SWTOR 7.2 Map and Utility Bars Guide
The in-game Maps and Utility Bars UI elements were recently overhauled and upgraded, but not everyone has been able to find all the new features. Click on for a SW TOR 7.2 Map and Utility Bars Guide!
- Widely Adjustable Settings in User Interface Editor
- How to get the revamped UI elements back to the way they were before 7.2.
- Considerations and Suggestions.
- Major UI Modifications in SW TOR 7.2.
- Utility Bar 2.
- Style Tweaks to World Map Window in Update 7.2.
- Included a Larger, Resizable Map Overlay.
- More on Energy Bars.
- Alternative to Mouse-Over Capability Tooltips.
- Alternative Minimal.
- Energy Bar 1.
This guide is built in such a way that can be handy to both knowledgeable and returning veterans as well as brand-new players.
The guide was developed using SW TOR 7.2 PTS. It will be upgraded soon with any modifications that may have occurred on the live release.
Widely Adjustable Settings in User Interface Editor
Here is what you must set each of the slots to so that they match the order that they existed previously:.
Energy bars are personalized Jewish user interface elements for previously existing buttons in the UI. Generally, BioWare has actually taken all the buttons and indications that used to surround the minimal, like Group Finder, Time, Map Filters, etc., and put them into a brand-new aspect they call an Energy Bar.
I want to elaborate on how the overlay acts, particularly with respect to size, zoom, and scale due to the fact that they’re all associated to the total user interface element:.
Increasing the Map Internal Zoom and applying a Map Mask is what you wish to do if you want a bigger picture of the map, but you don’t want it to take up all of your screen. This is essentially the magnifying glass on the World Map, however with more granular control.
Utility Bar 2.
How to get the revamped UI elements back to the way they were before 7.2.
The very first energy bar can be found in the leading left corner of the screen. There are 18 slots in overall that you can customize with a specific button or indicator.
- Repaired: The map does stagnate as your too passes through the world, so your too moves the whole aspect. (Default Alternative).
- Scroll: The map moves around as your tools position remains in the center of the component.
- Rotation: The map scrolls and turns as your tools position stays in the center of the component and the instructions your too is dealing with defines the Northern instructions.
All the buttons and signs can be put in any order you like, and can totally omit any you do not utilize. I don’t use the Zoom or Customize Filters buttons on the minimal, so I turned those off.
Style Tweaks to World Map Window in Update 7.2.
A checkbox that disables the UI element entirely. If you don’t desire something like a minimal at all, this is beneficial. (Default is Enabled/Checked).
Slot 1: Who.
Slot 2: Pals.
Slot 3: Guild.
Slot 4: Mail.
Slot 5: Login & Season Benefits.
Slot 6: Divider.
Slot 7: Spacer.
Slots 8-18: Empty.
A checkbox that makes it go upside down in case you wanted it to be stuck to the leading half of your screen rather. (Default is Disabled/Unchecked).
Mouse Pass through:.
When enabled, a checkbox that permits you to click things behind the map overlay. Otherwise, the map overlay will obstruct you from interacting with anything below it. (Default is Enabled).
- No Mask: The map will expand past the limits of the component. (Default Choice).
- Square: Any portion of the map beyond the boundaries of the (square) element will end up being undetectable.
- Circle: Any part of the map beyond an unnoticeable circle circumscribed within that square aspect is cut off, much like how the minimal and magnifying glass just reveal you a circle cutout of the map.
The orientation of the bar is governed by which quadrant of the screen it’s in such that the angled side is always inclined towards the center of the game window and closest top or bottom edge.
The utility bar is more reminiscent of other existing aspects like the menu bar, but you can personalize which signs and buttons are readily available as well as the order they appear in. BioWare also took this opportunity to turn the social bar (that includes the welcome window dropdown thing) into an energy bar utilizing the very same system, so you really have 2 energy bars.
Considerations and Suggestions.
Map Internal Zoom:.
A slider that changes the maximum size of the map individually from the size of the window in the user interface editor. Increasing the size above 1 will allow you to zoom in without resizing the overall element, but maps can clip out of the rectangle size of the component. I do not recommend changing this setting unless you add a mask to prevent this. (Default is 1x).
And here are two examples of the new map, after 7.2 with and without the side panel:.
Utility Bar 1 has up to 18 slots while Energy Bar 2 just has 11. You can put all of these buttons on Utility Bar 1 if you desire.
Some of you most likely do not desire to go through the inconvenience of relearning everything when the old method worked simply great for you. I have good news, BioWare seems to have gained from player reactions to previous UI overhauls in 7.0 by allowing you to keep things practically precisely as they were prior to 7.2.
Once you start tampering Map Internal Zoom or Map Type, the map will have the ability to go outside the limits of that element. Utilizing a Map Mask will prevent this.
You might wish to consider changing the other particular settings which do the following:.
Here is the old map, from prior to 7.2:.
A slider that specifically changes the size of little icons you can filter out, like your characters’ location, collecting nodes, mailboxes, suppliers, etc., without modifying the size of the map, buttons, or indications. (Default is 1x).
A slider that changes the transparency of the entire UI element. Worth slower than 100% make it more see-through. (Default is 100%).
Of course, this isn’t the only way to utilize the World Map Overlay. You might wish to benefit from the devoted Map Toggle button to swap in between the minimal and overlay as a better replacement for the huge World Map window you probably utilize presently.
A slider that changes the openness of the map itself, not the icons. (Default is 100%).
Included a Larger, Resizable Map Overlay.
A slider that changes how various the lighter and darker locations of the map look. It’s challenging to discuss briefly, experiment with the slider to see what its doing. (Default is 70%).
It’s certainly a great feature on paper, but its lovely disruptive to have these big, dark boxes of text pop up all over the screen in the middle of fight. I think that might be why BioWare never ever added it in the past.
If you do prepare to Anchor to the Mouse Tip, I highly recommend experimenting with the Alpha slider to change the (Opacity/Transparency) and hope that BioWare offers a much better option in the future.
Increasing the size above 1 will allow you to zoom in without resizing the total aspect, but maps can clip out of the rectangular shape size of the element. A slider that adjusts how various the lighter and darker areas of the map look. Very little is just a floating circle of the map with indications and buttons eliminated. The Rotation setting makes it so your characters forward-facing direction is North and the map rotates to accommodate that. The Scroll option makes it so your character rotates and the map has a consistent North, South, East, and West that scrolls to accommodate that.
In any case, you can enable it by finding the Big Tooltip element (its probably anchored to the minimal) and setting Tooltip Anchor as Anchor to Mouse Guideline.
This area will show and describe what are the most significant modifications to the Map and Minimal in SW TOR Update 7.2, compared to what it resembled before.
The details have actually mainly simply been condensed so its more compact with the objective tracker now being a collapsible tab.
You get a bigger representation of the map that can be comparable to what you get when you move with the world map window open, and it goes transparent, however without all the other interface things you don’t care about.
Beneath the Minimal version is among the 2 customizable energy bars. Visualized above is Utility Bar 2, which can house all the buttons and signs that surround the Optimum map variation.
More on Energy Bars.
A dropdown that lets you choose what happens when the edge of the map goes beyond the boundaries of the aspect. If the Map Internal Zoom is bigger than 1, or you have set your Map Type to Scroll or Rotation rather of Fixed, this will just happen.
Major UI Modifications in SW TOR 7.2.
A slider that adjusts the size of icons on the map overlay, like objective objectives and the place of your too. (Default 1.25 x).
Energy Bar 1 gives you access to all the buttons and indications from both bars, however Utility Bar 2 only gives you access to buttons and indicators that surround the old minimal design.
If you want the map to move instead of your character, you can set the Map Type to Scroll or Rotation, but the map will have the ability to move beyond the element unless you apply a Map Mask.
This is an example of what the bottom ideal corner of my screen looks like on the PTS:.
While I appreciate wishing to keep things as they are, I do wish to mention that BioWare has actually really broadened performance and motivate you to a minimum of take a look at the choices for the larger map overlay and mouse-over tooltips due to the fact that they’re quite nice.
Ping Character When in Motion:.
A checkbox that makes it so your character releases radar pulses on the map while moving, making your position much easier to track at a look. (Default is Disabled).
The greatest brand-new UI feature is a greatly configurable map overlay. When the minimal and world map window had a baby, It’s what took place.
This section of the guide will focus entirely on how to set things back to the way they were, though I recommend still taking a look at the customization alternatives.
The buttons and indications load from left to right starting with Slot 1 with no spacing, so if you desire an area, you have to slot in Spacer or Divider.
A dropdown that manages cardinality. The Rotation setting makes it so your characters forward-facing instructions is North and the map turns to accommodate that. The Scroll option makes it so your character rotates and the map has a continuous North, South, East, and West that scrolls to accommodate that. (Default is Scroll).
Change to Local Map When Available:.
A checkbox that makes it, so the map on the overlay does not alter automatically upon going into an area with a various map, allowing an overlay of a map for an area that you are not currently in. (Default is Enabled).
It can also be smaller sized than the world map window, so you can have it be just huge enough to fit your requirements. There are a lot of settings:.
The minimal now has two variants, a brand-new Minimal variation that’s simply a floating circle in addition to the existing Maximal variation that has all the indications and buttons you’re utilized to.
I do use an ultrawide display, so I’m unsure how well this will work for those of you utilizing 16:9, however I really prepare to solely use the new World Map Overlay + Energy Bar in lieu of a minimal.
BioWare has actually offered us an additional way to display the large tooltip where it always shows on mouse-over, including for targeting and capability tooltips, rather of simply for items as it does now.
I ask forgiveness if it seems like I am being condescending, it is not my objective. I comprehend that a more considerable chunk of people who desire to return to the old method aren’t as tech-savvy. Furthermore, I simply don’t wish to leave those individuals behind by omitting steps that may seem obvious to someone else reading.
Alternative to Mouse-Over Capability Tooltips.
If you don’t increase the Map Internal Zoom beyond 1x or change the Map Type to something aside from Set, the map will constantly fill such that the whole thing suits that box like drawing a circle that fits perfectly inside a square (that’s what circumscription is).
A dropdown that enables you to define the behavior of the map relative to your tools position.
A dropdown that controls whether you have all the indicators and buttons surrounding the map or simply a drifting circle. Minimal is simply a drifting circle of the map with buttons and signs removed.
A slider that alters the size of the entire UI component, so that it takes up more or less of your screen. (Default is 1x).
Both bars can be moved and configured using the User interface Editor where you can pick what to put in each slot through a bunch of dropdowns. Only Energy Bar 1 provides you access to whatever; Energy Bar 2 is limited to the buttons and signs that surround the Maximal Minimal.
[Insufficient on PTS]– will be upgraded quickly.
Since all the buttons and indicators will still surround the minimal, we can disable Utility Bar 2. In order to do this, uncheck Made it possible for, which will disable it, turning the associated element red.
The big setting to change is the dropdown that is called Map Style. Set Map Style to Maximal, so the video game will let you use the pre-7.0 design with all the surrounding buttons.
Each component in the Interface Editor will have specific settings unique to that UI component. I’ll be going through all the particular choices for all aspects affected by the 7.2 modifications however initially, I wish to discuss the 3 settings that are readily available on all aspects that you can adjust individually. Defaults are listed in parentheses in case you accidentally alter one and wish to alter it back.
Unlike with the minimal, it does not appear that this old style for the World Map window will continue to be offered.
The World Map window has actually been modified, though the changes aren’t almost as considerable as those to other windows like the Character Sheet back with the launch 7.0.
Slots 6 and 7 are optional and just make it look a little better by adding a bit of area and proportion so that the Welcome Window isn’t wider than the Utility Bar. Divider makes that little line while Spacer is simply empty space. The Open Invite Window button is now the leftmost button and is an exclamation point with a circle around it instead of a dropdown arrow.
Spacer is just an empty slot while Divider utilizes a little dividing vertical line rather of an icon. There are no other settings for the energy bar.
I envision that a great deal of you probably have not taken a good take a look at the User interface Editor in a very long time either. Considering that you’re going to be acclimating to a new look anyhow, this is a great opportunity to make modifications to other UI components also.
A slider that changes the transparency of the icons particularly. (Default is 100%).
If you wish to make the overall map larger or smaller such that it uses up more of your screen, you can just alter the Scale.