I can work with any color -- even shades of grey and black :) -- and I like to incorporate the guild emblem (and sometimes the border and/or pattern) if I can.

Madmoxi 04-05-2009 11:43 AM

Inventory mod
 
Hi,
I like your inventory mod but the auto drop box is so small I constantly miss it, is it possible to make it use the paperdoll area to auto inventory items placed in it like a mod I had but is no longer compatible with GU51?

Seagoat 04-05-2009 03:17 PM

If you can give me the name of the UI mod that does this, I can poke around inside and see how they achieved it, then determine whether or not it's possible and/or a good idea to add that functionality. :)

Madmoxi 04-06-2009 08:13 AM

I no longer remember where I got the mod from but I do still have it, is there a way I can send it to you or post it here for you to look at?

Thanks =)

Seagoat 04-06-2009 10:17 PM

Sure thing. :) Just attach the XML file (or a zipped version) to an email addressed to angela @ lunaclick . net -- removing the spaces, of course.

Seagoat 04-10-2009 11:22 PM

Ok, after taking a look at the file you sent me via email and tinkering with my Inventory mod, it looks like this is the situation...

=====

The technical stuff:

If I put a second "auto-bag" element in the paperdoll area, you will no longer be able to mouse-grab the paperdoll and rotate it. Additionally, any subsequent auto-bag elements are rendered useless (and removing them would prompt a rearrangement of the elements in the bottom portion of the window to make better use of the space).

I tried adding the "DragAccepts" attribute with the value "icon" to the paperdoll and leaving the original auto-bag element in place, but that alone won't allow the paperdoll to accept drag-and-drop items. Looks like the auto-bag function is tied to the element named "AutoInventory" exclusively. Changing the new auto-bag element to include the "Type" element with the value "PaperDoll" doesn't work either.

=====

In a nutshell:

"AutoInventory" can't look like a paperdoll, and "PaperDoll" can't act like an auto-bag. Overlaying the two results in one or the other becoming non-functional, depending on which element is on top.

=====

It's a good idea, and it would be something I'd love to implement, but because of the way the various elements behave and receive their information from the game server, it's not something I'll be adding. I'm just not prepared to lose the ability to twirl my paperdoll, especially after having recently added in the vertical-position and zoom controls. :)

I'd be THRILLED if another modder could prove me wrong, though, and suggest a way to have our proverbial cake and eat it too.

gm9 04-11-2009 06:06 AM

Quote:

Originally Posted by Seagoat (Post 82443)
I'd be THRILLED if another modder could prove me wrong, though, and suggest a way to have our proverbial cake and eat it too.

Of course I could never resist that. :)

It should work if you move the paperdoll out of the GeneralPage. You'll still get the wrong mouse cursor on the paperdoll but you will be able to control it (as long as it's "below" the GeneralPage and the GeneralPage has AbsorbsInput=false). If that alone doesn't do it I'll double check but I know it can be done.

Seagoat 04-11-2009 09:28 AM

Quote:

Originally Posted by gm9 (Post 82448)
Of course I could never resist that. :)

It should work if you move the paperdoll out of the GeneralPage. You'll still get the wrong mouse cursor on the paperdoll but you will be able to control it (as long as it's "below" the GeneralPage and the GeneralPage has AbsorbsInput=false). If that alone doesn't do it I'll double check but I know it can be done.

LOL Thanks, gm9! ;) I'll give it a shot and see what happens...

Rythus 04-27-2009 07:05 PM

new target ring please :)
 
Hi seagoat! Ive moved guilds since the last ring you made me, which everyone really loved! i was hoping you could make me one for the new guild. Guild name is maelstrom, so im looking for some sort of a tempest/hurricane thing maybe, or perhaps a void tempest :p heck, itd even spin like a hurricane

rhyoin 05-04-2009 11:56 PM

Seagoat..Been away for awhile..long time infact..but was wondering what came of the targeting ring? ( pirate ship with a skull in the forfront)

Seagoat 05-05-2009 07:52 AM

It's still sitting here on my hard drive, waiting for a chance to come along so I can pick up work on it again. ;) Been busy with RL work -- gotta pay those bills -- and the graphics-related hobbies are usually the first to fall by the wayside.

Proto21 01-13-2010 01:52 PM

ok just curious i run EQ2 with the black bars im going to assume you dont (the top/ bottom making the screen smaller since its covered by crap anyway and improves fps of wasted space) anyway i downloaded the XP bar ui mod, and when placed upon the black bar it goes invisible till moused over, but works fine on the regular screen. any thought as to why it does that on the black sections, but not game area?

Seagoat 01-13-2010 03:31 PM

Quote:

Originally Posted by Proto21 (Post 87719)
ok just curious i run EQ2 with the black bars im going to assume you dont (the top/ bottom making the screen smaller since its covered by crap anyway and improves fps of wasted space) anyway i downloaded the XP bar ui mod, and when placed upon the black bar it goes invisible till moused over, but works fine on the regular screen. any thought as to why it does that on the black sections, but not game area?

Check out the bug tracker on my portal. :)
http://seagoat.eq2interface.com/port...wbug&bugid=179

gm9 01-13-2010 03:33 PM

disable the option to hide window frames in the letterbox area (it's somewhere in options)

Proto21 01-17-2010 12:42 PM

Quote:

Originally Posted by Seagoat (Post 87724)
Check out the bug tracker on my portal. :)
http://seagoat.eq2interface.com/port...wbug&bugid=179

ok will do if GM's idea doesnt work

Quote:

Originally Posted by gm9 (Post 87725)
disable the option to hide window frames in the letterbox area (it's somewhere in options)

ill look around so far havent seen anything, but there are a ton of options so it will probably take a while to find it

Proto21 01-17-2010 12:47 PM

Sorry for the DP, but this is a separate Idea. Seagoat I dont know if you are still bogged down, but there is a UI mod i have used forever, and with the addition of the last GU where they added achievements it broke it.
http://www.eq2interface.com/download...JournalUI.html
A journal with new tabs on it allowing you to access in game info about writs, HQ's etc. Im curious of there is something you may be able to do with this to allow it to work again, and add your personal touch of greatness :). Anyway I have no issues helping to find updated information in each of the sections, and new HQ's etc as they come out, but my self I have no clue how to mess with UI/mod. Just an idea thanks.

Seagoat 01-17-2010 01:21 PM

1 Attachment(s)
What GM said is what's posted in the bug tracker on my portal. ;D

I've actually got a partially modded journal file that I've been using for a while. Been busy with work and hospital stays, so it hasn't been fully tweaked or released for public consumption. Once I have the time to sit down and redo the mod, I'll release an update. :) Meanwhile, I'm attaching the file as it stands now in case you or anyone else would like to use it.

Proto21 01-18-2010 12:03 PM

Quote:

Originally Posted by Seagoat (Post 87789)
What GM said is what's posted in the bug tracker on my portal. ;D

I've actually got a partially modded journal file that I've been using for a while. Been busy with work and hospital stays, so it hasn't been fully tweaked or released for public consumption. Once I have the time to sit down and redo the mod, I'll release an update. :) Meanwhile, I'm attaching the file as it stands now in case you or anyone else would like to use it.

Cool ill take a look at it :)

Seagoat 05-25-2010 09:50 AM

Just a note to remind everyone: I don't think my quest journal mod (any incarnation) is compatible with GU56. When I get the time and can add in the Storyline section, I'll post an update. :)

Seagoat 05-25-2010 09:58 AM

In other news, my Cloak Designer is now open for guild heraldry submissions. :nana:

Please head over and register for a free account, then submit yours to be one of the first guilds in the database!

Seagoat 08-18-2010 11:08 AM

1 Attachment(s)
Here's a fix for my Experience mod that will keep it working with the new UI changes. I have a few more bits I want to throw in there before I put out an official update, but this should tide you guys over until then. :)

Seagoat 09-20-2010 10:20 AM

I've finally got an update to my XP bars posted! It includes a slight name change to Seagoat's Modular Experience Bars, a reworking of the mod to reflect the new code structure, and the addition of the EQ2 game menu and the SC Marketplace buttons.

Enjoy! :)
http://www.eq2interface.com/downloads/info4202.html

My next project will be redoing my Inventory and Inspect Player mods (from scratch, ugh). Stay tuned!

Mareid 11-11-2010 07:45 AM

Love it, and thanks!

Midgetoflife 11-23-2012 06:36 AM

Anychance of a Carolina Hurricane target ring? :)
Would be awesome for my wife and I :)

Richaer 07-30-2014 10:13 AM

Compass
 
Hi! installed your compass for EQ2 & really do appreciate it. For some reason, it is invisible until I type in the command
/show_window MainHUD.Compass
then it appears. But I have to do that every time I log in. The clock is visible from login, and once the compass is visible, mousing over the new clock will snap it in place next to the compass.

Where do I change what so this happens automatically, in particular the show compass? I am not afraid to edit XML although I do not know how to program it.

Thanks!

Seagoat 07-30-2014 11:19 AM

Quote:

Originally Posted by Richaer (Post 105314)
Hi! installed your compass for EQ2 & really do appreciate it. For some reason, it is invisible until I type in the command
/show_window MainHUD.Compass
then it appears. But I have to do that every time I log in. The clock is visible from login, and once the compass is visible, mousing over the new clock will snap it in place next to the compass.

Where do I change what so this happens automatically, in particular the show compass? I am not afraid to edit XML although I do not know how to program it.

Thanks!

Hmm. I'm not sure of any specific reason why this would happen; I haven't had any problems like that. :(

You can try right-clicking on the compass and selecting "Window Settings." Click the "Default Location" button...you'll have to reposition the compass, but it may help with your problem.

You can also try opening your UI settings file (named [Server]_[Character]_eq2_uisettings.xml in the EverQuest II game directory) in a text editor and making sure the following lines appear in some fashion, under the MainHUD module:
Code:

<Window Name="Clock" alignment="3" alignment_offset="-293,-196" backdrop_mo_o="0" backdrop_n_o="0" click_through="true" frame_mo_o="0" frame_n_o="0" size="65,63" visible="true" window_style="0" />
<Window Name="Compass" alignment="1" alignment_offset="0,20" locked="true" size="290,55" visible="true" window_style="1" />

(The key bit is visible="true")

Let me know if either of these help! :)

Richaer 07-30-2014 03:10 PM

The "visible=true" was missing. Adding it to the compass line fixed the visibility at login. Odd that the clock doesn't care (it is missing there too).
Thank you! I never would have figured that out.

The clock popping into place is minor - that is just a wave of the hand each time - no typing required! LOL I'll look over the location settings later when I have time.

Thanks again... That compass is exactly what I wanted!

Seagoat 07-30-2014 09:31 PM

Glad I could help, and super glad you like it! ;D

Seagoat 09-14-2017 09:50 PM

*Sneaks In*
 
Well, hey guys :)

It's been a looong time, but I'm getting back into mods again. I need to document and package the newest version of my XP bars, but I wanted to check for suggestions first!

Here's the piece as it stands now:


The bars are still modular and can be hidden and shifted pretty much however you like.

The buttons on either side are controlled with the maximize/minimize option when right-clicking on the window. We have the two big ones that appear on the default XP bar (EQ2 menu and Marketplace), plus 4 additional buttons:
  • Open Broker
  • Open Mailbox
  • Summon Mercenary
  • Toggle Mount
I initially wanted to add buttons for summoning all the things (familiars, personae, warders, pets...), but realized that would get out of control pretty quickly.


So is there anything you feel NEEDS to be added before I submit an updated version?

Darqwood 09-15-2017 10:41 AM

Hi Seagoat, welcome back! The only thing I see missing is the Tithe XP bar and the XP vial counter. Not necessarily needs but some might want one or both.

Seagoat 09-15-2017 11:06 AM

Quote:

Originally Posted by Darqwood (Post 107510)
Hi Seagoat, welcome back! The only thing I see missing is the Tithe XP bar and the XP vial counter. Not necessarily needs but some might want one or both.

Thanks!!

The Tithe bar is there in this latest version -- in the middle, the white one. :D You can click the number of Tithe points at the left end of the bar to open the Tithe window, too.

The XP vials, I'm not sure about. Is there another mod out there that shows them? I'll poke around and see if it's feasible. :)

Darqwood 09-15-2017 11:21 AM

Oops my bad on the Tithe bar, should pay more attention. Maybe it's the Ascension XP bar I'm thinking of. Anyway, the green XP vial can be seen on the left end of the default XP bar. The large green gem fills up in 25% increments and the icon shows how many vials you have available. There is also a tooltip and a right-click context menu for controlling the "siphoning" of XP and purchasing/redeeming.

Seagoat 09-15-2017 02:00 PM

Quote:

Originally Posted by Darqwood (Post 107512)
Oops my bad on the Tithe bar, should pay more attention. Maybe it's the Ascension XP bar I'm thinking of. Anyway, the green XP vial can be seen on the left end of the default XP bar. The large green gem fills up in 25% increments and the icon shows how many vials you have available. There is also a tooltip and a right-click context menu for controlling the "siphoning" of XP and purchasing/redeeming.

Ah, thanks for that. Ascension XP isn't something I've even thought of. I've just qualified for AXP on my main, so I'll look into that as well.

I'll have to poke around the default XP bar and see what I can do with the XP vial.


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