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Just finished my taxes, so I'll be back to modding and should have a general patch up in the next couple days. I'll be sure to test it with a fresh install from the main download to rule out any possibility I missed including a file.
Question for anyone that cares to answer: Would you all rather have a complete replacement or a ptach if only a few files change? |
although a patch would be smaller, i can only begin to imagine how many people would download the patch try and install it without getting the whole mod and then posting "it doesnt work there are colored squares everywhere", or something like that. just something to think about, even when you put in big letter YOU NEED TO DOWNLOAD THE WHOLE MOD AND THEN GET THIS FILE people will still just download the file without reading it and then post that there is a problem.
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Examine window stretches too far
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As a previous poster noted, some recipe examine windows stretch down all the way outside the window frame. I've seen it with Trinoid Reagent, which produces two items, not one. Maybe that is the issue.
Edit: Confirmed. Dinoid Reagent, Tetranoid Reagent and Isonoid Reagent all behave that way too, and they too are recipes with two entries in the "Produces" section. Screenshot attached. |
Heh, ok looks like that Produces page needs a maxsize even though the default doesn't have it.
Curious, did you make the minimumsize tweak? |
Any chance your update will include Quib's change to the store window so that the "Find It" button in the store window presses the "Find Items" button in the broker window after entering the name of the selected item. This would be awesome!
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I've been debating that one for weeks. The problem with auto-searching is that item names often need triming to get a decent search, but I guess you can always trim and re-search /shrug.
Hehe, wonder if he fixed the bug with his version :p Edit: And actually I may be enhancing the whole Market search thing. I recently discovered something that allows me to do stuff not previously possible :D |
Oh, which bug? Did you figure out how to keep the highlight from highlighting the wrong item because that one still bothers me a little. =/
If it's that weird thing where the item's icon wasn't being highlighted, that's been taken care of. The update to click "Find Items" is really tiny, just a one-liner in an OnEvent. Quib |
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Also avoids out of range problems that can occure if the toon moves away from their board after opening their Store. RE: the stupid highlighter, I haven't really tried to fix the sort = wrong item issue, but I did manage to get the highlighter a tad more visable. Feel free to yank down my version for code grabage. While dorking with the inventory windows, I determined the client is over-riding much of the highlighter related code. Z-order, Colors, Opacities, most of it winds up getting changed/ignored. Can't even use an ImageStyle on those things :/ |
Hmmm... update #7 on test. Maybe I'll wait till it goes live before issueing that update.
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Having trouble with the UI. When I go into my house and try to sell the window shows "missing item" and that's all. It will not show any of my inventory. I switch back to the default UI and all is well.
Thanks in adavnce for the help. |
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XP bar - readability suggestion
The total bar is divided into 5 parts, per EQ standard.
Each set of subdivisions is 5 as well. Here is where the problem lies.
The whole number % for tick's will be much easier to read by simply glancing at the bar because at the mid level, there are 4 divisions, and one of the mid divisions ends at the halfway point. I have a point here, I'm just having a hard time describing it. My main problem is that I cannot read the blue bar without a calculator. It's obviously not a deal breaker with the exp displayed numerically to 0.1%. |
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Go look at the bar again. It's already EXACTLY as you describe. The divisions are 4 ticks to a mid mark, 5 mids to a Major mark, therfore: 1 major mark = 20 minor ticks. At the minimum 20 tick size: minor = 4% mid = 20% major = 100% At the default 50 tick size: minor = 2% mid = 8% major = 40% At the 100 tick size: minor = 1% mid = 4% major = 20% In all 3 cases, every marker is an even number :nana: :nana: :nana: I suppose I could move the mid mark so its 25%, 10%, 5% for each size /shrug. Used the current setup because I liked having 20% divisions at the smallest size, which was originally designed to fit well under the Player window. |
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I hate you Zonx! ;) Your mod is so awesome (especially since you made the 133% version I asked for). I hope you never quit EQ2 & Modding through the life of this game. I would hate to stop using your mod due to you quiting!
So please please don't get "burnt out" on eq2 & modding. Anyways keep up the great job. Ok now for a request. Is there an option for the hotkey bar (default size not 2/3)to have the numbers in the bottom of the icon instead of the middle like the default? Also how about full size bags? I know you have full size horizontal and vertical version. I would like full size regular bags. Thanks again. |
Fullsized regular bag was busted when I added stay-put. Its fixed in 3.4 ;)
Ermm... RE: hotkey numbers, I'm guessing I just screwed up and forgot to nudge the numbers down. I'll fix that real quick for the 3.4 update. Ok fixed both the 85L and 100L hotkey numbers to be bottom aligned ;) |
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Hey since your mod touches almost all the UI pieces in this game, would it be possible to use a program like the autoupdater for eq2map? That way when you make changes and/or updates it would be easy to have the most up to date version of the files?
Just an idea... Shoot me down if you think it's no good. ;) |
Already in the works actually ;)
I have another mondo project brewing that I wanna use it for if the project flies. Might set it up for other UI files as well. Could be risky though since alotta ppl use like 90% of my UI with a couple add-ons. |
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i couldnt find the instructions for changing the bar type in the doc in the zip. so I just changed the _simple_fetish_bars to fetish_bars and overwrote the default one. After doing i got no bars showing at all in game no player window bars no target window bars the game also crashed within 1 minute. Also I tried examining this mod using the equi builder and there were alot of windows missing from the eq2 mainhud section. player/target/implied target arent showing up there may be more but those were the main ones i noticed. not sure whats going on :(
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Theoretically possible, but not something I could easily do.
Another option would be to have a user defined list of "Notouchie" files, but again that's not something I could easily setup. The updater is written in a language I'm not familar with. Easiest solution for now would be to have ppl keep copies of changed files in another dir and just copy those over after running the updater. Corse I gotta tweak the updater to pull from my site first :p |
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The symptoms and screenshot are EXACTLY the type of problems that result from missing files included by EQ2MAP. Just to be certain, I ran the entire install proceedure with a clean directory, booted into EQ and everything was fine. Exited, changed _simple_fetish_bars.dds to fetish_bars.dds. Logged back in and all was fine. BTW, you did install the alt bar style correctly. |
this is a complicated install :confused:
I think Ill go study that convoluted Install doc for a few hours, Ill report back later :nana: Big words and bright colors tend to play havoc with my sense :p |
There's a ReadMe.txt with JUST the install instructions in it, like 8 sentences. 95% of the over 1000 users that have installed this mod have had little to no trouble ;)
Hmm... maybe I should draw up an illustrated version, like those CPR posters for literacy impared :p |
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ok on a serious note let me see if i have this right. 1 download the eqmaps updater and run it. 2 unzip FNF and install and overwrite 3 choose various mods remove everything before the "eq2" and overwrite 4 rename the fetish_bar mods to Fetish_bar and overwrite does that look right? |
Yep, just be sure you've setup the eq2.ini to point to your custom UI directory before you run EQ2MAP. It uses that to decide where to put its files.
1) make ini 2) run EQ2MAP updater 3) UnZIP Fetish to the same dir 4) strip _xxx_ off the file name of any altstyles you want |
cool, you're alright ...for a troll. :p
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I try again to make my point. LOL
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An example. 93.7% is 9 bubbles plus 3.7%. With the existing setup, that's about one blue major plus about 4/5 of the next. So 4/5 of 2% is 1.6. With 5 ticks to the mid, 4 mids to a major, 3.7% will be a bit easier to see. Blue major is 2%, 3/4 of another is about 1.5%. Each quarter is half a percent, making it easier to tell at a glance. I guess it's just me. Like I said, I'm having a hard time putting it in words. I didn't mention how much I like the UI. I enjoy the mellow feel of the blue borders, and I recommend it to everyone I know. Especially crafters. I only offer this as a suggestion. How is the tick setup put in? Is it in a scalable graphic file or is it built by the ui from property values? If it's property values, tell me where they are and I'll make my own. :) |
status rewards
I keep seeing 9999 status reward points in the quest reward window. Does anyone else have this problem? Is it my setup or is it in Nightfall? Has this been fixed with 3.4?
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Xal ticks are a repeating image from fetish_widgets2.dds.
See what happens when yal don't report bugs :p Rewardpack is an easy fix. 1) Open eq2ui_popup_rewardpack.xml in NotePad. 2) Search for "9999 status points" 3) Replace with "Select one of the following:" Guess they changed it at some point and I didn't spot it. Fix is in my files now for next update. |
Maintained Spell/Spell Effects Request
I would love to see the Maintained Spells and Spell Effects window be able to do the following:
1. Have the Maintained Spells window fill from left to right and the Spell Effects window fill from right to left (in the event of horizontal layout or multiple columns). 2. Have everything but the Icons be click-through. 3. Have the Spell Name and time remaining tied to the frame and titlebar so that frame = time and frame and titlebar = both. Any chance that this is doable? |
I think 1 and 3 are doable, though 3 gets funky if you've got lettebox on and auto-hiding frames/titles.
2 might be possible by adding a button to turn absorbsinput off and on. The problem with this request is resizing the window if it doesn't accept cursor input on the window. I'm a little hesitant to dork with these windows untill SOE gets all the DynamicData working. Kinda expect another big update for them soonish. |
Ratings Reminder
Just a reminder, nothing says "I love your mod" like a 5 star rating on the download page ;)
I figure theres around 1k users of Nightfall and only 27 have rated it, so if you haven't already please do :) |
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