KR User Data

User Data

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(a) Contains: Folders for User Data and Screen Shot and Files: badwords.lst and ignore.lst
(b) When taking game screen shots (with numberpad '.') they are placed in this folder.
(c) Contains: Folder/s for each UO Account played on your PC and Files: UserSettings (XML document)
(d) Contains: Folders for each Shard your account has logged into.
(e) Contains: Files for each of your individual characters on a shard (XML documents) and friends.lst
(f) Your character files and friends list. To view/edit a character file double click it and select 'notepad' from the 'open with' prompt.


It is handy to know where your user data and character files are stored for a number of reasons:

  • If you wish to 'experiment' with your hotbars, desktop settings, assigned keys etc but you want to make sure you don't 'mess' up what you already have you can highlight the character file you intend to alter and copy the file to a different place on your harddrive. In the event that you really don't like your changes, you can then copy your 'saved' file back to the folder and it will put all you had back as it was.

  • If you always make sure that you keep a copy of your character files once you are 'happy' with their set up and macros/hotbars etc, in another location, in the event you need to uninstall the client and reinstall you can copy them back in and not lose all the work you did setting them up.

  • If you travel and intend to 'play' UO on another machine, you can email yourself your character files, when you get where you are going and log in to the game to establish an account and shard folder with a character file (automatic on log in) you can then copy all your 'set up' character files into the shard folder on the new PC and be good to go. This also works if you upgrade your PC so that after installation you are not starting from scratch.

  • If for whatever reason one of your character files becomes 'corrupt' in anyway eg, you deleted a bunch of hotbars and have too many conflicts with assigned keys, or if a patch messes things up like it has done in 'duplicating' macros and you just want to 'start' fresh with a clean character sheet, you can just 'delete' the character file concerned, to remove all user data stored on that character. Logging back into the game after deletion will give you a clean slate. Deleting these files does NOT delete your character just it's desktop settings, your 'actual' characters are stored by EA and will always be there!

  • If you are familiar with editing, you may copy macros created on one character to another, in fact if you have a particular 'screen layout' with all the default settings you have set up for game play, you may copy the 'whole' character file to all your characters prior to customizing those characters. This may also include any generic macros that you would like across all characters in your account. You may even share your screen layout as a .txt file for others to 'copy' and 'paste' to their own characters files. (see 'f' above)

  • To know where your screen shots are stored.


Note that this information, while accurate at the time it was written, may not continue to be accurate for very long since the Kingdom Reborn client is still in the Beta phases and highly likely to be changed quite a bit still.

In 2D Client, there was a folder located within your UO directory that was called the Desktop Folder. This folder contained details about macros, gump positionings, and other character-specific settings. There was also a file called "UO.cfg" located in the main UO directory that contained more general settings. All this information has now moved to a new folder within your "My Documents" folder.

Here is the layout:

  • My Documents
    • EA Games
      • Ultima Online
        • Screen Shot
          • (screenshots will go here I assume - anyone know if there is a button to do this yet?)
        • User Data
          • <account name>
            • <shard name>
              • <one file for each character, named after the character>
              • friends.lst
            • (repeat for each shard)
          • (repeat for each account)
          • UserSettings.xml
        • badwords.lst
        • ChatWindowData.xml
        • ignore.lst

Lets go through the files:

  1. \badwords.lst
  • This is a file that lists all the words that the profanity filter will catch. Acts the same as the old badwords.lst file.
  1. \ignore.lst
  • This is a file that lists the players you are ignoring. Acts the same as the old ignore.lst file.
  1. \ChatWindowData.xml
  • This is a file that gives details on how your chat windows are setup.
  1. \User Data\UserSettings.xml
  • This is a file that gives details on settings that are universal across all characters (such as window size). This is similar in function to the old UO.cfg file.
  1. \User Data\<shard>\friends.lst
  • This is a file that lists the friends (with both their ID and their character name) you have on each shard.
  1. \User Data\<shard>\<character name>
  • This is a file that lists character-specific settings (such as hotbar configuration).

File Structure

All of the ".lst" files list individual items on their own lines, and seperate each readable character with a null character (or some other system character that shows as a box in WordPad but as nothing in Notepad - I haven't checked it thoroughly). I don't know the specifics on the ignore.lst file, as that feature isn't yet fully implemented (never saves). The badwords.lst simply lists the word to be filtered. The friends.lst file lists the character's ID, followed by a comma, followed by their name.

All of the other files are XML, including the ones that are named after characters and have no extension.

I'll start with the ChatWindowData.xml file... Here is my ChatWindowData file: Code:

     <ChatWindows version="1">
         <ChatWindow x="100" y="795" activeTab="2">
             <ChatTab id="1" name="System">
                 <ChatChannel id="1" />
             </ChatTab>
             <ChatTab id="2" name="Chat">
                 <ChatChannel id="2" />
                 <ChatChannel id="3" />
                 <ChatChannel id="4" />
                 <ChatChannel id="5" />
                 <ChatChannel id="6" />
                 <ChatChannel id="7" />
                 <ChatChannel id="8" />
             </ChatTab>
         </ChatWindow>
         <ChatWindow x="682" y="780" activeTab="3">
             <ChatTab id="3" name="Group">
                 <ChatChannel id="10" />
                 <ChatChannel id="12" />
                 <ChatChannel id="9" />
                 <ChatChannel id="11" />
             </ChatTab>
         </ChatWindow>
     </ChatWindows>


In this example, I have 2 chat "windows". The first chat window has the 2 default tabs in it, System and Chat, but with a few changes to what the Chat tab displays. The Chat tab is the active tab in the first chat window. The second window only has 1 tab - a new one I labled "Group". Group shows all guild, party, alliance, and faction text... which are no longer displayed in the default Chat tab.

We'll go through it piece by piece.. Code:

     <ChatWindows version="1">
      ...
     </ChatWindows>


This simply says what version of ChatWindows was being used when this file was generated. It's there for 2 reasons -

  1. XML specifications dictate there has to be a root node - for this file, this is the root node.
  2. Backwards compatability - if the reader for the file can know what version it is, it will be able to read it even if there is a different layout for later versions.

Don't touch these lines - they're important, and won't help you if you change them.

Code:


         <ChatWindow x="100" y="795" activeTab="2">
          ...
         </ChatWindow>
         <ChatWindow x="682" y="780" activeTab="3">
          ...
         </ChatWindow>


All pretty straightforward. 'x="#"' defines the x position (horizontal); the higher the value, the more right it will be. 'y="#"' defines the y position (vertical); the higher the value, the lower it will be. 'activeTab="#"' says which tab is currently active (which one you can see) for the window. The number of the activeTab is the ID of the tab, not the position of the tab that is active.

We'll drill into the second chat window now... Code:

             <ChatTab id="3" name="Group">
                 <ChatChannel id="10" />
                 <ChatChannel id="12" />
                 <ChatChannel id="9" />
                 <ChatChannel id="11" />
             </ChatTab>


The 'id="#"' part gives a numerical identifier to the chat tab. Chat tabs are ordered (when there are more than one in a window) by their IDs. The ID of the ChatTab must be unique. The 'name="xxx"' part says what text is shown on the tab. Inside each tab are a series of "<ChatChannel id="#" /> lines - these say which chat channels are displayed in the tab. The game prevents you from having one chat channel displayed in two tabs at the moment, and from hiding a chat channel - I don't know if that is intentional or not, nor do I know what will happen if you violate that rule. I don't know the numbers for the chat channel IDs currently, but you get the name of the channel when you adjust it in game.


On to UserSettings.xml - Anything between asterixs (*stuff*) is details I added to explain the file, not what is in the file. Any area with "..." means there is more of the same in the file. Code:

     <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> 
     *XML version info - don't touch*
     <UserSettings> *root node - don't touch*
         <Version Value="1.1" /> *version info - don't touch*
         <Graphics> *Details on graphics settings*
             <Mode window_frame="true" fullscreen="false" />
     *window_frame says whether there is a border around the window or not (when not in full screen)*
     *fullscreen says if it is fullscreen or not*
             <fullscreen width="1280" height="1024" bitdepth="32" />
     *width, height, and color depth when in fullscreen mode*
     *I do not know if you can use non-standard sizes here or not*
             <Windowed width="1152" height="864" bitdepth="32" />
     *width, height, and color depth when in windowed mode*
     *I do not know if you can use non-standard sizes here or not*
             <Shadows environment="true" />
     *environment defines if you see shadows in the environment*
             <Viewport enabled="true" size="0.70" posx="0.10" posy="0.05" />
     *if enabled, you are using the "flexible desktop"*
     *The size, posx, and posy are percentage values: 1.00 = 100%, 0.10 = 10%, etc*
         </Graphics>
         <KeyBindings>*Gives the key bindings for various actions (not macros)*
             <KeyBinding action="FORWARD" key="Up" />
             ...
         </KeyBindings>
         <Audio enabled="true" master_volume="1.00">
     *The volumes of different aspects of the game*
     *percentages again: 1.00 = 100%, 0.50 = 50%, etc*
             <Effects enabled="true" volume="0.50" />
             <Music enabled="true" volume="0.50" />
         </Audio>
         <Options>
             <Language type="English" /> *Says what language you use*
         </Options>
         <AssetCache> 
     *Not entirely sure, I don't want to mess with memory stuff during beta unless I'm given details from EA*
             <Memory AssetMemoryMax="0" ClientMemoryMax="0" MinFreeSystemMemory="0" />
             <Age MaxLifetime="450000" MinLifetime="10000" />
         </AssetCache>
         <Login>
             <LastShard selected="8" /> *The sahrd you were last on (8=Catskills)*
             <LastCharacter selected="0" /> 
     *The character you last logged in as (0=first character listed)*
             <LastUserName selected="..." /> *Your account name*
         </Login>
         <Profanity>
             <BadWordFilter enabled="false" /> *enable/disable bad word filter*
             <IgnoreListFilter enabled="false" /> *enable/disable ignore list filter*
         </Profanity>
         <Waypoint> *Visibility of waypoints in the radar, big map, and in game*
             <Type type="0"> *type of waypoint*
                 <Mode mode="0" icon="0" toggle="false" /> *big map (I think)*
     *icon defines how it is seen if it is seen (I don't know what icons are what #)*
     *toggle defines whether or not you see it (false=not visible)*
                 <Mode mode="1" icon="0" toggle="false" /> *radar (I think)*
                 <Mode mode="2" icon="0" toggle="false" /> *in game (I think)*
             </Type>
             ...
         </Waypoint>
     </UserSettings>



Ok... onto the <charactername> ones: Code:

     <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> *don't touch*
     <CharacterSettings> *don't touch*
         <Version Value="1.1" /> *don't touch*
         <Interface custom_ui_scale="0"> *don't know what custom_ui_scale is*
             <Tooltips enabled="1" /> *Are tooltips enabled? 1=yes, 0 = no*
             <Containers otherView="Grid" inventoryView="Grid" corpseView="Grid" />
     *container view styles*
             <WindowSettings>
                 <WindowPositions name="SkillsWindow" x="187.425858" y="105.575325" />
     *name = name of the window; many windows have special IDs to them*
     *x, y = position of the window.*
     *I don't know what scale it is based off of, but it isn't just how many pixels*
     *the extra decimals get added by the game when using my resolution at least*
     *hotbar items are 50x50; the little tab that is to the left of hotbars is 14x50 or 50x14 (depending on direction)*
               ...
             </WindowSettings>
             <Hotbars>
                 <Hotbar id="1"> *a hotbar with an ID of 1 - this is the main hotbar*
                     <HotbarItems>
                         <HotbarItem itemIndex="1"> *an item in the hotbar; position 1*
                             <UserAction type="UseSkill" id="21" targetType="Current" />
     *The action of the hotbar - this one is for using the hiding skill*
                         </HotbarItem>
                         ...
                     </HotbarItems>
                     <Keybindings> *the key bindings for the hotbar slots*
                         <Keybinding slot="1" key="1" />
                         ...
                     </Keybindings>
                 </Hotbar>
               ...
             </Hotbars>
             <Macros />
     *Macros would go here, but I don't have any defined at the moment*
         </Interface>
         <Options>
             <AlwaysRun enabled="0" /> *always run? 1 = yes, 0 = no*
             <CircleOfTranspareny enabled="0" /> *enable circle of trans?*
             <QueryBeforeCriminalAction enabled="1" /> *Query before performing criminal actions?*
             <ShowNames Value="Approaching" />*ShowNames approaching/all/none*
             <AlwaysAttack enabled="0" /> *Always attack? (don't know what this option does yet)*
         </Options>
     </CharacterSettings>

Credits

  • This guide was posted by Gildar on the Stratics Kingdom Reborn forum[1]