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[UI] VinyUI 7.2.1

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816384138
Posts: 31

Re: [UI] VinyUI 7.1

Post#1721 » Sat Sep 05, 2026 3:51 am

I did create a window now and size it, relocate it to where I want. Thank for that reference

I have another question. Is there a way to either get rid of this attached number next to it or to have it reflect the amount of available resource 0-250?
Screenshot 2026-09-04 224745.png
Screenshot 2026-09-04 224745.png (188.59 KiB) Viewed 602 times

User avatar
Caffeine
Posts: 709

Re: [UI] VinyUI 7.1

Post#1722 » Sat Sep 05, 2026 11:52 am

816384138 wrote: Sat Sep 05, 2026 3:51 am I did create a window now and size it, relocate it to where I want. Thank for that reference

I have another question. Is there a way to either get rid of this attached number next to it or to have it reflect the amount of available resource 0-250?
Screenshot 2026-09-04 224745.png
If you go in to "Labels" tab and select "Value" in the dropdown selector you should be able to do the setup you want.

Spoiler:
Image
Last edited by Caffeine on Sun Sep 06, 2026 2:07 pm, edited 2 times in total.
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Stonal
Posts: 33

Re: [UI] VinyUI 7.1

Post#1723 » Sun Sep 06, 2026 12:22 am

Heya Viny, thanks for this. Is this update the one that helps Framerate a bit?

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Caffeine
Posts: 709

Re: [UI] VinyUI 7.1

Post#1724 » Sun Sep 06, 2026 2:05 pm

Stonal wrote: Sun Sep 06, 2026 12:22 am Heya Viny, thanks for this. Is this update the one that helps Framerate a bit?
It is. You can read the patchnotes that matter most here:
viewtopic.php?p=601883#p601883

If you are considering to update your current set up I would recommend waiting a couple of days, 7.2 is around the corner ;)
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lupeh
Posts: 15

Re: [UI] VinyUI 7.0

Post#1725 » Tue Sep 08, 2026 10:28 am

Automation wrote: Tue Aug 25, 2026 3:01 am
lupeh wrote: Mon Aug 24, 2026 1:39 pm Does this addon decrease fps?
I think it increases fps.
Like, for me after a fresh install of VinyUI 7 the game feels allot smoother.
Well done btw Viny, game became allot more pleasant to play tbh with this optimized pack
Thank you for you're answer

User avatar
Caffeine
Posts: 709

Re: [UI] VinyUI 7.1

Post#1726 » Tue Sep 08, 2026 7:35 pm

Updated to 7.2

- Updated Enemy to 3.0
- Integrated PaintTheLeader functionality directly in to Enemy as a configurable module.
Image
- Integrated FollowTheLeader in to Enemy. Middle clicking Enemy on Warboard or shift clicking leader icon will now follow the leader of your party/wb.
- Fixed stale "My guard" unit-frame indicators for tanks in Enemy.
Image
- Fixed an issue in 1080p destro healer profile where Killspam module was disabled by default.
Spoiler:
Image
- Updated Shinies to 1.9.22.
- Left-clicking one of your listings in the Auctions tab now opens Browse and searches for that item.
- Reworked Auto posting into an event-driven state machine so it waits for auction queries and the final queued auction instead of polling.
- Fixed Auto query-result and create tracking errors that could leave processing stuck or allow it to advance early.
- The auction queue timer now runs only while work is pending.
- Fixed activity pausing to react to RvR flag changes and permanent RvR flags.
- Combat and RvR performance pauses are now enabled by default for fresh installs.
- Fixed deposit handling to use the listed stack price and current city rank consistently in Post, Auto, profit, and final create checks.
- Disabled the unused Inventory Data and Tooltip Aggregator modules, removing dead inventory refreshes and the global item-tooltip hook.
- Replaced recursive auction-result copies with lightweight references to reduce temporary Lua allocations.

- Updated TidyChat to 2.2.7.
Image
- Added a case-insensitive substring search to TidyChat's "Copy..." window. All matching chat entries are displayed together for easy copying.

- Updated TidyRoll to 1.4.0.
- Default EA Roll window now switches between stock and TidyRoll modes instead of running both windows at once.
- Roll frames are now hidden and recycled instead of being destroyed and recreated when button count changes.
- Loot display order and position restoration now recycle shared table structures to avoid unnecessary allocations during refresh.
- Hidden roll frames will now stop any active animations before returning to the frame pool.
- Glow animation will now only start when new loot arrives and runs at 8 FPS (down from 10) while retaining the continuous loop.

- Updated LibGroup to 2.0.4.
- Fixed an issue in LibGroup where group member distance could stop updating in ORvR warbands.
- Targeted distance refreshes now discard cached overhead-map positions before searching again.
- Guard targets now use bounded priority retries when roster or map data is not ready.
- LibGroup now confirms a reduced warband subgroup snapshot before removing members.

- Updated Tether to 5.1.2.
- Tether and LibGroup now wake unresolved guard distance tracking immediately.
- Fixed Tether retaining stale incoming Guard state when a removal packet is missed.
- Guard casts now preserve an already resolved distance when the target identity still matches.
- Incoming Guard tracking now applies the same resolved-distance and identity checks.
- Added /tether debug sessions that save Tether and LibGroup Guard diagnostics to a separate timestamped log for each run.

- Fixed an issue in Echo where failing to win an RvR loot bag could display an empty bag notification.

PSA about the Vulkan renderer
Spoiler:
Although a lot of work has gone into optimising the addons in this pack, addon changes alone cannot fix GPU-related bottlenecks. If you haven't already, I strongly recommend installing DXVK to run the game through Vulkan:

Download the latest dxvk.tar.gz release from:
https://github.com/doitsujin/dxvk/releases
Open the archive and extract d3d9.dll from the x32 folder into your Warhammer Online folder.
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nachtfrost
Posts: 13

Re: [UI] VinyUI 7.2

Post#1727 » Wed Sep 09, 2026 10:07 am

Thank you for this great UI, just tried it the first time.
I have one I guess easy to solve issue. As a healer, I would like to use middle / right mouse button in enemy unit frames. I setup the skills, but when I click on the enemy bar of a player, just the left mouse button works. Something pre catches the middle / right mouse button I guess.
What I found was a key binding for middle mouse button which I removed. I have also tried to search the forum, but I haven't found a solution.
Thank you!

nachtfrost
Posts: 13

Re: [UI] VinyUI 7.2

Post#1728 » Wed Sep 09, 2026 12:17 pm

nachtfrost wrote: Wed Sep 09, 2026 10:07 am Thank you for this great UI, just tried it the first time.
I have one I guess easy to solve issue. As a healer, I would like to use middle / right mouse button in enemy unit frames. I setup the skills, but when I click on the enemy bar of a player, just the left mouse button works. Something pre catches the middle / right mouse button I guess.
What I found was a key binding for middle mouse button which I removed. I have also tried to search the forum, but I haven't found a solution.
Thank you!
Update: I fixed this for me with a downgrade of Eenemy to 2.9.6, here middle and right mouse buttons are working. It seem to be in realtion with Enemy 3.0.0.

Grijzed
Posts: 10

Re: [UI] VinyUI 7.2

Post#1729 » Wed Sep 09, 2026 3:15 pm

thanks for the awesome job ! really great.

i tested the vulkan thing, only i get the following error:
RoRLauncher.exe - Bad Image

C:\Games\Warhammer Online - Return of Reckoning\d3d9.dll is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support. Error status 0xc0e90007.

User avatar
Caffeine
Posts: 709

Re: [UI] VinyUI 7.2

Post#1730 » Wed Sep 09, 2026 3:17 pm

nachtfrost wrote: Wed Sep 09, 2026 12:17 pm Update: I fixed this for me with a downgrade of Eenemy to 2.9.6, here middle and right mouse buttons are working. It seem to be in realtion with Enemy 3.0.0.
Looks like Idrinth version has a clickcasting fix by Wholdar & DespairBear by that I haven't merged yet, I've fixed this and bumped version to 3.0.1.
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