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4 Creating a skin
If you are reading this document for the first time, you very likely skipped ahead here.

A skin consists of one or more xml files, art files, and/or sound files.

If a file is not found in the current skin directory, EverQuest II will look in the default skin directory for the required file. So you only need to include files that you have changed.

4.1 Requirements
A user interface skin in EverQuest II only requires a subdirectory and one file and the file is optional.

The subdirectory must be under your EQ2 UI directory.

4.1.1 Eq2ui_skininfo.xml
This file describes the skin and what is displayed when other people will see on the load skin dialog.

This XML file contains a page with one data item.
Be sure the page is not visible.
Be sure the data is named SkinInfo and there is a property named Text

The SkinInfo data object should contain the following properties:
Property Description
Author Name of the creator(s)
Contact URL or other contact information
Description String describing the skin
Name (Required) SkinInfo.
Text Display name of skin
Version Version string

Without this file and properly named data object, the load skin window will not display the skin. The skin can still be loaded using /loadui <skin>.

In the future, additional fields may be supported.

4.2 File Structure

4.2.1 Eq2ui.xml
This is the root UI xml file that includes all the others. If you are using UIBuilder, load this file.

4.2.2 XML files
The XML files describe the UI widgets and their properties.

The windows are broken down by module. Each module is a page at the root level and contains one or more children pages. The naming convention is eq2ui_<module>_<child>.xml.
4.2.3 Images
The image directory contains all the user interface art.

The subdirectories include:
Name Description
Fonts Bitmap fonts
Frontend Character select/create art
Icons Game icons
Loadscreens Loading screens
Maps Maps
4.2.4 Fonts
This directory contains the racial fonts.
4.2.5 Sounds
An optional directory to override user interface sounds.