Hi, i need help for activate all custom house walls (Jungle,Shadowguard, Gothic, rustuc,etc) i use ML expansion in my shard
i change flags in Expansioninfo but they are still disabled.
someone has idea of how to make this possible?
 
From: config/Expansion.cfg:

C#:
# The expansion to use. Valid values are:
# None              Initial launch (not accurate at all)
# T2A               The Second Age (not terribly accurate)
# UOR               Ultima Online: Renaissance (almost accurate)
# UOTD              Ultima Online: Third Dawn (almost accurate)
# LBR               Lord Blackthorn's Revenge (almost accurate)
# AOS               Age of Shadows (accurate)
# SE                Samurai Empire (accurate)
# ML                Mondain's Legacy (accurate)
# SA                Stygian Abyss (development in progress)
# HS                High Seas (few features implemented)
# TOL               Time of Legends (few features implemented)
# EJ                Endless Journey (development in progress)
CurrentExpansion=EJ

If you are using latest client and latest ServUO, then it will have all the latest content from the client.

If you are using something older, then ML may not be a recent enough expansion to see the latest client art. If your server is not the latest ServUO but has SA and/or High Seas content, try setting the expansion to SA or HS.
 
What if were using PRE AOS and want to see roofs and stuff?

Looks like HouseFoundation.cs but Im not certain what else

C#:
  public static void Initialize()
        {
            EventSink.MultiDesign += QueryDesignDetails;
            PacketHandlers.RegisterExtended(0x1E, true, new OnPacketReceive(QueryDesignDetails));

            PacketHandlers.RegisterEncoded(0x02, true, new OnEncodedPacketReceive(Designer_Backup));
            PacketHandlers.RegisterEncoded(0x03, true, new OnEncodedPacketReceive(Designer_Restore));
            PacketHandlers.RegisterEncoded(0x04, true, new OnEncodedPacketReceive(Designer_Commit));
            PacketHandlers.RegisterEncoded(0x05, true, new OnEncodedPacketReceive(Designer_Delete));
            PacketHandlers.RegisterEncoded(0x06, true, new OnEncodedPacketReceive(Designer_Build));
            PacketHandlers.RegisterEncoded(0x0A, true, new OnEncodedPacketReceive(Designer_Action)); // WTF does this do?
            PacketHandlers.RegisterEncoded(0x0C, true, new OnEncodedPacketReceive(Designer_Close));
            PacketHandlers.RegisterEncoded(0x0D, true, new OnEncodedPacketReceive(Designer_Stairs));
            PacketHandlers.RegisterEncoded(0x0E, true, new OnEncodedPacketReceive(Designer_Sync));
            PacketHandlers.RegisterEncoded(0x0F, true, new OnEncodedPacketReceive(Designer_Action)); // WTF does this do?
            PacketHandlers.RegisterEncoded(0x10, true, new OnEncodedPacketReceive(Designer_Clear));
            PacketHandlers.RegisterEncoded(0x12, true, new OnEncodedPacketReceive(Designer_Level));

            PacketHandlers.RegisterEncoded(0x13, false, new OnEncodedPacketReceive(Designer_Roof)); // Samurai Empire roof
            PacketHandlers.RegisterEncoded(0x14, true, new OnEncodedPacketReceive(Designer_RoofDelete)); // Samurai Empire roof

            PacketHandlers.RegisterEncoded(0x1A, true, new OnEncodedPacketReceive(Designer_Revert));

            EventSink.Speech += new SpeechEventHandler(EventSink_Speech);
        }
 
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