Well there is a lot of information for access, but I don't remember seeing lore modifiers anywhere, just general lore. There are other spell related ability bonuses bound to intelligence and wisdom, but they are just too long to fit in that area in some sensible manner.
So, I just installed this and "Portraits, Portraits Everywhere". When I try to create a new character, there are no portraits to choose from. I tried adding a custom portrait (following the guidelines on this forum) and still nothing shows up. Has anyone encountered this problem before?
Also, when I uninstall UI++, the portraits come back.
EDIT: I uninstalled BG:EE and reinstalled UI++ on a fresh install. Still the same problem.
@mrjane : Hmm, try to check the M_BG.lua file in your override folder, there should be a list of portraits to appear in your portrait picker. If there is nothing, try to use the 'Update portrait picker' WeiDU option.
The next update containing new inventory, record and spell screens is almost ready. right now I'm working on a compatibility for other games than SoD. I hope to release it somewhat simultaneously with 2.5 patch.
I managed to make the inventory work without problems and I like the result very much. There will be no option to keep the old one (which was previously asked for) as I see no downside compared to the new one.
Concerning the 'successor' mod I was planning, I put that on hold indefinitely. It's ambition outgrew my time limits. Instead, keeping this one up to date and extending compatibility is much less time consuming, so I decided to go this way. The once-again-changed-plan for the future is now simplified to creating BG2 and IWD skins for the same layout.
Fine, greaaat, it avoids me to use an au3 layout to autoselect the tranferring target.
I will just wait to steal/adapt (remove this dark theme with badass creatures) your code for my BG2EE custom UI because I do not know much about this not Baldur's Gate Universe SoD game people are talking about...
The combat stats info is hidden under tooltip. If you hover over the stat, it will show you, what was there before. I just doesn't take half of the screen.
Ahh, that's really nice! Looking forward to trying this out, especially since it seems BG2EE and IWDEE support is coming? Though I guess you're skipping the Blue BGEE skin?
No skins. The next update will still have only the SoD skin, but it will be compatible with other games. I want to do BG2 and IWD skins in the future, but definitely not the blue one.
I have a SoD version assembled for some time, so I figure I can release it for anyone who wants to try the new designs. The rest will be after 2.5 patch. So this version has: -new inventory design -new record design -new mage book and priest scroll design -some other tweaks
link removed
P.S. don't forget to uninstall the previous version completely.
Since there are no obvious game-breaking bugs with the new designs reported, I'm releasing it 'officially'. v2.21: - New enhanced inventory screen with all six backpacks - New enhanced record screen - New enhanced spell screens with all memorized spells visible at once - Store screen tweaks by @Adul - Option to toggle on a classic dialog window based on @lefreut 's 'BGEE 1.3-ish dialog box' tweak. - Slightly redesigned main menu, removed left side menu - Fixed MP button during dialogs - Quickloot button tooltip added
Does it still require you to index all portraits beforehand?
Yes, portrait picker is untouched.
Any chance that part could be made optional, or replaced by one of the other available portrait pickers? It's quite inconvenient for those of us that do NOT fill their portrait folder with a huge list, and instead only add an image for the next character they intend on playing, whenever they want to start a new run.
Does it still require you to index all portraits beforehand?
Yes, portrait picker is untouched.
Any chance that part could be made optional, or replaced by one of the other available portrait pickers? It's quite inconvenient for those of us that do NOT fill their portrait folder with a huge list, and instead only add an image for the next character they intend on playing, whenever they want to start a new run.
I have no particular plans for it. But you can remove it quite simply. Just replace this section of UI.MENU:
menu { name 'CHARGEN_PORTRAIT' align center center ignoreesc onopen " PortraitSearchString = '' PortSearchString = '' toggleSex = '' CurrentImage = '' togs = '' toggleSort = 0 CImage = 0 faNot = 0 fbNot = 0 if toggleMale == 1 then toggleSex = 'M' elseif toggleFemale == 1 then toggleSex = 'F' elseif Infinity_FetchString(characters[currentID].gender) == 'Male' then toggleSex = 'M' elseif Infinity_FetchString(characters[currentID].gender) == 'Female' then toggleSex = 'F' end if toggleSex == 'F' then togS = PPStrings.PP_CHAR_FEMALE else togS = PPStrings.PP_CHAR_MALE end UpdatePortraitPicker() " label { area 0 0 1444 818 mosaic 'RGCGAPP' } label { area 474 84 500 42 text "APPEARANCE_TITLE" text style "title" } -- label -- { -- area 82 90 178 44 -- text lua "Infinity_FetchString(32297) .. ': ' .. t(togS)" -- text style "label" -- align left center -- } label { area 356 177 346 85 text 'RG_PP_TOOLTIP' text style "label" align left center } label { area 356 498 346 82 text lua "t(PPStrings.PP_TOTAL) .. '\n' .. t(PPStrings.PP_DEFAULT) .. t(#portraits) .. '\n' .. t(PPStrings.PP_CUSTOM) .. t(#BGImages)" text style "label" align left center } button { area 0 0 0 0 bam GUIPRC sequence 0 action "createCharScreen:DecCurrentPortrait()" } button { area 0 0 0 0 bam GUIPRC sequence 1 action "createCharScreen:IncCurrentPortrait()" } label { enabled "CurrentImage ~= ''" area 1142 248 210 330 bitmap lua "createCharScreen:GetCurrentPortrait()" } label { enabled "CurrentImage == ''" area 1142 248 210 330 bitmap "NOPORTMD" } button { -- enabled "CurrentImage ==''" area 1134 604 230 44 bam GUIBUTMT text "CUSTOM_BUTTON" text style "button" action " -- TEXT_popup_big = 17188 Infinity_PushMenu('RG_PP_POPUP') " } label { -- area 1120 618 234 78 enabled "createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)" rectangle 4 } label { area 356 372 346 60 enabled "(createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)) and HasMediumPortrait == ''" text lua "string.upper(t(PortraitPicker[CImage][1])) .. '\n' .. string.upper(t(PPStrings.PP_FILENAME)) .. t(PortraitPicker[CImage][3])" text style "label" align left center } label { area 356 372 346 60 enabled "(createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)) and HasMediumPortrait ~= ''" text lua "string.upper(t(PortraitPicker[CImage][1])) .. '\n' .. string.upper(t(PPStrings.PP_FILENAME)) .. t(PortraitPicker[CImage][3]) .. ' & ' .. t(HasMediumPortrait)" text style "label" align left center } label { enabled "HasMediumPortrait ~= '' and CurrentImage ~= ''" area 1206 108 76 108 rectangle 0 } label { enabled "HasMediumPortrait ~= '' and CurrentImage ~= ''" area 1217 120 54 85 bitmap lua "HasMediumPortrait" } label { area 356 446 346 36 text lua "t(PPStrings.PP_SORT) .. t(tSort)" text style "label" align left center } button { on escape area 420 726 230 44 bam GUIBUTMT text "BACK_BUTTON" text style "button" action "Infinity_PopMenu() createCharScreen:OnCancelButtonClick() PortraitSearchString = '' PortSearchString = '' toggleSex = '' toggleMale = 0 toggleFemale = 0 PortraitPicker = {} faNot = 0 fbNot = 0 " } button { on return area 806 726 230 44 bam GUIBUTMT text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable() and CurrentImage ~=''" action " Infinity_PopMenu(); createCharScreen:OnDoneButtonClick() PortraitSearchString = '' PortSearchString = '' toggleSex = '' toggleMale = 0 toggleFrame = 0 PortraitPicker = {} faNot = 0 fbNot = 0 " } edit { area 392 668 274 32 enabled "fbNot == 0" var PortraitSearchString placeholder "..." text style "edit" text color 'D' maxlines 1 align left center glow lua "PortraitSearchString ~= ''" fill 112 111 111 64 } edit { area 392 668 274 32 enabled "fbNot == 1" var PortraitSearchString placeholder "..." text style "edit" text color 180 0 0 255 maxlines 1 align left center fill 112 111 111 64 } button { enabled "PortraitSearchString ~= ''" area 674 664 34 40 text "X" text style "button" action " PortraitSearchString = '' fbNot = 0 " } button { area 352 668 36 32 bam ROUNDBUT glow lua "fbNot == 0" action " if fbNot == 0 then fbNot = 1 else fbNot = 0 end " } edit { area 392 628 274 32 enabled "faNot == 0" var PortSearchString placeholder "..." text style "edit" text color 'D' maxlines 1 align left center glow lua "PortSearchString ~= ''" fill 112 111 111 64 } edit { area 392 628 274 32 enabled "faNot == 1" var PortSearchString placeholder "..." text style "edit" text color 180 0 0 255 maxlines 1 align left center fill 112 111 111 64 } button { enabled "PortSearchString ~= ''" area 674 624 34 40 text "X" text style "button" action " PortSearchString = '' faNot = 0 " } button { area 352 628 36 32 bam ROUNDBUT glow lua "faNot == 0" action " if faNot == 0 then faNot = 1 else faNot = 0 end " } list { column { width 350 label { enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'" area 0 0 329 90 mosaic lua 'getPortraitBackground(rowNumber)' respectClipping align center center } label { enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'" area 0 0 255 90 text lua "string.upper(PortraitPicker[rowNumber][1])" text style "label" align right center } button { enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'" area 270 2 54 85 bitmap lua 'string.lower(PortraitPicker[rowNumber][3])' respectClipping align center center } } name 'Portrait_Picker' area 742 178 350 522 rowheight dynamic hideHighlight table "PortraitPicker" var CImage scrollbar 'GUISCRC' action " if CurrentImage == string.lower(PortraitPicker[CImage][3]) then CImage = 0 CurrentImage = '' else CurrentImage = string.lower(PortraitPicker[CImage][3]) GetMediumPortrait() while string.lower(createCharScreen:GetCurrentPortrait()) ~= string.lower(CurrentImage) do createCharScreen:IncCurrentPortrait() end end " } button { area 1010 146 68 35 -- text lua "PPStrings.PP_SORT_LABEL" -- text style "button" bam RGCSORT action " if toggleSort == 0 then toggleSort = 1 elseif toggleSort == 1 then toggleSort = 2 elseif toggleSort == 2 then toggleSort = 3 elseif toggleSort == 3 then toggleSort = 0 end CurrentImage = '' table.sort(PortraitPicker, compare2) " }
}
with this vanilla code, and that's it.
menu { name 'CHARGEN_PORTRAIT' modal align center center ignoreesc label { area 0 0 539 668 mosaic 'GUICGAPP' } label { area 20 16 500 44 text "APPEARANCE_TITLE" text style "title" } button { area 108 217 52 132 bam GUIPRC sequence 0 action "createCharScreen:DecCurrentPortrait()" } button { area 390 217 52 132 bam GUIPRC sequence 1 action "createCharScreen:IncCurrentPortrait()" }
Hello. I appreciate your work, but sadly I really dont like new inventory. It feels impersonal, for me its fun to outfit each character separately. Please consider adding option of classic.
Hello. I appreciate your work, but sadly I really dont like new inventory. It feels impersonal, for me its fun to outfit each character separately. Please consider adding option of classic.
Sorry, no plans for that. The inventory is now as it was intended for this mod.
I really like the new inventory system! I kept a backup of the older version just to be safe, but the new one makes preparing/outfitting the party an easy task. Very good Job, Pecca!
So I decided to give the install another try on EET ... I know it's been tried before.
After I added eet to the tp2, it installed just fine. For the most part everything actually works correctly. However, the game only starts in BG2 even if you select BG1. Secondly, the floating text when you put the mouse over an icon has random strings of text. Other than that it seems to work as intended. Unfortunately those are pretty big issues.
1.I'm using a slightly larger custom portrait, I want to apply it to my record. And to do that, we have to modify the rest. Which parts need to be editing? I would appreciate your help. We have to move the size of the unit smaller than the portrait, and then we have to move the level up dual class customize and others to the other side.
2.another one Portrait when talking Is the portrait size l or m?
3.Portrait when talking bg2ee and iwdee Individual installation impossible? I want to apply it to a very good idea. I'd like to apply it myself. If it is not, I will fix it myself if you can help me.
I am sorry for writing so long and for expecting so much help. But it's a very attractive mode.
So I decided to give the install another try on EET ... I know it's been tried before.
After I added eet to the tp2, it installed just fine. For the most part everything actually works correctly. However, the game only starts in BG2 even if you select BG1. Secondly, the floating text when you put the mouse over an icon has random strings of text. Other than that it seems to work as intended. Unfortunately those are pretty big issues.
Edit: Messed around with this a bit more. SetPrivateProfileString('Program Options','EET Installation State','2') is in the baldur.lua, so that's not the issue. I can start SOD and the black pits., but BG1 starts BG2. I can also load the BG1 save state I made before all the mods were installed. So it's just a matter of getting it to load BG1 as a new game. I'll keep playing around with it. It's not perfect but it's worth messing around with for the beautiful artwork and modifications.
So I decided to give the install another try on EET ... I know it's been tried before.
After I added eet to the tp2, it installed just fine. For the most part everything actually works correctly. However, the game only starts in BG2 even if you select BG1. Secondly, the floating text when you put the mouse over an icon has random strings of text. Other than that it seems to work as intended. Unfortunately those are pretty big issues.
Edit: Messed around with this a bit more. SetPrivateProfileString('Program Options','EET Installation State','2') is in the baldur.lua, so that's not the issue. I can start SOD and the black pits., but BG1 starts BG2. I can also load the BG1 save state I made before all the mods were installed. So it's just a matter of getting it to load BG1 as a new game. I'll keep playing around with it. It's not perfect but it's worth messing around with for the beautiful artwork and modifications.
So I decided to give the install another try on EET ... I know it's been tried before.
After I added eet to the tp2, it installed just fine. For the most part everything actually works correctly. However, the game only starts in BG2 even if you select BG1. Secondly, the floating text when you put the mouse over an icon has random strings of text. Other than that it seems to work as intended. Unfortunately those are pretty big issues.
Edit: Messed around with this a bit more. SetPrivateProfileString('Program Options','EET Installation State','2') is in the baldur.lua, so that's not the issue. I can start SOD and the black pits., but BG1 starts BG2. I can also load the BG1 save state I made before all the mods were installed. So it's just a matter of getting it to load BG1 as a new game. I'll keep playing around with it. It's not perfect but it's worth messing around with for the beautiful artwork and modifications.
Any luck getting it to work for EET?
No I gave up and started creating my own custom UI using Lefreuit's SOD UI.
Comments
Also, when I uninstall UI++, the portraits come back.
EDIT: I uninstalled BG:EE and reinstalled UI++ on a fresh install. Still the same problem.
It is really AWESOME!!!!!
I like very much this work. I want to do the same for BG2EE and try to find a workaround for the transfering problem.
Could you publish your code please?
I managed to make the inventory work without problems and I like the result very much. There will be no option to keep the old one (which was previously asked for) as I see no downside compared to the new one.
Concerning the 'successor' mod I was planning, I put that on hold indefinitely. It's ambition outgrew my time limits. Instead, keeping this one up to date and extending compatibility is much less time consuming, so I decided to go this way. The once-again-changed-plan for the future is now simplified to creating BG2 and IWD skins for the same layout.
I will just wait to steal/adapt (remove this dark theme with badass creatures) your code for my BG2EE custom UI because I do not know much about this not Baldur's Gate Universe SoD game people are talking about...
It does seem to be more of a UI for experts, though, as all the 'convenient' information is gone again.
I guess it's impossible to show the current load for all characters?
So this version has:
-new inventory design
-new record design
-new mage book and priest scroll design
-some other tweaks
link removed
P.S. don't forget to uninstall the previous version completely.
v2.21:
- New enhanced inventory screen with all six backpacks
- New enhanced record screen
- New enhanced spell screens with all memorized spells visible at once
- Store screen tweaks by @Adul
- Option to toggle on a classic dialog window based on @lefreut 's 'BGEE 1.3-ish dialog box' tweak.
- Slightly redesigned main menu, removed left side menu
- Fixed MP button during dialogs
- Quickloot button tooltip added
You can check updated screenshots in the OP.
{
name 'CHARGEN_PORTRAIT'
align center center
ignoreesc
onopen "
PortraitSearchString = ''
PortSearchString = ''
toggleSex = ''
CurrentImage = ''
togs = ''
toggleSort = 0
CImage = 0
faNot = 0
fbNot = 0
if toggleMale == 1 then
toggleSex = 'M'
elseif toggleFemale == 1 then
toggleSex = 'F'
elseif Infinity_FetchString(characters[currentID].gender) == 'Male' then
toggleSex = 'M'
elseif Infinity_FetchString(characters[currentID].gender) == 'Female' then
toggleSex = 'F'
end
if toggleSex == 'F' then
togS = PPStrings.PP_CHAR_FEMALE
else
togS = PPStrings.PP_CHAR_MALE
end
UpdatePortraitPicker()
"
label
{
area 0 0 1444 818
mosaic 'RGCGAPP'
}
label
{
area 474 84 500 42
text "APPEARANCE_TITLE"
text style "title"
}
-- label
-- {
-- area 82 90 178 44
-- text lua "Infinity_FetchString(32297) .. ': ' .. t(togS)"
-- text style "label"
-- align left center
-- }
label
{
area 356 177 346 85
text 'RG_PP_TOOLTIP'
text style "label"
align left center
}
label
{
area 356 498 346 82
text lua "t(PPStrings.PP_TOTAL) .. '\n' .. t(PPStrings.PP_DEFAULT) .. t(#portraits) .. '\n' .. t(PPStrings.PP_CUSTOM) .. t(#BGImages)"
text style "label"
align left center
}
button
{
area 0 0 0 0
bam GUIPRC
sequence 0
action "createCharScreen:DecCurrentPortrait()"
}
button
{
area 0 0 0 0
bam GUIPRC
sequence 1
action "createCharScreen:IncCurrentPortrait()"
}
label
{
enabled "CurrentImage ~= ''"
area 1142 248 210 330
bitmap lua "createCharScreen:GetCurrentPortrait()"
}
label
{
enabled "CurrentImage == ''"
area 1142 248 210 330
bitmap "NOPORTMD"
}
button
{
-- enabled "CurrentImage ==''"
area 1134 604 230 44
bam GUIBUTMT
text "CUSTOM_BUTTON"
text style "button"
action "
-- TEXT_popup_big = 17188
Infinity_PushMenu('RG_PP_POPUP')
"
}
label
{
-- area 1120 618 234 78
enabled "createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)"
rectangle 4
}
label
{
area 356 372 346 60
enabled "(createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)) and HasMediumPortrait == ''"
text lua "string.upper(t(PortraitPicker[CImage][1])) .. '\n' .. string.upper(t(PPStrings.PP_FILENAME)) .. t(PortraitPicker[CImage][3])"
text style "label"
align left center
}
label
{
area 356 372 346 60
enabled "(createCharScreen:GetCurrentPortrait() == CurrentImage or string.lower(createCharScreen:GetCurrentPortrait()) == string.lower(CurrentImage)) and HasMediumPortrait ~= ''"
text lua "string.upper(t(PortraitPicker[CImage][1])) .. '\n' .. string.upper(t(PPStrings.PP_FILENAME)) .. t(PortraitPicker[CImage][3]) .. ' & ' .. t(HasMediumPortrait)"
text style "label"
align left center
}
label
{
enabled "HasMediumPortrait ~= '' and CurrentImage ~= ''"
area 1206 108 76 108
rectangle 0
}
label
{
enabled "HasMediumPortrait ~= '' and CurrentImage ~= ''"
area 1217 120 54 85
bitmap lua "HasMediumPortrait"
}
label
{
area 356 446 346 36
text lua "t(PPStrings.PP_SORT) .. t(tSort)"
text style "label"
align left center
}
button
{
on escape
area 420 726 230 44
bam GUIBUTMT
text "BACK_BUTTON"
text style "button"
action "Infinity_PopMenu()
createCharScreen:OnCancelButtonClick()
PortraitSearchString = ''
PortSearchString = ''
toggleSex = ''
toggleMale = 0
toggleFemale = 0
PortraitPicker = {}
faNot = 0
fbNot = 0
"
}
button
{
on return
area 806 726 230 44
bam GUIBUTMT
text "DONE_BUTTON"
text style "button"
clickable lua "createCharScreen:IsDoneButtonClickable() and CurrentImage ~=''"
action "
Infinity_PopMenu();
createCharScreen:OnDoneButtonClick()
PortraitSearchString = ''
PortSearchString = ''
toggleSex = ''
toggleMale = 0
toggleFrame = 0
PortraitPicker = {}
faNot = 0
fbNot = 0
"
}
edit
{
area 392 668 274 32
enabled "fbNot == 0"
var PortraitSearchString
placeholder "..."
text style "edit"
text color 'D'
maxlines 1
align left center
glow lua "PortraitSearchString ~= ''"
fill 112 111 111 64
}
edit
{
area 392 668 274 32
enabled "fbNot == 1"
var PortraitSearchString
placeholder "..."
text style "edit"
text color 180 0 0 255
maxlines 1
align left center
fill 112 111 111 64
}
button
{
enabled "PortraitSearchString ~= ''"
area 674 664 34 40
text "X"
text style "button"
action
"
PortraitSearchString = ''
fbNot = 0
"
}
button
{
area 352 668 36 32
bam ROUNDBUT
glow lua "fbNot == 0"
action
"
if fbNot == 0 then
fbNot = 1
else
fbNot = 0
end
"
}
edit
{
area 392 628 274 32
enabled "faNot == 0"
var PortSearchString
placeholder "..."
text style "edit"
text color 'D'
maxlines 1
align left center
glow lua "PortSearchString ~= ''"
fill 112 111 111 64
}
edit
{
area 392 628 274 32
enabled "faNot == 1"
var PortSearchString
placeholder "..."
text style "edit"
text color 180 0 0 255
maxlines 1
align left center
fill 112 111 111 64
}
button
{
enabled "PortSearchString ~= ''"
area 674 624 34 40
text "X"
text style "button"
action
"
PortSearchString = ''
faNot = 0
"
}
button
{
area 352 628 36 32
bam ROUNDBUT
glow lua "faNot == 0"
action
"
if faNot == 0 then
faNot = 1
else
faNot = 0
end
"
}
list
{
column
{
width 350
label
{
enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'"
area 0 0 329 90
mosaic lua 'getPortraitBackground(rowNumber)'
respectClipping
align center center
}
label
{
enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'"
area 0 0 255 90
text lua "string.upper(PortraitPicker[rowNumber][1])"
text style "label"
align right center
}
button
{
enabled "PortraitContainsSearchString(rowNumber) and PortContainsSearchString(rowNumber) and SexFilter(rowNumber) and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~='m' and string.lower(string.sub(PortraitPicker[rowNumber][3],-1)) ~= 's'"
area 270 2 54 85
bitmap lua 'string.lower(PortraitPicker[rowNumber][3])'
respectClipping
align center center
}
}
name 'Portrait_Picker'
area 742 178 350 522
rowheight dynamic
hideHighlight
table "PortraitPicker"
var CImage
scrollbar 'GUISCRC'
action
"
if CurrentImage == string.lower(PortraitPicker[CImage][3]) then
CImage = 0
CurrentImage = ''
else
CurrentImage = string.lower(PortraitPicker[CImage][3])
GetMediumPortrait()
while string.lower(createCharScreen:GetCurrentPortrait()) ~= string.lower(CurrentImage) do
createCharScreen:IncCurrentPortrait()
end
end
"
}
button
{
area 1010 146 68 35
-- text lua "PPStrings.PP_SORT_LABEL"
-- text style "button"
bam RGCSORT
action "
if toggleSort == 0 then
toggleSort = 1
elseif toggleSort == 1 then
toggleSort = 2
elseif toggleSort == 2 then
toggleSort = 3
elseif toggleSort == 3 then
toggleSort = 0
end
CurrentImage = ''
table.sort(PortraitPicker, compare2)
"
}
}
with this vanilla code, and that's it.
{
name 'CHARGEN_PORTRAIT'
modal
align center center
ignoreesc
label
{
area 0 0 539 668
mosaic 'GUICGAPP'
}
label
{
area 20 16 500 44
text "APPEARANCE_TITLE"
text style "title"
}
button
{
area 108 217 52 132
bam GUIPRC
sequence 0
action "createCharScreen:DecCurrentPortrait()"
}
button
{
area 390 217 52 132
bam GUIPRC
sequence 1
action "createCharScreen:IncCurrentPortrait()"
}
label
{
area 170 150 212 330
bitmap lua "createCharScreen:GetCurrentPortrait()"
}
button
{
area 122 490 300 44
bam GUIBUTWT
text "CUSTOM_BUTTON"
text style "button"
action "
TEXT_popup_big = 17188
Infinity_PushMenu('POPUP_BIG')
"
}
button
{
on escape
area 36 610 230 44
bam GUIBUTMT
text "BACK_BUTTON"
text style "button"
action "Infinity_PopMenu(); createCharScreen:OnCancelButtonClick()"
}
button
{
on return
area 278 610 230 44
bam GUIBUTMT
text "DONE_BUTTON"
text style "button"
clickable lua "createCharScreen:IsDoneButtonClickable()"
action "Infinity_PopMenu(); createCharScreen:OnDoneButtonClick()"
}
}
After I added eet to the tp2, it installed just fine. For the most part everything actually works correctly. However, the game only starts in BG2 even if you select BG1. Secondly, the floating text when you put the mouse over an icon has random strings of text. Other than that it seems to work as intended. Unfortunately those are pretty big issues.
1.I'm using a slightly larger custom portrait, I want to apply it to my record. And to do that, we have to modify the rest. Which parts need to be editing? I would appreciate your help. We have to move the size of the unit smaller than the portrait, and then we have to move the level up dual class customize and others to the other side.
2.another one Portrait when talking Is the portrait size l or m?
3.Portrait when talking bg2ee and iwdee Individual installation impossible? I want to apply it to a very good idea. I'd like to apply it myself. If it is not, I will fix it myself if you can help me.
I am sorry for writing so long and for expecting so much help. But it's a very attractive mode.