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Old Jul 04, 2007, 12:44 AM // 00:44   #221
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can anyone send me the mods for a mini pet or a shield i wanna try it out to see if it works with my comp and all that
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Old Jul 04, 2007, 01:04 AM // 01:04   #222
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Quote:
Originally Posted by Yanman.be
Coridan. It's safe. I think that guy that got banned didn't get banned for the mod.
Screw you. You're a real jerk aren't you? You know nothing about me and yet you jump to a conclusion that I've done something wrong which is bullshit.

Gaile has not answered my PM yet and NCSoft is taking their sweet time to do something about this.
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Old Jul 04, 2007, 01:07 AM // 01:07   #223
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I'm really interested in the banning angle here myself; frankly, running GW through TexMod *is* running it through a 3rd party program, but I'm curious as to what the trigger is (it's obviously something in the code on the server side), and if ANet can filter it out if they're serious about the "it's allowed" angle. It makes SENSE that something would recognize it was something 3rd party and ban, really.

The next thing I wonder is, why in the world hair and armor are tied to the same piece. Not just for purposes of this, either, it's just... really freaking weird.

(and the final thing is, wow, this could be an awesome way to get free fixes for armor glitches, let your community do it, heh...)

ETA: Imaginos, just saw your latest post - I really hope this gets cleared up soon! :: hugs ::

Last edited by ElinoraNeSangre; Jul 04, 2007 at 01:09 AM // 01:09..
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Old Jul 04, 2007, 01:34 AM // 01:34   #224
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doesn't work on guildie cape :S


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Old Jul 04, 2007, 01:42 AM // 01:42   #225
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Quote:
Originally Posted by Ailia
Quartz UI V1, a joint Ailia-AT project

http://www.megaupload.com/?d=1JDKM9E9
has all the features of my mods including:
Wiki style skills
Improved Radar and Maps
50% and 80% health lines
Highly Accurate spirit range
As well as AT's great interface texturing

Umm. Hey. I managed to get QUARTZ onto my guild wars. The only problem is, I don't see wiki style skills. Did you forget to add it in or something? Also...

I have a request.

Is it possible anyone could show something like a very dark black cloud covering for areas we need to explore? Then we could EASILY tell what we need to explore and what tiny spots need to be filled in. The remaining parts of the world that we can't explore are shown normally, while the dark black clouds shows the areas we SHOULD cover for a perfect explorer. If someone could, you would make me very happy

Ah some suggestions:
Make the color that marks 50% and 80% health lines different. It'd be alot easier to see with something not that close to red.
Also, show the 50% and 80% health markings on your own health bar, that'd be great too. The one in the bottom, usually, not the one in your party bar.
Making the party bar completely transparent would help, too.

Thanks

Last edited by Sasuke The Betrayer; Jul 04, 2007 at 01:48 AM // 01:48..
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Old Jul 04, 2007, 01:45 AM // 01:45   #226
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Yeah all edits are client side, So your entire guild would have had to use the cape mod to see the new capes.
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Old Jul 04, 2007, 01:48 AM // 01:48   #227
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Quote:
Originally Posted by ElinoraNeSangre
I'm really interested in the banning angle here myself; frankly, running GW through TexMod *is* running it through a 3rd party program, but I'm curious as to what the trigger is (it's obviously something in the code on the server side), and if ANet can filter it out if they're serious about the "it's allowed" angle. It makes SENSE that something would recognize it was something 3rd party and ban, really.

The next thing I wonder is, why in the world hair and armor are tied to the same piece. Not just for purposes of this, either, it's just... really freaking weird.

(and the final thing is, wow, this could be an awesome way to get free fixes for armor glitches, let your community do it, heh...)

ETA: Imaginos, just saw your latest post - I really hope this gets cleared up soon! :: hugs ::
Thanks. It is very frustrating and depressing to say the least. I've been modding games like NWN for ages and have never had this kind of issue before anywhere else.

The only thing I can think of that could have triggered something is that I logged the throwaway pvp character I made to test with in and out semi-rapidly. It doesn't take long to make a small change in PS and then package and launch in texmod and I made some small quick changes when trying to work out how mods to the borders of bars like health would work.

It is odd the way that ArenaNet decided to do armor by having textures generated on the fly with your color combos on them. Never seen a game do it that way.
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Old Jul 04, 2007, 01:50 AM // 01:50   #228
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Quote:
Originally Posted by Sasuke The Betrayer
Umm. Hey. I managed to get QUARTZ onto my guild wars. The only problem is, I don't see wiki style skills. Did you forget to add it in or something?
I've just checked, and it's definitely in. Can you show what your skill bar looks like?

Quote:
Ah some suggestions:
Make the color that marks 50% and 80% health lines different. It'd be alot easier to see with something not that close to red.
Also, show the 50% and 80% health markings on your own health bar, that'd be great too. The one in the bottom, usually, not the one in your party bar.
Making the party bar completely transparent would help, too.
Cheers for the feedback. The 50% / 80% markings on your own health bar would be great, but it's harder to do if I understand correctly.

Last edited by JackRabbitSlim; Jul 04, 2007 at 01:57 AM // 01:57..
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Old Jul 04, 2007, 01:58 AM // 01:58   #229
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Quote:
Originally Posted by JackRabbitSlim
I've just checked, and it's definitely in. Can you show what your skill bar looks like?
No no, the pictures are fine. The only problem I see, is, in the screenshot here

http://img502.imageshack.us/my.php?image=quartzpx6.jpg

I noticed the skills linked to the attributes in the attributes/skills window, that they are bunched up in rows and columns (With 10 columns). I'd like to use that, but it isn't doing that.
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Old Jul 04, 2007, 02:01 AM // 02:01   #230
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Quote:
Originally Posted by Rutabaga
doesn't work on guildie cape :S


SNIP
Mine worked on guildies :P
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Old Jul 04, 2007, 02:04 AM // 02:04   #231
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Ah, that's not a problem with the mod - it's just how the Skills window is set up. To switch to the grid layout, use the button on the right here:

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Old Jul 04, 2007, 02:06 AM // 02:06   #232
Wilds Pathfinder
 
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Ohhh. ^^. Thanks alot. I never do notice the small things. lol. Thanks


Also, there's something wrong with the mod. Glitch maybe? There seems to be boxes where people are standing, as shown here.


Last edited by Sasuke The Betrayer; Jul 04, 2007 at 02:11 AM // 02:11..
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Old Jul 04, 2007, 02:52 AM // 02:52   #233
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BTW you can edit the loading screens

Just tested it and it worked, I'm going to bed right now so I won't post a pic.
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Old Jul 04, 2007, 03:28 AM // 03:28   #234
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also in the Quartz mod....one the uncovered map...it shows some black spots. not a big deal as its not in playable areas....but it would be nice if we could somehow have the outlines of the "clean" map and then have the "greyed" unexplored area over the top...so we can see the lines that we still need to clear.

Also...any ideas on how to make chests appear easier than by holding down the alt key all the time?

Also any way to give players on your teams auras? like they do in PVP? or even color code the auras with slots in the party panel...

Slot 1 = red aura
slot 2 = blue
slot 3= green
etc

make the aura show on the player and on the players health bar in the party menu.

Also anyway to show a player or targets energy level? the way they do with the hp?
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Old Jul 04, 2007, 03:33 AM // 03:33   #235
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Quote:
Originally Posted by spawnofebil
Won't this make the market crash even further?

Since inscriptions came out, the only incentive to get a weapon was for its rare skin. Now we can reskin common weapons, there's no incentive for those skins any more.

OMIGOSH!!!
Yep, Just another reason along with many more as to why this whole modding movement is not going to fly. Weapon mods are a dime a dozen, it's the skins that fetch the big bucks. Can't anyone see some of the negative consequences that this is going to have on the game? I can really appreciate all of your enthusiasm to enhance GW to you liking, it's just that I don't think GW is the kind of game that can hold up if this kind of modding is allowed.
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Old Jul 04, 2007, 03:41 AM // 03:41   #236
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So far, we haven't figured out how to swap models, just textures.

...However, I think it might be possible to reskin a normal 1.5k Monk tattoo with a 15k skin. I haven't looked much into it, though. The same might go for 15k Platemail.
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Old Jul 04, 2007, 04:10 AM // 04:10   #237
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items will still bring the same amount of money regardless of mods....because of peoples vanity....mine included...i like people to compliment me on my items/armor/whatever......i am not interested in reskins per se...although i think it will be nice...what i am interested in is gameplay enhancements....help with mapping a continent....ranges...sprirt..nearby...close by..etc or whatever they are... Would be nice if we could toggle in the program what mods we want to run....for example if i only wanted to load the new UI but didn't want all the other stuff...would be nice if i could toggle that off somehow....i personally like all the stuff in the mods so far...but i can see them getting huge and me not wanting everything thats in it...
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Old Jul 04, 2007, 04:22 AM // 04:22   #238
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Why would it affect the prices if only you can see them? You may put a Elemental sword texture on a Fellblade, but you will be the only one that will see it, unless you invite people over to your house to show them your Elemental sword collection.
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Old Jul 04, 2007, 04:36 AM // 04:36   #239
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Oh man, not to mention that the Elemental Sword *texture* just slapped onto the Fellblade would look like crap.
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Old Jul 04, 2007, 04:44 AM // 04:44   #240
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Quote:
Originally Posted by Bryant Again
Oh man, not to mention that the Elemental Sword *texture* just slapped onto the Fellblade would look like crap.
Thank you. I was wondering when someone would point that out.
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