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Author Credit is given on a simple basis. We credit the person who sends the mod in, and says "I wrote this" if you see your work here, and its credited to someone else contact us first then we can research it. Please remember more than one person can make the same mod.
Title, Username, & Date Last Post Replies
Multiple Lines in the Chat window
Today 12:54 AM
by Nevermore
0
Core UI 3.0
Forum: Pre-Beta InterfacesNadger
Yesterday 10:59 PM
by Bumb456
14
Access to chat window text
Forum: Interface Wish Listtj_thompson
Yesterday 09:27 PM
by tj_thompson
0
Some very basic UI questions
Forum: Interface Helptj_thompson
Yesterday 09:18 PM
by tj_thompson
2
Keep Hotkeys when switching Drox/Default UIs?
Forum: Interface HelpSoresha
Yesterday 08:46 PM
by Pixi
10
AssimX UI (6/15)
Forum: Released InterfacesApoco
Yesterday 04:54 PM
by Knightson
255
News
VG State of the game
Aug 08, 2024 - 1:53 PM - by Dolby
If you werent able to attend the SOE Fan Faire in Las Vegas last weekend our friends at Online Gaming Radio recorded the Vanguard: State of the Game Panel for you. Check it out!
0 Replies | 83 Views
Update #2 UI Changes:
Aug 03, 2024 - 1:14 AM - by Apoco
UI
  • The UI XML can now set boolean gamevars via a new action called "set_gamevar_bool". It works by setting strData to the name of the boolean gamevar you want the action to change, then use strData2 to determine what to set the boolean to. Valid options for strData2 are "true", "false", and "#SenderStatus" which set the bool to true, false, or the status/isSelected state of the selector control that triggered the action, respectively. Here is an example (I have replaced the normal greater than and less than symbols with asterisks here to try not to screw up the build notes):

    <Action event="set_gamevar_bool" senderName="_AQTO_auto_track_quests" strData="bAutoTrackQuests" strData2="#SenderStatus">
    <Notifications>
    <Message>SELECTOR_SELITEM</Message>
    </Notifications>
    </Action>

  • XML errors in various windows have been fixed.
  • XML Schema updated to reflect recently added UI functionality.
  • Proc percentage, display description and effect display description will now be displayed on the item examine window.
  • Removed Weight and Item Level from the item examine window.
  • Items will now display the ability description of On Equip, Activated and Attached abilities *IF* such a description exists.
  • Items will now show the percentage chance to fire for items with "Chance on Hit:" abilities.
  • Ratings on items will now, in addition to the current/previous Rating numbers, display the percentage bonus versus an opponent of a level equal to you (ie, 2.03% vs Lvl 50).
  • Fixed an issue with the market window not properly displaying items that had more then 99 charges.
  • Removed the "Hide My Helm" checkbox in the video settings since we can't show helms anyway. <- LOL
  • Widened the reuse text field on parlay cards so large numbers won't be cut off.
  • Enlarged the text field on item names to show 3 lines as well as extend to the new size of the item examine window.
  • Adjusted the Diplomacy card XML. Names of the cards should be much less inclined to overlap the wax seal and the reuse timers should be less inclined to overlap the clock graphic.
  • Added a new UI window property called, "alwaysCheckChildren" which causes the FindWndChildren() function to consider the child windows of a parent that is marked as "alwaysClickThrough". This allows for children of "alwaysClickThrough" windows (windows that don't want to get mouse clicks or other events) to get mouse clicks, mouse overs, and other events. It is only being used in the quest tracker window so far (VGUIQuestStatus.xml).
0 Replies | 99 Views
Update #2 Information!
Jul 25, 2024 - 7:12 PM - by Apoco
http://vgplayers.station.sony.com/ne...1&section=News
Game Update #2

1. Guild Halls
2. The Brotherhood System
3. Bind on Equip
4. LFG Improvements
5. Rest Experience
6. Level Based Diplomacy
7. Diplomacy UI
8. Deconstruction
9. Item Level Requirements
10. PvP bug fixes
11. Crash To Desktop fixes and Optimizations
12. Quest Journal and Quest Tracking improvements
13. Item UI
14. Scrolling Combat Text

1. Guild Halls
Guild Hall plots are now available for purchase! They operate in a similar manner to regular housing in regards to overall construction but require new components. Building a Guild Hall will require efforts from all three spheres of Vanguard.

Crafters will need to learn brand new recipes for all three continents. There are new quests for different key parts of the Guild Hall structure, the majority which are for the mineralogist specialization. Other crafting trades will have some component recipes as well though.

Among the new recipes, a special mortar assembly recipe is introduced. This recipe requires components obtained from high level adventuring areas. Fetching these items will be very dangerous. You will want to bring a group.

Diplomats will be needed to obtain permissions to construct the Guild Halls as well. Without the correct documents obtained from the local government, the land owner will not be allowed to build a Guild Hall. However, obtaining this documentation will not be a simple task.

Finishing construction of a Guild Hall will take much more investment than building a smaller house due to the sheer size and space. However, once completed, they will be a great place for your guild to gather and store treasures, in addition to being a mark of pride for your group!

2. The Brotherhood System

Brotherhoods are a method for you and your friends to gain experience for each other, even when some of you are offline.

Features
· All experience you earn is split amongst the members of the fellowship, even members who are offline.
· When you are in debt or have lost experience, your experience will be devoted to repaying your debt/loss before you resume contributing to the brotherhood.
· Brotherhoods are completely independent from groups; you can be a member of both at the same time.

Limitations
  • Brotherhoods can have a maximum of six members.
  • You must be within five levels of every member of the brotherhood in order to join.
  • You must be within a few meters distance to invite a player to your brotherhood.
  • If you leave your brotherhood or are removed, you may not join another one for four hours of online played time.
  • Members who are offline do not receive their experience until they log on. (Be careful when using the system to level up rarely-played characters, as their skills will fall behind, thus they will be very weak for their levels!)
Getting Started
Interested in creating a brotherhood? Simply target your friend, right click your defensive target window, and select "Invite to Brotherhood." You may then administer the brotherhood from the social window (default key 'O') "Brotherhood" tab.
3. Bind on Equip
All equipable items that were bindable are now either bind on equip or bind on pickup, with the majority of the items being bind on equip. Here is a quick overview of the affected items:

· All equipable items that were bindable are now BOE or BOP
· All uncommon and common items are BOE
· All rare world loot items are BOE
· All rare (and higher) items that are not on world loot tables are BOP
· All containers are BOE
· Quest rewards will remain soulbound as they were before this change

This change was made for a variety of reasons.
  • Removes items from the functional trade economy after the item has been used once.
  • Helps regulate economy as items are effectively removed from trade.
  • Changes to the deconstruction system allows all players regardless of sphere to feel a “gain” even after they have upgraded items in a slot, we did not feel that binding an item to our customers and presenting them with nothing back for its value was worthwhile.
4. LFG Improvements
There is a new LFG button that is located in the group area of the UI (left side of the screen), which brings up the new looking for group and looking for more tabs of the social window. This will disappear once a player joins someone else’s group, but it will remain for group leaders until their group is full. It automatically brings up the LFG tab for non-grouped players, and the LFM tab for group leaders.

The looking for group tab allows players to set which dungeon(s) or quest(s) (from the list of quests that the player currently has in their journal) they would like to work on, and then see a list of other individual players or group leaders. Players and group leaders in the list will be sorted based on their level relationship to you and how closely their preferences match yours, so those that are near your level and are looking to do the same dungeon or quest will be sorted highest in the list. The LFG tab also includes the option to auto accept group invites. If the player doesn’t turn on that feature, they will see the name, level, and class of the group leader and the name, level and class of each of the current group’s members when they are sent a group invite, at which time they can choose to accept or deny the invite as normal. If a player selects a group leader in the search list, they will get the new option to send a request to join that leader’s group, at which point the group leader will see the name, level, and class of the player that is requesting to join the group and the leader can choose to deny the request, or to send a group invite to that player.

The looking for more tab works like the LFG tab, except that it lets a group leader select the archetype(s) and/or class(es) that the group is looking for, in addition to setting the dungeon(s) and/or quest(s) that the group would like to find more members to do.

Both the LFG and LFM lists show individuals looking for a group and group leaders looking for more members. Hovering the mouse over a player in the list will show more info about them, such as what dungeons or quests they prefer, and if it is a group leader the tooltip will also show what archetypes or classes the group prefers and a list of all of the current group members’ names, levels, and classes.

5. Rest Experience
Heroes may now rest in Vanguard! Resting increases the rate at which a hero will gain adventuring, crafting, or diplomacy experience. As the hero gains experience in a particular sphere, rest of that type is exhausted. Rest for each sphere is separate, and is designated by a blue bar on the character sheet of the corresponding sphere. For adventurers, rest is also displayed on the experience bar. Camping allows a hero to rest, occurring more rapidly at outposts. A hero may tell if he or she is at an outpost when a tower icon appears next to his or her class icon.

6. Level Based Diplomacy

Diplomacy is moving from a “skill-based” (1-500) system to a “level-based” (1-50) system. In this changeover, your skill will be automatically converted to level. For instance, if you were skill 120, you would now be level 12. If you were 123, then you would be level 12 with 6 bubbles filled. NPCs and items are also converted as well, as will be the difficulty of conversations. This move allows us to fit Diplomacy more easily into creating content for the game, greatly speeding up the way we make content and reducing the places in which bugs can crop up – while also increasing the opportunities for sphere interdependence.

7. Diplomacy UI
  • Double-clicking cards in your Diplomacy strategy during a parlay will now play them as if you selected the card and clicked the "Speak" button.
  • Cards in your Diplomacy strategy are now dimmed when unusable because they are still refreshing.

8. Deconstruction

Deconstruction is no longer process oriented. Deconstruction kits will be sold by vendors and each kit will have ten charges. Right-clicking the kit and then clicking on the item you wish to deconstruct will give you the option to convert the item to a resource or a dust.
  • Common items should convert into attuning dusts or common resources
  • Uncommon items should convert into resonance dusts, common resources and sometimes a rare resource
  • Rare items should convert into resonance dusts, focusing dusts, rare resources and sometimes ultra rare resources
  • Anything above rare follows the same rules as rare
9. Item Level Requirements
The rules for who can equip items has been streamlined, equipment expertise was too confusing for many players. This puts a stronger emphasis on gaining levels to allow players to equip more powerful items. It also restores demand for items that were trivialized due to the varied range of Equipment Expertise per item type and slot.
  • Items in Vanguard now have a minimum level required to equip.
  • This only applies to items that are equipped on the adventuring, crafting, or diplomacy tabs of the character sheets. Mounts are excluded from this limitation.
  • Equipment Expertise has been removed from the game.
  • Any items you were wearing that are higher then 5 levels above you will not be removed until you remove them yourself.
10. PvP bug fixes
We spent some time fixing some of the more egregious bugs

· Abomination grafts that produce a damaging effect has been reduced against players.


· Bards can no longer pulse an invis effect while in combat.


· See invis now functions properly – you can no longer see other players that are invis if you don’t have a see invis buff unless they are in your group.


· There is a new 40% damage cap on any single ability in PvP.


· Players may now rotate while rooted.


· Pets were previously hitting for full damage in PvP. They have now received a half-damage modifier to be in tune with the half-damage modifier applied to other damage types.


· You can now use abilities on pets in PvP. Previously, they would be immune to many types of abilities they shouldn’t have been immune to.

11. Crash To Desktop fixes and Optimizations
  • Reduced the frequency of garbage purges. They will now only occur once your client has under 100MB of system memory free, and there is more "stuff" to purge. This will reduce the amount of "hitching flashes" to only the times when you really need them to prevent the game from crashing.
  • Textures should now take up a great deal less system memory, reducing the number of crashes from out of memory errors substantially.
12. Quest Journal and Quest Tracking improvements
Some improvements have been made to the Quest Tracker.
  • The layout of the quest journal window has been changed to allow more info to be shown at once, your list of quests is on the left, and the info for the quest you have selected is on the right, making for less scrolling.
  • The Work Orders and Locations tabs have also been changed to the new layout.
  • A new button, "Auto-track" has also been added which brings up a new window to set options for the new auto quest tracker feature.
  • Auto quest tracking is on by default and in its default state, quests that you accept or quests that are updated during your play session will appear automatically in the Quest Tracker, but will be removed from the Tracker after several minutes if you don’t do anything to progress that quest (complete quest objectives).
  • There is now an option to have the Quest Tracker continuously list all of your quests at once
  • There is an option to filter out quests that don’t have counters (such as kill X / X).
  • You can still manually track quests as before, but the auto tracking options make the tracker a bit more useful now.
  • You can now mouse over the name of a quest in the Quest Tracker to see a tooltip that shows the summary for the quest, allowing you to refresh your memory about a quest without having to open the quest journal.
  • The details part of the quest under the quest name in the Tracker now get removed/collapsed once you complete a quest, which allows for more quests to be shown at once. Also note that the Quest Tracker display can be made larger in layout mode if you would like to have it show more quests at once.
13. Item UI
  • Items that contain an associated ability should now display the description of that ability, if a description is available.
  • Items with offensive and defensive “Rating” modifiers, in addition to the actual Rating, will now display a percentage for that specific modifier against an equal level NPC. This addition will add some clarity to the previously confusing Rating system.
  • Items will now display the actual percentage that an attached “Chance on Hit:” proc will activate.

14. Scrolling Combat Text

  • You can now switch on scrolling combat text in your Settings panel.
  • The Scrolling combat text will speed up and slow down depending on how fast text enters the world.
  • New Slider bar to toggle transparency of the scrolling combat text. This will allow players to choose settings where the text is less obtrusive, while other players can chose a setting so they can achieve maximum visibility of the text.
  • New option to use multiple layers of scrolling combat text (in order to place crits and more important text on one layer and less important information in another layer with a more transparent look).
  • New option to use multi-column scrolling combat text. This will slow down the necessary movement of text (since more text can sit on one line). This setting will be very useful in raids when there is a lot of damage spam.
2 Replies | 124 Views
Updated Server Merger information
Jul 12, 2024 - 6:11 PM - by Cairenn
Server Merge post by Hasium
07/11/2007

Hey Everyone,
It’s long past time for an updated server merge post. We are still feverishly working on getting the backend work done. We have done several internal tests merging empty servers and are satisfied with the results now. Next up are the internal tests merging servers with characters on them. I realize this is taking longer than I had thought originally and the community was expecting. Do I dare give an ETA? I can say we have at least two weeks of work and testing to be done still. We are doing our best to get it done as soon as possible, but we only have one shot at so it needs to be right.
So on to the updated details. Obviously not everyone is going to be happy with the final rules. I will do my best to give the reasons behind the decisions, but ultimately they are driven on what we will is best for the long term health of the game.

Servers
  • There will be 2 US PVE, 1 EU PVE, and 1 US PVP server.
    • Xeth PVE US
      1. Thunderaxe
      2. Woefeather
      3. Gulgrethor
      4. Hilsbury
    • Seradon PVE US
      1. Targonor
      2. Florendyl
      3. Flamehammer
      4. Shidreth
    • Halgar PVE EU
      1. Gelenia
      2. Infineum
    • Sartok PVP US FFA
      1. Tharridon
      2. Varking
      3. Frengrot
  • All existing servers will go away and everyone will be moved to new servers.
  • Each character will get one free server move after the merge.
  • PVP players will be able to move to PVP OR PVE servers.
  • PVE players will only be able to move to PVE servers.
  • PVP rule set will be FFA.
Xeth, Seradon, Halgar and Sartok were the server names with the most votes.
Florendyl RP server.
The poll showed 76% in favor of keeping Florendyl versus 24% not to. So why in the Sam Hill (what does that really mean?) did we decide to merge it when the community clearly doesn’t want it? In-between the time that poll was run and today, the population of Florendyl has dropped about 30% with the rest of the servers dropping 10% to 30%. So at this point, it needs to be merged with the other servers in order for everyone to have a decent chance for grouping across the board and enjoy the game as intended. I did spend some time on the Florendyl talking to people and the general feeling was that while they voted to keep it, they felt it needed to be merged now. Hopefully we can get the population moving up and we can start up a RP server in the future, but unfortunately for now it needs to be merged.
Team PVP
Combined peak players for both PVP Team servers is about 400 – 450. That’s just not enough population for real team PvP in a world the size of Vanguard. So for now, all the PvP servers will be merged into one with FFA as the rule set. Sometime in the future when the population is up, we will consider turning on a server for Team PvP.

Character Naming
  • Characters name priority is based on
    • First created, if also played within the last 30 days
    • Last Played
  • Those characters that have name collisions will be marked, and upon next login will have to choose a new name before that character can log in.
  • Please, if you have a mule character, please create a new one so another player can have a chance at getting keeping the character name they play with.
Housing
  • The price for the player’s plot is refunded to the player in coin.
  • The resources used to generate the house are refunded to the player via the housing resource escrow.
  • The current upkeep balance will be refunded to the character
  • Fixtures and items in the house will be placed in the escrow.
We looked into ways to transfer ownership of existing house to the new server to avoid the land rush in addition to guilds keeping their groups of houses. After looking into the details and basing it off the naming rules, it would be a mess. A really big mess. So the land rush is on.
Many people have expressed worry about not having enough plots available. There are approximately 3000 housing plots available on each server. On any given server only about 20 - 25% of the plots are owned. In addition there are many players that have houses on multiple servers. After the merge, the number of houses that player has will decrease due to having less servers. So there should be enough plots for everyone.

Boats
  • Boats will be marked as needing to be named.
VGPlayers issues
  • We are still working out the specifics on this.
Corpses left in the world
  • All corpses will go away.
  • Any items left on corpses will go to your escrow account.
  • Exp on the corpse will be returned to you.
Mail
  • Any pending mail will be returned to sender.
Friends list
  • We are still working out the specifics on this. We are trying to find a way to have the friends list stay, but you may have to re-create it.
Guild names
  • We are still working out the specifics on this.
Market items
  • Items in the market will be returned via mail.
0 Replies | 143 Views
Details on the Server Merger!
Jun 13, 2024 - 8:46 PM - by sokol
This just in from SOE.
Quote:
Servers
There will be 2 US PVE, 1 EU PVE, and 1 US PVP server.
Thunderaxe, Woefeather, and Gulgrethor would merge into server A PVE
Targonor, Hilsbury, and Shidreth would merge into sever B PVE
Tharridon, Varking, and Frengrot would merge into sever C PVP FFA
Gelenia and Infineum would merge into server D EU PVE
For Florendyl we will be soliciting feedback via a poll and discussion as to whether or not the players think it should be merged.
We are open to considering the option of leaving it up with the understanding that the population is way under what it needs to be to be healthy but we wouldn’t recommend it.



All existing servers will go away and everyone will be moved to new servers.
We will post a poll so you can vote on the new server names.
PVP players will be able to move to PVP OR PVE servers.
PVE players will only be able to move to PVE servers.
PVP rule set will be FFA.


Characters that have not chosen a server will be moved based on popularity of servers.
US characters moved this way will be on a US server.
EU players moved will be on an EU server.
PVP players will be moved to the new PVP server.
Each character will get one free server move after the merge.

Character Naming
Characters name priority is based on
First created, if also played within the last 30 days
Last Played

Those characters that have name collisions will be marked, and upon next login will have to choose a new name before that character can log in.

Housing
The price for the player’s plot is refunded to the player in coin.
The resources used to generate the house are refunded to the player via the housing resource escrow.
The current upkeep balance will be refunded to the character
Fixtures and items in the house will be placed in the escrow.

Boats
Boats will be marked as needing to be named.

VGPlayers issues
We are still working out the specifics on this.

Corpses left in the world
All corpses will go away.
Any items left on corpses will go to your escrow account.
Exp on the corpse will be returned to you.

Mail
Any pending mail will be returned to sender.

Friends list
We are still working out the specifics on this.

Guild names
We are still working out the specifics on this.

Market items
Items in the market will be returned via mail.

One to Two weeks prior to the consolidation, players will be able to type a slash command (MOVESERVER) that will select what server they want that character to reside on.
0 Replies | 375 Views
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