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Request+Issue
Requesting that your kick-butt Horizontal Journal be updated for the new sorting capabilities!
Also, when trying to use the Infocenter, I can't get it to read the text files, it shows in the journal as Parent.Parent.Include.Etc. The same thing happens if I try to use the Infocenter alone. I've added the lines needed to my eq2ui_custom.xml and even tried uninstalling then reinstalling it. Any ideas on what I did wrong? |
Persona window and Horizontal Journal updated for the latest "Holiday" patch.
foozlesprite, did you unzip all the text files to the right folder? Make sure the includes.xml is in the InfoCenter folder: Everquest II/ui/Your_Custom_UI/InfoCenter/includes.xml Text files as so (and other included xml in each sub folder): Everquest II/ui/Your_Custom_UI/InfoCenter/Epics/*.* Everquest II/ui/Your_Custom_UI/InfoCenter/House/*.* etc.. etc etc If you used the supplied eq2ui_custom_optional.xml, make sure you rename it to just e2ui_custom.xml |
Thanks for the update. I double checked to make sure all the files are in the right place. I already had a eq2ui_custom.xml (from the profit standalone broker window) and I added the two lines to it, here's what it looks like. I didn't include the custom_optional one since I already had a custom.xml. If something's wrong I bet it's something stupid I did with this file hehe.
<?xml version="1.0" encoding="utf-8"?> <Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false"> <include>_ProfitUI_SubClassDetector.xml</include> </Page> <Namespace Name="ProfitUI_Styles"> <include>_ProfitUI_Styles.xml</include> </Namespace> <include>eq2ui_custom_infocenter.xml</include> <include>InfoCenter/includes.xml</include> Also, my custom folder is named FoozleUI, that shouldn't mess it up should it? |
Make it look like this:
<?xml version="1.0" encoding="utf-8"?> |
Worked like a charm. Thanks, both of you :)
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Np, and thanks Gm9 for the reply :)
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I included this screenshot in the community topic thread about a new, alternate default UI. It's basically just using a lot of the DrumsUI pieces for a mock'd up layout.
I was curious if anyone would be interested in having layouts such as these included in a DrumsUI Full Release, when I do infact release a full set. Screenshot: http://www.eq2interface.com/forums/a...1&d=1232662235 |
Updates for all DrumsUI window coming soon(tm) everyone :)
I'm planning to get as many as I can out for tomorrow afternoon that are currently broken (not a lot) and add missing content + new features. -Drum |
Fluffy's Journal Mod
Cheers Mate!
Is it possible to use your journal mod and the one at http://eq2.fluffy.dk/ to keep track of quests I have completed? |
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I'm not familiar with the quest list. |
Quick Question
First - I love all your modifications! I have gone from Prophet to Fetish, and now yours (all of em). Yours are clean, neat and minimal. Perfect.
I also like a journal mod found here - http://eq2.fluffy.dk/ The one above keeps a list of the quests done for each zone, and lists the ones not done. I know, a bit obsessive :) |
Ah ok. I could see where that would be useful. I'll see about ease of implementation, and try to contact the author to see if it is ok. I don't wanna just include it without asking first.
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odd error message
upon opening info center and clicking on peacock quest button the following error message coems up in chat the program works fine just started getting this odd message
[DEVL]Usage: add_trade_item <vpos> <dest slot> <quantity> any ideas ? like i said the info center works fine it opens the list of peacock series quests with all the info this just started today |
Aye. That is a known aesthetic glitch. The variables used in the code to display each page use a variable "add" in it, and the game thinks the window is issueing a command. It causes no harm, I just didn't notice it when first released.
It'll be properly changed next major release, which will hopefully be soon and included all up-to-date info. |
New tradeskill window update:
![]() - Updated with new code. - "Recipes" checkbox now keeps the window in side-by-side mode - Clicking the "clear" button with also refresh the recipe list - Only the one durability/progress bar now exists at the top - The player's power now displays on the creation page - The "components" window is now skipped if all items are found (this includes hitting the repeat button) - When the recipe list is always shown, the "create" button will disappear when crafting so that you can't accidentally bug the window - Still no known way to set focus to event buttons with recipe list always shown ** Note that several functions with the recipe list set to always show will take focus off tradeskill event buttons. They must be pressed with the mouse rather than keyboard to re-activate focus. Manually pressing the "Repeat" button will retain focus (unknown reasons). If you disable the recipe list while crafting, focus will be automatic (hard coding by SOE). |
Could we possibly get a version of the Quest journal without the Infocenter tabs please.
Though the active quest journal overlay buttons for quick searching is great thats all I tend to really need. Thanks so much |
Also might want to add a button for the new http://eq2.zam.com/ site.
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You can delete all the infocenter files that come with the zip, and the window should work fine. If you really don't want those tabs visible. I'm sure I could come up with an alternative download or something. It would be pretty low on my priority list. I've just been busy the past two weeks. Have gotten almost no play time in :(
Anywho. The old allakhazam link should still forward to ZAM, but I'll update it nonetheless in future releases. |
Sorry, don't mean to cross-post. I replied to another user's issue with the
latest Bank Window regarding the fact Platinum is not moved. I believe it is because Platinum is not calculated as a whole integer but rather when put in a text field it is converted to scientific notation. Please see my post here for details: http://www.eq2interface.com/download...3347#cmnt13500 It shows a comparison between a working macro and the reason why I don't think the current interface will allow Plat moves. Edit: Posted a workaround as a reply in the thread I linked above |
Indeed, I just read and replied to your File Comment. Thanks for the heads up on this.
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Updated the bank window with the appropriate fixes for the transfer buttons.
Updated the persona window with some minor tweaks. Probably upload some more later on. Have had some edits done for a little while now, and some half finished. Working on having a settings window to save window layouts, and possibly do the Stat bar the way I originally "envisioned" it. :rolleyes: |
Experience bar
Heya Drum-
Thanks for all your work. Hey, I found a strange issue after GU52. I use ProfitUi with many of your interface pieces plugged in. Your experience bar, which I have used for a year+ now, and hasn't changed since 2008, now causes an issue with Profit's Group window click-to-cure. That's right, either I'm losing my mind or something's up. If I place that single xml file in with ProfitUI, the group window's click to cure doesn't work. As soon as I place Profit's XP bar file back in, the click to cure works. I've tried it on two different machines with the same results. Anyway, this new upate must be relying on something in the XP bar?? I hate using profit's big ole XP 'data center' bar. lol. I like small and tidy for the xp bar. Of course, maybe the issue is because of a combination of pieces I'm using. Regardless, just a fyi. Genen |
Hi there.
I'm guessing that Profit's XP bar or the group window is fetching the subclass from the window, and some of the data is missing somewhere for the click-to-cure to funciton correctly.... That's why I don't like one window to depend on another window, especially default ones. However, I'll look into it and see if there is an easy fix that you could use. |
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On the specific issue (which is actually about some fallback code in the XP window that initializes the UI if self-initialization fails, which happens for some users) see the ProfitUI FAQ (I start to believe there's really no question left by now which is not already in that FAQ :p). |
I love your hotbar mod. However, i do not like the gold icon border. I thought i could just add a new icon_transp1.dd to images/icons but that didnt seem to work. any way to change the color? to maybe the fetish nightfall bluey/purple color or even silver or black?
Thanks |
If you have the borders disable per hotbar, I'm not sure, but I know when you have it enabled, it's actually controlled via the XML file.
See the red hex color: Code:
<IconBank BackgroundOpacity="1.000" Dragable="true" font="/TextStyles.Normal.NormalStyle" framecolor="#B5935A" iconframepadding="0" iconpadding="0" iconstyle="/IconStyles.button" Location="11,0" Name="Icons" PackSize="a,a" renderframe="true" renderoutlines="true" ScrollExtent="384,32" Size="384,32" textcolor="#C3C3C3" textmargin="2,-1,2,-2" treatasbutton="true" />This would be something that would be possible for me to code into a possible Mod Option window in the future. *noted* |
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that worked great Thank you |
Zoning window issue
Hey, first off I want to say that I am LOVING your zoning window. I use Fetish and have been trying for a long while now to do exactly what you have done with this window b/c I like to see the concept art while I'm zoning, and would still like the UI to be visible but haven't been able to get it done. Fetish makes the art so small, and tints it so that you don't get a good feel for it, and the default covers the UI, so there wasn't any happy middle ground, especially since I wasn't able to figure out how to get what I wanted done, and then I saw your mod and it's exactly what I was looking for, thank you so much :) Anywho...
I am having a small issue with the zoning window, it's not making itself fill the entire screen. It sits in the top left corner of the screen and only fills maybe 3/4 of the screen If I had to take a guess I'd say the size of the zoning window is only maybe 1024 x 768, or maybe 1200x800 while my resolution is set @ 1600x1200. Is there a simple fix for this, or do you know why it may be doing that instead of just resizing to fit my screen? I know enough about XML, and the UI that if the fix is something simple like just switching some values somewhere then I have no problem doing it myself if you can just give me the name of the attribute and what value I need to plug into it instead of what's there. Again, AWESOME window, it is exactly what I was looking for and if I can just get this small kink ironed out....:nana: |
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I don't think the Zoning window has any settings that normally get saved in the UI's layout file. I guess it's possible though. Switch to the default UI, and see if it still happens. If it does, I'll go in and make sure the window has it's properties correct. Not sure why it would be acting differently for you :rolleyes: |
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edit: Could it be the eq2ui_hud? I noticed that sometimes these files (like eq2ui_custom, or eq2ui_mainhud) can sometimes have overriding attributes so I opened up the eq2ui_hud and noticed the following: Code:
PackLocation="top,left" PackLocationProp="0000/0001,0000/0001" PackSize="absolute,absolute" |
I don't think the eq2ui_hud file is necessary to have in your UI folder, unless it has includes for other files. Extra windows are usually included in the eq2ui_custom file now.
Try removing the eq2ui_hud.xml file. |
It does have other <includes>, for savecustomoptions, selection, choice, slider, disconnected, and zoning of course. With that being the case, should I still remove it?
I just wanted to mention that since it's become obvious that the issue isn't with your file, and actually lies with it's interaction with someone else's files and that I really appreciate your help in working this out :) |
Well besides the "savecustomoptions" the other things are default.
Looking at the code though.... while the size may be set in the XML, it has a packsize of "absolute, absolute" which makes it size to the parent object (being the overall UI. My zoning window's XML has the same thing (just like the default file). So overall, I'm still not sure why it's happening. Try changing your EQ2.ini to default before opening the game and see what happens with your loading screen. |
The root is 1024,768 based, so unless you modded the root too (and released it) a window with a 1280,1024 base will usually be problematic.
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Ok, so I removed the eq2.ini and allowed it to load up the default UI and the default zoning window looked just as it should and it filled my whole screen.
At this point, it's gotta be something else affecting the zoning file and it must be a Fetish piece. There was a zoning window included with Fetish but I stopped using it. I guess I should ask Zonx if he knows if any of the other Fetish pieces are causing this. I don't know what gm9 is referring to with this "root", do you mean the EQ2ui.xml file? That had a mention of root in it, and your comment also made me check the other files like eq2ui, eq2ui_custom, and eq2ui_mainhud and they all have 1280,1024 as those values if that means anything. |
Sorry, my post was the wrong way around I think. Fetish is 1280x1024 based, every other UI 1024x768 based, so that's what's usually creating scaling problems.
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Ahh, I see, so do you know a way I could make Drums zoning window play nice with Fetish? There must be something in one of the files that is over-riding the scaling in Drums zoning window, but I certainly don't know what it is, might you have any ideas on how to get around this and have the zoning window scale to my screen size, 1600x1200? |
Well, you could try this: Using my mod's eq2ui_hud_zoning.xml find this line:
Code:
<Page Activated="true" alwaysonbottom="true" BackgroundOpacity="1.000" Name="Zoning" OnHideEffector="FadeOutEffector" OnShowEffector="FadeInEffector" PackLocation="left,top" PackSize="absolute,absolute" ScrollExtent="1024,768" Size="1024,768" version="1.1">Code:
<Page Activated="true" alwaysonbottom="true" BackgroundOpacity="1.000" Name="Zoning" OnHideEffector="FadeOutEffector" OnShowEffector="FadeInEffector" PackLocation="left,top" PackSize="absolute,absolute" ScrollExtent="1280,1024" Size="1280,1024" version="1.1"> |
Ok, I tried your suggestion Drums and it worked...kinda
BUT, I took your suggestion a step further...I went through your zoning file and replaced all instances of 1024 with 1280 and all instances of 768 with 1024, and it worked....kind of. As you probably already guessed, it created some issues, but it did seem to fix some things... The random art was scaled to the right size, but the black "frames" that usually go on the top and bottom were in the wrong spots, as were the progress bar, and the random "tips", probably b/c they all need exact coordinates, and what was there, or what I changed wasn't where they should be with the new scaling. Well, I guess the bottom line is there is no "easy" way to get this working w/ Fetish :( The only way I could get it to work is to seemingly go through and manually place each piece, which I certainly don't know how to do. Oh well, thanks for all your help Drums and gm9, I really appreciate you guys even attempting to help me get this working. |
The best way to fix this is to load the DrumsUI pieces into UIbuilder (found in a .zip in your EQ2 folder) without all the Fetish files (make a separate UI folder for this) and change the root window size to 1280,1024. That will scale all the DrumsUI windows including all the inline elements to the size they need to be for use in FetishUI. Save them and drop them into your Fetish folder.
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