Home - Lailloken/Exile-UI-Legacy GitHub Wiki
Welcome to the Lailloken UI Legacy wiki!
This wiki is meant to serve as a collection of all the in-depth documentation on Lailloken UI and its features. It includes feature explanations, usage guides, troubleshooting steps, and much more. Please use these resources before submitting questions in the discussions section and/or bug reports via the issues section.
If (an aspect of) a feature is missing in the wiki, check the latest release notes for information. Documentation will not be added to the wiki until new features have been more or less finalized.
How to use Lailloken UI
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by default, this panel
will be displayed in the top-left corner of the client-window
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drag it across the screen to reposition it, click it (or type .llk into chat) to open the settings menu
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right-click it (or type r.llk into chat) to restart the script
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if desired, this panel can also be hidden
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- use this menu to enable and configure individual features, and long-click this icon
to access help tooltips
Setting up Lailloken UI
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features are accessed in different ways depending on the type of feature: refer to the corresponding wiki-entry to see how to access and use a certain feature
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most features are accessed via the 'omni-key' (default: middle mouse-button), a context-sensitive hotkey
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if you have rebound item-highlighting (showing hidden loot on the ground, default: Alt) or bound something other than the character screen to the C-key in game, you'll have to go through additional setup in the hotkeys section of the settings menu
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the entire concept of the context-sensitive hotkey is built around having the mini-map in the center of the screen, i.e. the hotkey may not function correctly if the mini-map is in the top-right corner
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the omni-key adapts to what is happening on screen, which requires a short setup in the screen-checks section for most features
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the screen-checks label will be highlighted in red if setup by the user is required
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note: calibrating the 'gamescreen' pixel-check is mandatory
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screen-checks have their own wiki-entry with detailed instructions and explanations
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How to provide feedback/ideas and report bugs
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if you have feedback/ideas for features, you can open a new discussion in the ideas & feedback category
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if you have issues/bugs that are not described in known issues, you can post them in the issues section
FAQ
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I'm running a custom resolution, and the tool says it's not supported. How can I fix this?
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this tool can also apply custom resolutions to the game-client, only that these are limited to specific supported vertical resolutions
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officially supported vertical resolutions: 2160p, 1800p, 1600p, 1440p, 1200p, 1080p, 900p, 720p
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you can choose any supported vertical resolution below your screen's native one: for example, 1080p users can run the client at 1920x900 or 1920x720
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why are there resolution restrictions at all? Other tools don't have that.
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short version: it's a preemptive measure to ensure that users of uncommon/custom resolutions can use every feature that may be implemented in the future without issues
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long version: the game-client behaves unpredictably at uncommon/custom resolutions, i.e. certain UI elements or icons render incorrectly under specific conditions, which bricks any feature that uses image recognition
(archnemesis inventory: same icon in two different inventory slots, clear differences around eyes and nose)- these render inconsistencies caused the archnemesis feature to have a really bad user-experience at these resolutions, i.e. they frequently caused erroneous scan results, and the user had to invest much more time to get the feature to work somewhat consistently
- so to prevent this from happening in an image-recognition feature in the future, I have decided to 'gatekeep' supported resolutions in order to keep user-experience consistent across all resolutions
- users with uncommon/custom resolutions have to overcome a (minor) hurdle to use this tool but then can do so without being locked out of future features or having a much worse user-experience
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does it support windowed-mode?
- yes, but with certain limitations. You can read more here: windowed mode
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does it support GeForce Now?
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generally yes, but I'm not actively developing with it in mind, so I'm heavily reliant on feedback
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you can try it and report any inconsistent behavior, which will help improve GeForce Now support
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can I be banned for using this / is this tool safe to use?
- for what it's worth, I will always try to adhere to GGG's guidelines when I design/implement a feature because guideline-violation also applies to tool-creation, not only usage:
- Reading the game's log files is okay as long as the user is aware of what you are doing with that data.
- Automation of key-strokes (or other inputs) that affect the game in any way must follow our macro rules:
- Macros must be invoked manually by the user (automated invocations such as but not limited to: timers, reacting to file changes, or from reading the screen are not allowed).
- Each macro invocation must have one set function (it cannot cycle between actions).
- The resulting function must only perform one action that interacts with the game (sending a single chat message or command counts as one action).
- this tool will always be released in source-code form, and I will never try to do shady things with it or hide nefarious practices within its code