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 Post subject: UI mod
PostPosted: Tue Mar 24, 2020 4:44 am 
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Joined: Tue Jul 10, 2018 4:23 pm
Posts: 4
Would the ffxiv UI mod be considered a addon/plugin or a client side change like switching dat files?


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 Post subject: Re: UI mod
PostPosted: Tue Mar 24, 2020 6:05 am 
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Afaik that one uses windower resources, we use ashita (or are suppose to anyways), I don't think the xiv ui would have what it needs (legitimately anyways) to be applied to nasomi client.

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 Post subject: Re: UI mod
PostPosted: Tue Mar 24, 2020 2:20 pm 
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Joined: Tue Jul 10, 2018 4:23 pm
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So you're saying that its okay to use it but it won't matter cause it won't work?


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 Post subject: Re: UI mod
PostPosted: Tue Mar 24, 2020 3:38 pm 
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Joined: Fri Sep 06, 2019 9:46 pm
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You can quickly get into a bit of a grey area when you start modifying UI stuffs... In general, if it's aesthetics-only (texture packs, font replacements, etc.) then it's fine. However, if it is anything that could be used to give you some kind of advantage over other players, then it's probably not fine (e.g.: 'xivhotbar' = probably not ok, since it allows you the ability to commit actions outside the 'normal' execution methods). That said, if it's an *addon or plugin* (like these are) then it's generally considered a no-go right off the bat, since there's only a shortlist of approved ones. There's at least one portion of the xiv UI mod stack that SirEdeonX built out for Ashita, but it's still loaded as an addon, so I'd be hesitant to use it.

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 Post subject: Re: UI mod
PostPosted: Tue Mar 24, 2020 4:39 pm 
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Joined: Thu Oct 12, 2017 10:12 pm
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Graphically you'd be fine, but the restriction is our sanctioned version of ashita isn't capable of much, it's been stripped pretty bare, for instance you can't use nasomi ashita to launch another private servers bootmod. If you were just doing it with .dats and maybe handling the widgets on your own backend, you'd probably be fine, but loading a premade ui mod that pulls resources through ashita most likely wouldn't work and would almost certainly be auto detected by nasomi, whether his auto detection would be able to distinguish between ui or bot would be the grey area. There's things people have been known to do, that gets around the nasomi ashita restrictions, but everyone using that stuff knows they risk being banned for it. You can probably decompile the mod and rip the .dats out and use them for for anything non intrusive, but things like the minimap and inventory slots on screen would likely get you caught and banned cause they'd be constantly refreshibg data that requires triggered updates (kinda like opening your inventory every 1000ms, or checking your map every 200ms). Things like the custom hp bars, and macro cubby would likely fly right through (that data is already constantly updated and sent to a gui, you'd just be changing the picture it uses) , there's some good resources around the nets for customizing things yourself without using a modpack or anything like that, I'm suprised more mention of swaps hasn't been made publicly. In short tho,

Existing UI modpacks, nah I wouldn't risk it.

Custom .dat swaps, no problem, matter of fact probably 2000 people use them already for things like macros or non glowing telepoints and avatars to increase visibility and reduce lag.

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 Post subject: Re: UI mod
PostPosted: Tue Mar 24, 2020 5:53 pm 
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Joined: Tue Jul 10, 2018 4:23 pm
Posts: 4
Alright, so I'll leave it alone so I won't lose my character cause I want to use the hotbar from ffxiv. Thanks for the info. ^^


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