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06-29-2005, 11:20 AM
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A Forest Scavenger
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Join Date: Jun 2005
Server: Butcherblock
Posts: 17
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New Skills Window
So what do you people think about the new Skills window? Personally I find it ok, I actually preferred the old version, found it more aesthetically pleasing somehow. What do you think?
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Faelen Helehuinir,
Guardian of Holy Might
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06-29-2005, 12:42 PM
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A Griffon
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Join Date: Sep 2004
Server: Najena
Posts: 265
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I like it, but somehow it isn't displaying correctly for me, prolly due to my various UI mods. The old style wasn't bad either, just different.
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06-29-2005, 12:46 PM
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A Brown Bear
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 12
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Quote:
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Originally Posted by Eloora
I like it, but somehow it isn't displaying correctly for me, prolly due to my various UI mods. The old style wasn't bad either, just different.
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What's not displaying right on it?
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07-01-2005, 11:21 AM
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A Fallen Diplomat
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Join Date: Mar 2005
Server: Unkown
Posts: 52
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i think Eloora is saying the window goes black in the square box ?
i'm having that problem ,but doesnt bother me though .
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07-01-2005, 11:53 AM
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A Griffon
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Join Date: Apr 2005
Server: Mistmoore
Posts: 541
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Add these lines to eq2ui.xml in your custom UI folder:
<include>eq2ui_commonelements.xml</include>
<include>eq2ui_textstyles.xml</include>
<include>eq2ui_shadowstylesnew.xml</include>
<include>eq2ui_specialelements.xml</include>
<include>eq2ui_windowelements.xml</include>
<include>eq2ui_arenachampions.xml</include>
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07-03-2005, 01:15 PM
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A Young Mystail Rat
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Join Date: Jun 2005
Server: Antonia Bayle
Posts: 3
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I have to remove my Fetish addons due to the included font corrupting the skills window. Tried all types of combinations and that seemed to be the main feature, hopefully this will be fixed soon as i finally got my UI to something i like.
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07-03-2005, 01:20 PM
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A Forest Scavenger
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Join Date: Jun 2005
Server: Lavastorm
Posts: 15
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I had the same problem till I found a post on here stating that two of the hex color codes have typos. If you look at the skills window (in whatever mod you're running or the Default folder), equi_mainhud_skills.xml, you'll see that lines 10 and 22 have mistakes:
Code:
10: <ImageStyle Name="Spellcasting" progresscolor="7B5978">
22: <ImageStyle Name="Scholar" progresscolor="BEAD85">
Both of the color codes need a # in front of them, like:
Code:
10: <ImageStyle Name="Spellcasting" progresscolor="#7B5978">
22: <ImageStyle Name="Scholar" progresscolor="#BEAD85">
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Feather Trueshot - 48 Ranger / Cenaurille Lament - 43 Dirge
Crimson Stalkers - Lavastorm Server
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07-11-2005, 06:10 AM
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A Coastal Crab
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Join Date: Apr 2005
Server: Runnyeye
Posts: 1
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i'm having exactly the same problem
also with the fetish Ui's, the one I use is the fetish tradeskilling 4.0
and doesnt have a equi_mainhud_skills.xml ....
anyone have any other sollutions so far?
EDIT
Nm...sorry just tried Magus' sollution...and that works for me!! thx a lot mate!!
Last edited by spastjen : 07-11-2005 at 06:18 AM.
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07-11-2005, 09:20 AM
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A Brown Bear
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Join Date: Feb 2005
Server: Antonia Bayle
Posts: 13
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I like the new skill window, much easier to read and locate information.
With the change to level based reporting on items (as compared to skill based) on such things as axe or dagger, the entire package is much better.
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07-18-2005, 07:28 AM
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A Fallen Diplomat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 54
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The new skills window doesn't show the secondary skills (geomancy, ect) which kinda sucks when your trying to remember if your skill is high enough to craft a item of that type. Anyone have the old skills window, I would rather go back to that one.
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07-18-2005, 08:28 AM
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A Griffon
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Join Date: Apr 2005
Server: Permafrost
Posts: 320
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Quote:
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Originally Posted by Virodeath
The new skills window doesn't show the secondary skills (geomancy, ect) which kinda sucks when your trying to remember if your skill is high enough to craft a item of that type. Anyone have the old skills window, I would rather go back to that one.
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The skills (such as geomancy) which rise automatically as you level, and which merely determine whether you can use an item or scribe a recipe book of a particular level, are no longer available for display at all. (They're no longer listed in the skills window or in the descriptions of items; instead, items simply list at what level which classes may use them.)
The skills (such as geocraft) that have to be "trained" up, though, *are* still displayed in the skills window. And they're really the only skills you need to be able to reference, anyway.
To use your specific example, knowing your geoMANCY skill wouldn't tell you anything you can't determine simply by checking to see whether or not you can scribe the book containing the recipe in question. Your geoCRAFT skill determines how likely you are to be successful at using that recipe.
Someone could certainly modify the new skills window to look more like the old one, but it could still only list the skills listed in the new one. And while I'm not entirely certain I *like* the change, the fact is that the way things work now, those *are* the only skills that actually need to be listed. The other skills, so far as the player is concerned, effectively no longer even exist.
-- Darryl
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Creator of the various Milquetowst mods
(But no longer actively modding)
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07-18-2005, 08:32 AM
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Steward of the Faithful
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 580
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Quote:
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Originally Posted by Virodeath
The new skills window doesn't show the secondary skills (geomancy, ect) which kinda sucks when your trying to remember if your skill is high enough to craft a item of that type. Anyone have the old skills window, I would rather go back to that one.
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Maybe I'm misremembering, but aren't those skills the 5/level automatic type? In other words, why do you need to see them? Just look at your tradeskill level—if it's higher than whatever it is you're trying to make at worst you just have to grind out some ranks with the technique skill (which is displayed) so you don't have as many failing ticks.
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07-18-2005, 02:26 PM
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A Fallen Diplomat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 54
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I am working my Alch. up in geocraft and have gotten used to seeing your skill level increase so you kinda know how much longer before things start becomming pristine with little effort. It is just something I have grown used to doing (looking at my skills window and seeing I am 87/250 or whatever. I prefer to see all the options listed for me to scroll down thru. I dislike the new skill window very much.
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07-18-2005, 02:41 PM
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A Griffon
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Join Date: Apr 2005
Server: Mistmoore
Posts: 541
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The ones that automatically raise with your level won't be shown, but the others should be.
Geocraft might not be there, but what about Geomancy, or vice versa?
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07-18-2005, 02:59 PM
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A Griffon
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Join Date: Apr 2005
Server: Permafrost
Posts: 320
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Quote:
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Originally Posted by Virodeath
I am working my Alch. up in geocraft and have gotten used to seeing your skill level increase so you kinda know how much longer before things start becomming pristine with little effort.
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And you still see that. The skills that are no longer visible didn't increase with use, anyway; both the actual and max values simply rose by 5 points each time you leveled up. The skills which increase with use (and only with use) are still listed in the skills window just as they've always been.
Quote:
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It is just something I have grown used to doing (looking at my skills window and seeing I am 87/250 or whatever. I prefer to see all the options listed for me to scroll down thru. I dislike the new skill window very much.
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Again, it's quite possible that someone will be able to mod the skills window to look more like the old one. (Hell, I may even do it myself.) But you'll still only see the skills you're seeing now; there's no way to get the "automatic" skills back in the list, as they're no longer available and frankly are no longer relevant.
-- Darryl
__________________
Creator of the various Milquetowst mods
(But no longer actively modding)
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