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Updated: 08-15-2012 08:20 AM
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Updated:08-15-2012 08:20 AM
Created:07-24-2012 05:42 PM
Downloads:3,969
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Custom UI
Version: 2.1
by: Dave [More]
Info at http://uimod.eu/.

Please post suggestions or problems at http://uimod.eu/forums/ or http://forums.thesecretworld.com/showthread.php?t=53205. Comments here are not monitored.
1.2.1:
Updated for TSW 1.1.
1.2:
Added cuiUpdate, put /option cuiUpdate true at the bottom of the script to update the UI.
Added cuiAbilityBar[1-7][XYR] so you can change the position and rotation of each ability. Suggested by Xyleya
Added cuiAbilityBarReflectionA, for those that want to see the reflection. The shadow is still hidden for now. Suggested by Pinstripesc
1.1.1:
Added script and XML templates to make it easier for people to get started.
1.1:
Added scale and alpha. Thanks to Spanka for suggestion.
Optional Files (3)
File Name
Version
Size
Author
Date
Type
0.4
268kB
08-01-2012 07:18 PM
Addon
1.2-2
1kB
07-29-2012 02:08 AM
Patch
004
4kB
07-27-2012 10:49 PM
Patch


Archived Files (4)
File Name
Version
Size
Author
Date
1.2.1
106kB
Dave
07-31-2012 08:43 AM
1.2
105kB
Dave
07-27-2012 05:25 PM
1.1.1
105kB
Dave
07-25-2012 09:38 AM
1.0
104kB
Dave
07-24-2012 05:42 PM


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Unread 07-26-2012, 03:23 PM  
Dave
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I noticed that today. I was using the Deck Manager mod.
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Unread 07-26-2012, 04:01 PM  
pinstripesc
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Quote:
Originally Posted by Dave
It is intended, as it only looks good when the ability bar is near the bottom.
Makes sense. Could we possibly get an option to get it back in there? I didn't end up moving the abilities, everything else is looking great.

Meanwhile, I'm wondering if there's a way to get a step deeper into the buffs and access enemy buffs (versus debuffs), they sit pretty far to the left and can be tough to place along with the debuffs - pic below illustrating.

Last edited by pinstripesc : 07-26-2012 at 04:25 PM.
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Unread 07-26-2012, 05:05 PM  
Dave
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Quote:
Originally Posted by pinstripesc
Quote:
Originally Posted by Dave
It is intended, as it only looks good when the ability bar is near the bottom.
Makes sense. Could we possibly get an option to get it back in there? I didn't end up moving the abilities, everything else is looking great.
Yes, I can add an alpha option for that.

Quote:
Originally Posted by pinstripesc
Meanwhile, I'm wondering if there's a way to get a step deeper into the buffs and access enemy buffs (versus debuffs), they sit pretty far to the left and can be tough to place along with the debuffs - pic below illustrating.
I've just checked and they are not separate sub-elements, sorry.

Quote:
Originally Posted by pinstripesc
I set mine up via messing with a script - I'm wondering what the significance of the added lines in the XML is, is that helping it to save positions? They're all set to 0.
Sorry, I must have missed this question before. You can delete any lines you don't need, they are there to save typing if you want to use them.

I may add a new version tomorrow to add suggestions made by people.
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Unread 07-26-2012, 05:13 PM  
pinstripesc
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Quote:
Originally Posted by Dave
Quote:
Originally Posted by pinstripesc
Quote:
Originally Posted by Dave
It is intended, as it only looks good when the ability bar is near the bottom.
Makes sense. Could we possibly get an option to get it back in there? I didn't end up moving the abilities, everything else is looking great.
Yes, I can add an alpha option for that.

Quote:
Originally Posted by pinstripesc
Meanwhile, I'm wondering if there's a way to get a step deeper into the buffs and access enemy buffs (versus debuffs), they sit pretty far to the left and can be tough to place along with the debuffs - pic below illustrating.
I've just checked and they are not separate sub-elements, sorry.

Quote:
Originally Posted by pinstripesc
I set mine up via messing with a script - I'm wondering what the significance of the added lines in the XML is, is that helping it to save positions? They're all set to 0.
Sorry, I must have missed this question before. You can delete any lines you don't need, they are there to save typing if you want to use them.

I may add a new version tomorrow to add suggestions made by people.
Right on, thanks for that Dave.
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Unread 07-27-2012, 11:04 AM  
Daien

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Somehow managed to totaly lost my ability bar (tried something like /option ability_bar <random value that was prolly totaly wrong >) and i'm really stuck trying every means to get it back.


Any idea ?
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Unread 07-27-2012, 02:04 PM  
Dave
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You could try /option cuiAbilityBarX 0, /option cuiAbilityBarY 0, etc.

0 sets to default.
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Unread 07-27-2012, 07:27 PM  
SlasherZet

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Hi Dave, I have a problem, I made a script to create my own UI and named it auto_login so it loads automatically.

The problem lies in the fact that the game does not seem to recognize options for ability bar:

/option cuiAbilityBarX 754
/option cuiAbilityBarY 1000
/option cuiAbilityBarS 115
/option cuiAbilityBarR 0
/option cuiAbilityBarA 0

Everything else loads correctly, but for the bar all I get is something like error: No variable named "cuiAbilityBarX" etc.

If I do /auto_login the bar loads fine, the problem seems to be in the automatic loading...
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Unread 07-27-2012, 07:41 PM  
Dave
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I've had not used auto_login as I haven't got around to making my own layout. I just tried and got the same problem.

Devla's solution is to add /delay 500 to the top of the script which works for me. I'll have to add that to the script I include.

Hope this helps.
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Unread 07-29-2012, 01:23 AM  
Kharzon

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Quote:
Originally Posted by Dave
I've had not used auto_login as I haven't got around to making my own layout. I just tried and got the same problem.

Devla's solution is to add /delay 500 to the top of the script which works for me. I'll have to add that to the script I include.

Hope this helps.
Devla's auto_login script worked for me on pre-existing characters. HOWEVER, when I went to create a new character, it automatically bypassed the character creation process, logging me straight into a bald, naked man, with the name of Character########, where the #'s represent random numbers between 0-9, trapped under London. If you try to walk, you fall sideways. I had to use /reset to kill myself, respawn as a ghost in London, revive at an anima well and log out. That saves the character. If you just log out while being trapped before moving under London, the character doesn't save.

I know it's the auto_login script, as I can repeat it indefinitely. If I remove the script, I can create normally. Once put back, it happens again. I've reported this and am currently in contact with tech support @ Funcom.
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Unread 07-29-2012, 01:42 AM  
Dave
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Quote:
Originally Posted by Kharzon
Devla's auto_login script worked for me on pre-existing characters. HOWEVER, when I went to create a new character, it automatically bypassed the character creation process, logging me straight into a bald, naked man, with the name of Character########, where the #'s represent random numbers between 0-9, trapped under London. If you try to walk, you fall sideways. I had to use /reset to kill myself, respawn as a ghost in London, revive at an anima well and log out. That saves the character. If you just log out while being trapped before moving under London, the character doesn't save.

I know it's the auto_login script, as I can repeat it indefinitely. If I remove the script, I can create normally. Once put back, it happens again. I've reported this and am currently in contact with tech support @ Funcom.
Thanks for posting this. This could be a game bug or intended. Either way, I don't think there's much I can do, sorry. I'll add that to the description. I'm sure you've already temporarily renamed auto_login and created your new character.
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Unread 07-29-2012, 08:46 AM  
Kharzon

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Quote:
Originally Posted by Dave
Thanks for posting this. This could be a game bug or intended. Either way, I don't think there's much I can do, sorry. I'll add that to the description. I'm sure you've already temporarily renamed auto_login and created your new character.
Yes I have. Funcom just told me after this was found that they didn't support 3rd party, blah blah blah, uninstall, reinstall, blah blah blah. Never even acknowledged that I'd found the issue, and the issue being either /delay 500 or /ui bypasses. It might even be just having a login script, but didn't test that.

Thanx for the UI /thumbsup.
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Unread 07-29-2012, 10:24 AM  
arandomguy01
 
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Here's my attempt to set this up as I usually run in this type of game. For res @1366x768.



http://dl.dropbox.com/u/19233738/ui
__________________
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Last edited by arandomguy01 : 07-29-2012 at 10:27 AM.
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Unread 07-29-2012, 06:13 PM  
Aalwein
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Is it possible to add the "triangle" toggle to display the passives? I have mine displayed when I'm streaming so folks can see what passives I'm using and I also like to have it on when I switch decks to make sure everything actually switches. Having it expand down would also be a great option.
Last edited by Aalwein : 07-29-2012 at 06:30 PM.
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Unread 07-29-2012, 10:55 PM  
Dave
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Quote:
Originally Posted by Aalwein
Is it possible to add the "triangle" toggle to display the passives? I have mine displayed when I'm streaming so folks can see what passives I'm using and I also like to have it on when I switch decks to make sure everything actually switches. Having it expand down would also be a great option.
I'm currently working on an experimental version that lets you drag any UI element in game. It will be able to change rotation, scale and transparency too.
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Unread 07-30-2012, 01:56 AM  
kenze

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Im having trouble getting scaling to work. Whats the proper syntax value format?
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