Fame is on the Loyalty gump now, accessible from your character's context menu.oh and another thing missing is the "fame" level on the character sheet. That used to be really handy for knowing how much more you had to go til you got max fame for sacrifice. 10,000 points, and would be nice to have back as well.
Thanks I will go seeFame is on the Loyalty gump now, accessible from your character's context menu.
The scaling of T-maps was part of the Pinco's UI and I would think that it will return when Pinco releases 6.0.THunting has become a CHORE with the maps not scaling, is there ANY reason for this? Be nice if SOMEONE would answer
yes, also the dye tub gump will be totally differentThe scaling of T-maps was part of the Pinco's UI and I would think that it will return when Pinco releases 6.0.
Aye. That on top of the lack of quickloot on all containers and very poor loot have kept me from doing much t-hunting lately.THunting has become a CHORE with the maps not scaling, is there ANY reason for this? Be nice if SOMEONE would answer
Alas unless the 'toggle legacy backpacks' is also put back in Pinko's to how it used to be, ie, ONLY toggles the container you open AFTER you click on the toggle, leaving all other existing open containers as they were then I will not be using Pinko's but have to use the work around pete mage posted for that problem with his UI mod.yes, also the dye tub gump will be totally different![]()
The containers will be quite different than now (since I remade the script from scratch), in fact each container will have the toggle view button that allows you to cycle between grid/list/legacy so each container can be treated separately (like it was on KR). And also if you close a container in legacy mode, when you re-open it, it will be shown in legacy mode again. This means that there will be no more the 'toggle legacy backpacks' actionAlas unless the 'toggle legacy backpacks' is also put back in Pinko's to how it used to be, ie, ONLY toggles the container you open AFTER you click on the toggle, leaving all other existing open containers as they were then I will not be using Pinko's but have to use the work around pete mage posted for that problem with his UI mod.
That's why I've always tried to have all the possible features inside my UI, so you don't have to use other modsThis is what I hate about having to use different modders stuff, it is like a mish mash of if you want this you can't have that, and if you want that you can't have this, I was so hoping that broadsword would employ Pinko to actually run the default UI permanently so that we didn't have to have either or, or this or that.
The tmaps is in the Pinco's UI 6.0 already so you just have to wait at least for the beta releaseAnyways, will have to wait and see I guess. I can't stock my vendors unless the toggle legacy containers is fixed, and un-scalable TMaps has dragged the usefulness of the UI back to the dark ages as far as thunting goes and made life 100% more difficult. It is different when you never had an option but in both cases the options were there and now aren't . Is like one step forward 3 steps back all the time with UO.
Well it all sounds really good and I hope it is coming sooner than laterThe containers will be quite different than now (since I remade the script from scratch), in fact each container will have the toggle view button that allows you to cycle between grid/list/legacy so each container can be treated separately (like it was on KR). And also if you close a container in legacy mode, when you re-open it, it will be shown in legacy mode again. This means that there will be no more the 'toggle legacy backpacks' action
It will also save the scroll position in every container that you open (except vendors and corpses).
About the vendor, there will also be an option to choose how to open their inventory as default (like there is for your backpack and corpses).
There will also be the loot sort (as in the previous version), with the option to customize the sort order too
That's why I've always tried to have all the possible features inside my UI, so you don't have to use other mods
We couldn't put my whole UI as default because the devs were against certain features (example: the customizable background of the icons), so in the end even if I have submitted a lot of stuff, much has been removed and for other features there was no time and so here we are :/
The tmaps is in the Pinco's UI 6.0 already so you just have to wait at least for the beta release![]()
Adding toggles means doubling the times because it requires to create multiple time the same thing, and by doing that everything will just became heavy, so even if sometimes having toggles may looks best, in the end it is not because will reduce the performance.Well it all sounds really good and I hope it is coming sooner than later.
I guess if it is feedback you need my best would be for every 'action' it is always nice to have a choice. So an opt in or out of particular mods. Like I want to have 'enable scaling' ON all the time and not have to turn it on each and every time I log in. We did that in your UI before in the UI settings by putting a 'tick' in the box. Now it is an action and before I can do 'anything' i have to retoggle the action every time so I can reduce my map size from the default to my preference every single time I log in and it gets old really quick. It was nice not to have to keep redoing the same action each and every time you logged in. I also love the fact that you didn't have to have the 'count' of items on every container, that I can turn that off etc and you didn't have to have 'new' item properties gump if you preferred the standard default one etc. It is the 'option' to have stuff on or off that is always the BEST design. Let the player decide what they want and don't want.
However, having said all that I seriously appreciate the work you do, just wish broadsword would put you on the darn payroll and dedicate a bit more resource to getting the default UI up to where a newbie player can log in and run with if without the need to then keep modding on and on etc.
as the new default UI taught us, few people for testing are not enough, so it will be a public test and let's hope to catch as many bug as possiblePinco, if you're looking for Beta Volunteers, I'd be happy to...