This started before publish 86. One of the patches before that tooltips stopped working altogether, then when they "fixed" the issue they came back the way they are now, you have to mouse over items very carefully, and often multiple times before you can be sure that what you are seeing in the tooltip is actually what you have your pointer over. It seems to be an issue with the legacy container mode.Another bug:
Tooltips are not updating, when moving directly to a new item. I have to move the cursor away from the initial item and only fter it is gone I can hover over the new item to get the correct tooltip. This is really annoying...
There was originally but the devs wanted it removed with the UO cartographer support... so you have to wait for the next version of my UI for that.@Pinco Is the away mode macro something that we can temporarily put back in using the command feature? I didn't realize how much I used it till it was gone!
nice poetry, but if you don't provide specific details on how to replicate the problems noone will ever be able to fix the issuesSometimes I can't cast spells using commands in a hotbar. But I can cast them from the book.
Sometimes I can't drink potions using commands in a hotbar. But I can drink them by double clicking in the backpack.
Sometimes I can't mount my ethereal horse using command in a hotbar. But I can mount it by double clicking in the backpack.
And so on.
I can't attack a monster after using my trapbox. Tried double clicking the monster and using a hotbar command.
Those bags make fighting big bosses pretty tricking.
The new UI is looping through every hotbar slot updating its status and stuff 20+ times per second.One new bug , came with latest update. Had fps counter from gfx card turned on. Logging onto one char, stable 60 fps. Logging another char, it did seem choppy, only around 40 fps. Did mess around with a lot of things, in the end it came down to amount of hotbars on screen. Basically everything above 9 visible hotbars drops my fps below 60, and not in small amounts from then on.
I had this same message. Have you opened the bag then tried? This worked for me.I can't assign a loot bag. It say "you can't..." to all containers I have tried (including all container types I bought from a provisioner).
I don't remember. I will try. Thank you.I had this same message. Have you opened the bag then tried? This worked for me.
why don't you just use a macro for that?Another thing i would call a design error since it does mess with game mechanics to much.
One cannot restart a bandage anymore. The nice side is, you cannot ruin it by starting a new bandage to early. The other side is, there are cases where you actually want to manually restart a new bandage. For example, bandie did cure a lvl 5 poison after 2 secs, it will heal for very few points after 4 secs , even with 120 healing/anatomy. It was better to apply a new one. Cant do that anymore.
Does also take away another behind-the-keyboard skill from the game.
it was limited but it caused some delays in the spell graying out and other things so that's actually the only way to make things work. Besides it just run through specific action/spells...The new UI is looping through every hotbar slot updating its status and stuff 20+ times per second.
Needlessly to say the performance of the new default is just nuts compared to the previous version.
you can use macros to bypass thatI tried to cast Consecrate Weapon with 0 Chiv skill and it no longer let's you attempt unless you have 15 Chiv skill now. I use this method to raise Strength. While you will fizzle at 0, you do get skill gains so you should be allowed to attempt to cast it. You can no longer do so. This is probably true with a lot of spells. Basically I cast CW till I hit 30 then stone it off (and wipe it from the stone), then start again. This is a great way to raise stats. I ended up having to put on jewelry to get to 15 Chiv in order to train strength now. Please remove the requirement that you have to have the minimum skill in order to even attempt casting spells. Thanks
nope, it's the very existance of the elements that cause the slow down...Pinco - Does it improve performance if the hot bar is minimised?
That did the trick, thanks Pinco.you can use macros to bypass that
I did always drag a bandage to a hotbar spot and did set target. No need to create a macro. And you see the timer. So now i need to create a macro for it? And dont see the timer anymore ?why don't you just use a macro for that?
create a macro -> drag the bandages inside with target cursor (or whatever target you need)
Thats a very good advice, i did not notice since ec beta that there may be problems with to many hotbars, it did just work before.So in short: DO NOT use too many hotbars for spells/objects, use macros if you need something with an hotkey, and always remember that the less UI elements you have around, the better is for the game performance
YesSince the more recent patch my bank box(I have all containers set to grid) opens first in list view, then changes to grid view but a lot of the contents are missing that were there in the list view.
This happening to anyone else?
How many items are in you bank box?Since the more recent patch my bank box(I have all containers set to grid) opens first in list view, then changes to grid view but a lot of the contents are missing that were there in the list view.
This happening to anyone else?
For me the actual amount of items in the bank on this particular char is 163 items as correctly shown in my journal.How many items are in you bank box?
This will be resolved in the next patch.For me the actual amount of items in the bank on this particular char is 163 items as correctly shown in my journal.
When I first open my bank box it opens in the list view and shows 23 / 175 items.
If I then close my bank and open again it shows in the correct grid format and still shows 23 / 175 items.
Right there is definitely another issue I have seen this happen numerous times now and I shall use the Scalis on Europa as an example.
Once the body goes "public" and anyone can loot I pop the corpse open and the items seem to flash and change around.
I hover over them and it shows the wrong property popup where it seems there are so many items it cant seem to show them all at once.
Here is an example:
My mouse has selected the tunic but the tooltip is showing a shield.
As you can see from this example there is only 125 spaces to show items. At the bottom its showing 482....
yes, that's my point, having to go to user settings or to use an action for that it's too much work for just few minutes, that's why I've resotre the KR style where you could just switch the style on each container with the green buttonBy "freeform" you mean legacy container view right?
I don't suppose anyone on EC actually uses legacy containers all the time, but we do need them for stocking vendors or people using CC just see our vendor bags as a pile of junk.
I mentioned this weeks ago when the UI first came in and Pete Mage gave a work around in another thread which I am currently using, however, I really don't want to be using another UI just so I can get ONE work around fix from the default. It makes it difficult when trading templates with people if everyone is using a different ui to do different things..Toggle legacy containers is useless if it automatically closes all your open containers in gird view first. Didn't do that in the old default UI nor in Pinkos so no idea why it does it in the new UI. Makes stocking vendors IMPOSSIBLE if your items are stored in the EC and you only need the legacy toggle for a vendor backpack.
Needs to be changed BACK to how it used to be, ie the ONLY format change happens to bags/containers you open AFTER you press the toggle, not to existing open backpacks etc.