Author Topic: So has anyone figured out art mods yet?  (Read 4800 times)

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Offline PennengaTopic starter

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So has anyone figured out art mods yet?
« on: August 27, 2013, 11:21:21 AM »
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subject is about all.  I know it's out there! lol

Offline Crome969

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Re: So has anyone figured out art mods yet?
« Reply #1 on: August 27, 2013, 11:59:14 AM »
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Classic or Enhanced Client?

Real Art mods like new Tiles or such only can be implemented through uop-package editing. Think runuo released their repo for this. check runuo.com

Offline PennengaTopic starter

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Re: So has anyone figured out art mods yet?
« Reply #2 on: August 28, 2013, 10:08:09 PM »
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Classic client,  for OSI production shards.  To really narrow it down talking about stumphack,  static fields,  cleaning the floor and such like that.

Offline Masscre

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Re: So has anyone figured out art mods yet?
« Reply #3 on: August 29, 2013, 09:11:32 AM »
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We have been holding out for a talented or untalented individual/s that would like to help out the community and help put a working patcher together here.

Offline gimlet

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Re: So has anyone figured out art mods yet?
« Reply #4 on: August 29, 2013, 10:59:34 AM »
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I would just settle for step by step instructions!

Offline PennengaTopic starter

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Re: So has anyone figured out art mods yet?
« Reply #5 on: August 29, 2013, 03:41:21 PM »
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Haha agree with what gimlet said.  Finding nothing is where my on-again - off-again quest for this always seems to end up.  Trying AssistUO options was neat disabling field animations but I was just playing with their features,  taking same targets seems kind of interesting and I wonder if certain people on atlantic might ever use that  :-\

Still just only play with good old UO Assist tho...

Seeing some recent videos just made me wonder seeing people run on horses with no run animation and trees being like blocks of wood with them having half wall of stones again... makes ya wonder,  I think it might have been a free shard

Offline dxrom

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Re: So has anyone figured out art mods yet?
« Reply #6 on: December 09, 2013, 01:50:39 AM »
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It's not too difficult. If you knew how to do it before (Just playing around with UOFiddler or even the more efficient route of using MULPatcher to quick patch after new patches) then it's as simple as extracting the MULs from the UOPs, patching/modding them and then re-packing the MULs into UOPs.

Note: With stealth, don't keep the left over legacyMULs in your UO Directory as it will confuse stealth map and affect autowalker and map.



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Offline hanfraucher

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Re: So has anyone figured out art mods yet?
« Reply #7 on: January 16, 2014, 01:05:44 AM »
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It's not too difficult. If you knew how to do it before (Just playing around with UOFiddler or even the more efficient route of using MULPatcher to quick patch after new patches) then it's as simple as extracting the MULs from the UOPs, patching/modding them and then re-packing the MULs into UOPs.

Note: With stealth, don't keep the left over legacyMULs in your UO Directory as it will confuse stealth map and affect autowalker and map.

Pretty much this, I have step by step instructions on my website, www.burningsheep.ch

Offline gimlet

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Re: So has anyone figured out art mods yet?
« Reply #8 on: January 16, 2014, 06:36:26 AM »
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It's not too difficult. If you knew how to do it before (Just playing around with UOFiddler or even the more efficient route of using MULPatcher to quick patch after new patches) then it's as simple as extracting the MULs from the UOPs, patching/modding them and then re-packing the MULs into UOPs.

Note: With stealth, don't keep the left over legacyMULs in your UO Directory as it will confuse stealth map and affect autowalker and map.

Pretty much this, I have step by step instructions on my website, www.burningsheep.ch

Wow Gaechti - first rate work as usual!

+1 Rep!

Why don't you write us a quick introduction so you become unrestricted.
info here   http://www.scriptuo.com/index.php?topic=1750.0

« Last Edit: January 16, 2014, 06:40:40 AM by gimlet »

Offline hanfraucher

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Re: So has anyone figured out art mods yet?
« Reply #9 on: January 19, 2014, 01:23:24 PM »
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Hey Gimlet, long time no see.

Glad you like it. Keep checking the website, theres udates now and then. Wrote a lil introduction. Thanks for rep. Comming back to UO because of freeshard opening soon. Loads of stuff to catch up. Shiny new tools like uoassist and whatnot..

Offline mynameis

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Re: So has anyone figured out art mods yet?
« Reply #10 on: January 19, 2014, 01:26:35 PM »
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Hey Gimlet, long time no see.

Glad you like it. Keep checking the website, theres udates now and then. Wrote a lil introduction. Thanks for rep. Comming back to UO because of freeshard opening soon. Loads of stuff to catch up. Shiny new tools like uoassist and whatnot..

Hehe sorry for butting in but UOA is definitely not shiny and new unless you mean AUO (UOSteam now). If you *do* mean UOA tho I would love to know how to use it on a free shard. I don't remember it well, but I remember like it on OSI. At the time I used a keygen I believe
Quoting Elites/GMods/Admins in your siggys. :) -TrailMyx

Offline hanfraucher

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Re: So has anyone figured out art mods yet?
« Reply #11 on: January 19, 2014, 01:31:49 PM »
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Yeh I meant uosteam lol. Strange move from them to change name, or even take assist uo in first place. UOA was legal uo pro tool or how that program from EA was called, no clue whats that doing today. I used razor / EUO when I last time quit playing UO

Offline Earasinac

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Re: So has anyone figured out art mods yet?
« Reply #12 on: September 04, 2018, 11:46:13 PM »
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I believe that everyone must agree.

Offline Crisis

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Re: So has anyone figured out art mods yet?
« Reply #13 on: September 05, 2018, 12:53:27 PM »
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I believe that everyone must agree.

I disagree....

Offline Tidus

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Re: So has anyone figured out art mods yet?
« Reply #14 on: September 06, 2018, 12:33:35 AM »
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I believe that everyone must agree.
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