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Drakah
KeymasterNone of the interfaces would work for 1999 without extensive code editing since all of them that I maintain is for the Live servers. I tried helping someone out with this, who plays Shards of Dalaya and proved difficult only because there was no way of me testing it out to find any errors and edit it accordingly.
Drakah
KeymasterYou just right-click on a player and choose what role they are. The icons stack on top of each other next to the name as you do that. I believe it is the same way in the other interfaces I did.
Drakah
KeymasterMost welcome 🙂 I hope to do a larger version in the future, or maybe DB may give us the ability to scale I hope! But I agree, it is easier on the eyes and such.
Btw, if you hate the new bank window with all the bags, you can delete the XML file for it, it won’t break it.
Drakah
KeymasterThis is a common question, but EverQuest does not allow the UI elements to be scale-able like they do in games like Star Wars: The Old Republic. I have brought this up to them but would require a complete overhaul on the system.
To make the spell bar icons larger, would require a whole new spell gem window to be re-created from scratch, it isnt easy just to enlarge the icon, all the elements move and has to be compensated for. Same idea goes to everything else, just isn’t easy to do.
I think at some point I would like to attempt to make a larger version of Krome for larger monitors, but will have to wait until I buy larger monitors. Currently I run at 1680×1050 on a 22″ monitor.
As for the window not being able to be moved, some elements I make on a window is invisible, you have to right-click around it to find the sweet spot to be able to unlock the window and move it. For Krome, see the extra screenshots to show you where the movable handles are.
Don’t forget to resize your buff bar… the text goes under the icon, not on the side of it.But for future UI edits/additions, I am paying all the attention to the Krome UI since it is the most minimal and cohesive than all the others.
Drakah
KeymasterI never heard of anything overriding any window size scaling from another window, unless you are removing the code that creates the “invisible handle” to resize many windows. Be sure to check the UIErrors.txt file for any imagery/code you might be missing if you are patching the UI with other custom XML files. My interfaces really do not work well with other author’s file code since most of my files are dependent on other windows for code.
For example, if you are replacing the EQUI_BuffWindow.xml in my UI with someone else’s, you are also removing the code for “drakah_buffframe.tga” texture (which I believe is used in the song and pet window) that now can potentially crash your game or make it sluggish since it is trying to draw that image but can’t find it. There is also code in there for “WDT_BuffWindow” template and “WDT_drakahSimpleCornersBorder” which could be used in other windows.
So be careful replacing any files in there, it can easily break something else you may not be aware of.
Drakah
KeymasterI logged in an alt who doesn’t have enough spell gems to test this.
I unlocked the window and used the bottom-right corner handle to resize it without any issue.As for painful corners, they are drawn with only 1 or 2 pixels wide with an invisible border so that once locked, it isn’t something easily clickable, being in the way or noticeably visible when playing.
There is a screenshot of where all the handles are for the whole UI at https://shakahr.com/krome-ui-screenshots/
Drakah
KeymasterYou cannot intermix other parts from one UI into another. Each window relies on another window’s code for it to function. Each UI was created as a whole, not in parts.
In order for that to happen, you would have to hunt down all of the code it is missing that the UIErrors.txt file is saying it needs (errors only, not warnings) and would need to be copied into the target window to accommodate that UI including any graphics it is calling for. Some graphic names uses the same name but different graphic, so that might be a challenge too. Its not an easy task.
Drakah
KeymasterBackup your UI_Charactername_servername.ini always in safe place so you do not loose your window settings. I do this almost monthly just to be safe. The file must start with “UI_”. The similar one without the UI_ is for your hotbuttons.
Please post your UIErrors.txt file so I can see why it is not loading.
You do not have to reset your computer or anything, just delete your current “drakah_intg_steel” folder, redownload it and unzip it into your uifiles folder. Once done, open the folder, and ensure you see all 109 files. The readme file should read “Version 12.7 – December 17, 2019”
Be sure you dont have a folder-inside-another-folder, as some people do that, and the UI can’t load, since it cannot load from subfolders.
Drakah
KeymasterBtw, I did check on that error again, and it is coming from EQ looking at a EQUI_Animations.xml file and the EQUI_Templates.xml file that has references to the code you noted. The EQ2 UI does not have an Animations file, but it does have a custom EQUI_Templates.xml which is correct and updated.
So if you installed the UI prior to the Launch of Torment of Velious, then you will have an error until it is released.If you need the old version 15.5, that is for live until they take the servers down, let me know.
Drakah
KeymasterIt can also be that you have an EQUI_Animations file (outdated) in that UI, and that UI does not use one. Be sure you are only using the files in the zip file and not adding anything to it. Do a fresh copy. The screenshots were created new, so I know it works 🙂
Drakah
KeymasterI do not think the expansion is out yet for it to work. I wont be able to check it until later today though.
Drakah
KeymasterThe warnings are telling you that you asked it to use the “Drakah” folder, but it cannot find file X. So, I would enter the Drakah folder and see if file X is present there.
My guess is, you have another folder inside the “Drakah” folder, which you cant do.
I zip up the folder I made and post it. In this case, my folder name was “drakah_intg_tking”, so I created a drakah_intg_tking.zip file. So I am betting you have a “drakah_intg_tking” inside of your “Drakah” folder.The folder has to have the files present, it cannot read from a subfolder inside of the folder.
For example, in my UI folder, I made custom files for
Spells01.tga
Spells02.tga
Spells03.tga
Spells04.tga
Spells05.tga
Spells06.tgabut your uierrors.txt says it cant find those and will load them instead from the Default folder.
I am attaching my UIerrors file so you can see that mine did find those files since it isnt in the log list. In a custom UI, you only place the edited files in a folder so that EQ can read the unmodified ones from the Default folder by design.
Attachments:
Drakah
KeymasterHaving all warnings is good, that means it is loading fine.
If the UI does not load, then you will have Error messages at the end of the warnings, that is what I need to find the cause of the UI error. If it isn’t loading, then it is something else hindering the game.Drakah
KeymasterBtw, that debug file you posted is game initializing issues with your device driver and such, not UI related directly. Like the FireC.dds is from the game.
Drakah
KeymasterI will need your UIerrors.txt from the Everquest folder. Just the Errors portion, not the Warnings.
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