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-   -   Having two UI changes (https://www.eq2interface.com/forums/showthread.php?t=9902)

NegativeNINE 11-30-2007 01:28 PM

Having two UI changes
 
Right now I have EQ2Maps installed and my EQ2.ini file looks like this

Code:

cl_ui_skinname EQ2MAP
cl_ui_subdir UI/

But now, I want to install SeaGoats XP aswell. Would I make the ini look like this?

Code:

cl_ui_skinname EQ2MAP
cl_ui_subdir UI

cl_ui_skinname SeagoatsXP
cl_ui_subdir UI/

Sorry to trouble anyone.

FloridaFringe 11-30-2007 01:33 PM

Nope. Just extract the XP files to the EQ2MAP directory and they will override any that are in the Default directory.

NegativeNINE 11-30-2007 01:43 PM

Quote:

Originally Posted by FloridaFringe (Post 67270)
Nope. Just extract the XP files to the EQ2MAP directory and they will override any that are in the Default directory.

Sorry I didn't quite catch you.

Do you mean to say I should get anything in my SeagoatsXP folder and put it in my EQ2Maps folder, the same for any other mod I have.

Sorry for my slowness :o

FloridaFringe 11-30-2007 02:00 PM

That is correct. Well, technically, the only file you really need from the zip file is the eq2_mainhud_experience.xml file but the others won't hurt to have them extracted as well.

At any rate, your EQ2MAP directory is now the "home" for all of your custom mods. It is the directory that the game will first look in to see if there are any custom files, regardless of which mod those files pertain to. Therefore, when the game looks in that directory and finds the file mentioned above it will then use that particular file over the one that's in the Default directory.

Notice that I said EQ2MAP directory and not the eq2map directory inside of that one. Therefore, your custom mod directory is:

Drive/Sony/EverQuest II/ui/EQ2MAP (or something rather similar)

NegativeNINE 11-30-2007 02:18 PM

Quote:

Originally Posted by FloridaFringe (Post 67276)
That is correct. Well, technically, the only file you really need from the zip file is the eq2_mainhud_experience.xml file but the others won't hurt to have them extracted as well.

At any rate, your EQ2MAP directory is now the "home" for all of your custom mods. It is the directory that the game will first look in to see if there are any custom files, regardless of which mod those files pertain to. Therefore, when the game looks in that directory and finds the file mentioned above it will then use that particular file over the one that's in the Default directory.

Notice that I said EQ2MAP directory and not the eq2map directory inside of that one. Therefore, your custom mod directory is:

Drive/Sony/EverQuest II/ui/EQ2MAP (or something rather similar)

Thankyou very much for your help, everything is working perfectly now!

:)


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