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The default way to open the raid window is ALT R I think (If not, it might be CTRL R or maybe even shift R).
But with that said, I HIGHLY recommend you remap that in the Window Keys area in the options to a single letter (I picked v, for ease of use) to make opening and closing the window a lot easter when raiding (and most likely partially lagging). |
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Crashing when attempting to join the Maj'dul arena. Have the most up to date fetish files and using the auto updater for eq2map.
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Fetish nightfall and large screens
Has anyone modded the frtish nightfall for a 1360x768 screen, under 1280x1024 i loved the size ratio and layout but with the widescreen monitor i have now it seems cluttered under 1360x768 or if anyone knows of a ui that looks good and is complared to fetish nightfall (as i love this ui) but as a tank i think if i cant get the resizing issue fixed might have to change to a different ui.
Thanks Zonk your awesome bro EQ should make your layout part of their basic setup grin. |
First, I'd like to say nice UI.
A few minor issues: 1. Any way to get rid of the spam of bad spells when doing cures? I'm sure it can be done as my previous mod did it. 2. Would be nice to have a "open all" option on the bank window. 3. Cropped map does not save location. I go to cropped map, move it where i want. Next time I go from normal to cropped, it dumps it back it it's defaul point somewhere in the middle of the screen. 4. Any way to make the cropped map stay as the default map, i.e. so I can use it full-time and it will pull up and disppear with the M key. 5. Can the track button be moved to the top intead of the bottom. This makes it more convinient when there are few targets as the button is closer to the names. Heck, is there a way to double-click (if not single click) the names and track them? Thanks, great mod. |
Re: Minor Issues
Dregos:
(1) The names of the spells cast for each damage type can be found in the file _Fetish_mainhud_cures.xml. You can edit this file and simply delete the spells that do not belong to the class of character(s) that do healing. (2) Under the standard SOE OPTIONS, there is an 'Open All Bags' to which you can assign a hotkey. There are also mods to the 'eq2ui_mainhud_startbutton.xml' file that contain (among other things) a 'Open All Bags' button/toggle. |
I've recently started using FN7, and whilst I love the interface I have noticed a few 'oddities'.
1. Overlapping bags. I arrange my bags titght together, but with the labels at the top removed (invis). However, these invisible tabs still 'exist' and prevent me clicking on a different bag underneath when the bag is right below another. It there any way to stop this? 2. Market Panel. Double clicking an item in your shop triggers a search in the market. However, sometimes, when I do this, I cannot double click on another item. It 'seems' to make the window transparent and thinks I'm clicking behind the window. If I 'grab' the top bar and move the window a little, I can then click a different entry as if I've moved the window to the front. Am I doing something wrong here? 3. In areas where you can walk from one map to another (without zoning), the GUI seems to forget which map it is on, and regularly shows the wrong map, although sometimes with the right map icons(!?) 4. It would be much nicer to be able to find the InfoCenter a little easier. I knew it was in the package, but it took me a long time to actually find out how to open it! 5. I've seen references to a 'mini-map'. How can I access this, and will it still show 'me' on the map whilst it is smaller, and/or track my movements and update the map location? 6. Is there any option to have the group member panels vertical, instead of horizontal 7. The bank window has some strange windowing making it a little difficult to drag money at times. 8. If would be nice if the stats bar, and the date/coordinate panel, would remember their settings between logins. Btw, my 'head' button works fine without crashing (Radeon X1600 @ 1152x864) although it doesn't line up with a trolls head very well :) |
"3. In areas where you can walk from one map to another (without zoning), the GUI seems to forget which map it is on, and regularly shows the wrong map, although sometimes with the right map icons(!?)"
Thats exactly the problem I'm experiencing. If I close the map, make the transition, and then reopen the map things seem to go fine. But if I'm looking at the map during the transition, it'll change, but then when I close and reopen it the map resets to the original for that zone. A couple more things... Is it possible to make the part of the inventory window above the paperdoll work for draging that window instead of just rotating the paperdoll? And is it possible to have bags be draggable from anywhere that there isnt an item like they were before? Or was this some kind of SOE-side change? (In other words, if I have a bag 4x4, and theres only items in the upper 2x4, when I drag on the slot at (3,2) in there I want the bag window to move. As it is now only dragging the title-bar seems to work properly). |
Combat XP bar is always off by 1%. When I'm about to level, it shows me at 100.9% xp. Using latest release.
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I love this mod. The only thing I wish it had would be a bag status meter or guage. Even a xx/xxx indicator would be sweet.
That was always one of my favorite mods that I saw in WoW... That and the all in one bag. (Now that would totally kick butt!) But being able to, at a glance, know how many spaces in my bags I had left, would really make TS and adventuring easier. |
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The bags are essentially hard-coded (you make the template, the game fills it in... no way to access individual slots to combine them into one window) so theres no all-in-one-inventory (and its been asked for before several times). I do like the idea of the bag meter, but sadly thats also not possible. Again, its a matter of each bag being a filled-in template... theres no way to get the data from each (thats assuming its not hard-coded) and combine it into one place. And theres no gamedata for overall slots available (which would make it very easy). Submit /feedback for it, and who knows maybe one day thats a bit of gamedata they'll give us. |
quest helper
my quest helper is gone i did a clean install of eq2 and fetish setup everything. put a check mark in use quest helper and nothing shows up
any idea? |
Quest Helper
falselight: Two thoughts
(1) Use your Options, and go to the set of hotkeys for the various game windows. Assign a key to the Quest Helper Window, and see if that key will toggle the window on/off. (2) The Quest Helper Window might be on, but positioned off-screen, or on but resized to something like one pixel height. (a) Removing your <server>_<char>_uisettings.ini is VERY extreme, but will force EQII to put all your windows to their default position/size. Try renaming it (so you can restore it later) and getting into the game. If the QH appears (mabye with the help of (1) above), then it is probably a position/size issue with the QH window. Restore your uisettings.ini file and try (b). (b) I also seem to remember an Options toggle that turns on/off the ability to position windows off-screen. If you can find that, and turn it off, EQII should force off-screen windows back on-screen |
Is there any word, or news, on a fix for the map issues?
Two problems I've found... 1) On areas with 2 maps, the display can get confused as to which map to show, unless you keep the map open permanently. Closing and re-opening it, could show you either map... 2) Sometimes it can get even more confused, and shows two sets of map icons overlaid onto one map (which may even be the wrong map). This gets worse when using the Map Spoiler addon, where both sets of descriptions are actually written on top of each other. It's the only real thing that is spoiling this UI for me. The other issues are minor, and have workarounds. The map issues force logouts to be able to clean up the confusions. I tried reloading the UI in-game, but that just crashes EQ2 |
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If you place your cursor over any bag, it will tell you how many slots the bag has, how many are filled, and also what is in each slot. So, lets say each bag in this example has 12 slots, and you have 5 bags. 5 x 12 = 60. Bag 1 and 2 are full, bag 3 has 8 items in it, bag 4 has 3, and bag 5 has 1. That is 36 slots "filled". So, the bag meter would read Bags 36/60. The data is there. I just don't know how much you can manipulate that data to make the meter, or if that data is being read by the UI. I have to assume it is, or the individual bag data wouldn't display. |
Well, I said "theres no way to get the data from each (thats assuming its not hard-coded)."
Basically, theres the fullness data in only one place: the tooltip for a bag. And as far as I can tell, those tooltips are hard-coded, thus theres no way to get to that data. Also, since its in a tool-tip, you can't be hovering over all your bags simultaneously to get information from each of them at the same time. Now, as for the examine bit: When you examine a bag, you're only given the total number of slots, not the current filled (or free) slots. And as far as I can tell, the data for that is in one big ol' chunk in the UI (GameData called ModifiersValue I think -- it includes slots and the weight reduction). Still, I don't think theres a seamless way of getting even the total # of slots you theoretically have available to display. You'd have to get the slot data out of the ModifiersValue from each examine window, and then process it. And, as far as I know... theres no way in the limited scripting we have to in-game parse that slots data and use it. You could use the variable, but that would grab everything, and the best you could do is theoretically add the strings together, IF you could pass the data out of the individual examine windows to somewhere else. |
Psychic, I took steps to correct the wrong map issue a while back and afaict its no longer an issue with the standard Nightfall package. If you're still having issues, I suggest you replace eq2_mainhud_map.xml, eq2map/plugin_4.xml and any of the eq2map/skinable_xxx files with those included in the latest Nightfall ZIP.
The Map Spoiler is an unsupported 3rd party mod that I haven't tested and is likely to cause conflicts with the Fetish View Any Map plugin. Both override the map window's normal icon and map display. Its highly unlikely the spoiler was coded with Fetish Maps in mind. The Spoiler is probably making changes to the map without notifing the Fetish plugins. Another possibility is that it uses a custom layer Fetish Maps is unaware of. I suggest you either remove the spoiler or remove Fetish Maps and use standard EQ2Maps. garylian, lordebon is correct. Slot data is only available in a tooltip and can't be extracted separetly for math operations. If the slot count and filled slot count were available as numerical data, it would be possible to generate a meter or numerical totals, though updating these might require a mouseover or button click. |
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The only UI mod we are using is Fetish and EQ2Maps. EQ2maps was updated just once in the instructions and it was told not to overwrite the Fetish xml. I tried the step listed above and dragged the mainhud_map xml and plugin_4 xml and overwrote those in their respective directories. The map is still confused and not functioning properly. Any ideas on a fix? Possible that the fix didn't make it into the zip posted here? This issue has been occuring since I've used Fetish over a year ago. It's never been fixed in any release. I've since deleted all of the UI files and reinstalled half a dozen times. I know the issue isn't on my end, as far as I can tell. |
Hey
Hey fetish this is shishio just wanted to say great ui :) Cya soon!
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I was having the same map problem last night in EL. I didn't notice the POIs being off, but several times I had to select the correct map from the drop down as the wong side was displayed when I opened it.
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I'm having the same problem as Falselight was/is. My quest helper does not appear with fetish. I did a fresh eq2 install, installed fetish the same way I always do and eq2maps. I tried everything I could think of to get the quest helper to show up, but it never does. When I switch back to the default eq2 ui the helper is right where it should be, and all my windows are where I put them in fetish. When I switch back to fetish the helper is gone.
Any ideas? Thanks! |
Zonx, first off, great UI, this is the best!
My question is for the other FN users about mods they use. For months now I've been using Luci's Start Button mod, which adds some buttons by the Start button to adjust night vision, bags and bag bar. What I would like to find is a mod that allows me to use features similar to Luci's button mod but also has the performance setting buttons that are default in Fetish Nightfall. |
Additional Mods
Take a look at some of these.
Mahonri's Quick Change Shutdown Window Allows you to exit the game OR switch to another character Goldi Start Button Has the options you were mentioning, like the perfromance adjustments Mahori's Loc+Compass A square compass, with red/green lights to show -/+ direction dnadvpet For pet users, a new Pet Window |
Ok I did a clean test and it does seam the map plugin included in the zip is back to its old behavior. I'll try to fix this in the next update.
Sharra, FN uses a different base screen size and window locations than the default UI. This means stuff will shift when switching UIs. For technical reasons I won't get into, this does mean a window you've already placed close to the edge of the screen in the default UI may be shifted off screen. Particularly stuff near the right and bottom edges. I reccomend you renamed your character_server_settings.ini to something like def_character_server_settings.ini, log in and setup your windows again with NF running. If at some point you need to use the default UI, swap settings files also. |
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