Unfortunately BG2 wouldn't start up when I tried, just crashed right away, so I guess I have to wait on my next playthrough until Pecca finishes SOD and can repeat this wonderful mod on BG2.
I finally got back to re-enabling the Quick save button. I know you don't like it Pecca but I do use it since it is more useful now with multiple quick save slots. If anyone else likes it, here is how to re-enable it.
Just search the ui.menu file for "quicksave" and you should get to this section, about line 4804 with the latest 1.2 file.
Just uncomment out all the lines above, and change the Y offset of the button by changing "area 3 0 73 55" to "area 3 -32 73 55" so it should end up with this.
button
{
area 3 -32 73 55
enabled "worldScreen == e:GetActiveEngine()"
bam GUILS10
sequence 15
tooltip lua "getTooltipWithHotkey(15,31813)"
tooltip force lua "sidebarForceTooltips == 1"
tooltip force top
clickable lua "sidebarsGreyed ~= 1"
action
"
worldScreen:OnQuickSaveButtonClick()
"
}
Beware of a possible bug. In a level-up screen tweak I enabled the "back" button, but according to Dee, it was temporarily disabled because it caused character proficiencies being removed. I couldn't replicate the issue, but you should still be cautious about it.
New update uploaded with these changes: v1.3 - Store screens tweaks - Updated graphics of all screens (original images were slightly horizontally asymetrical) - Scrollbar in the Item description screen changed - Journal now shows all information, when a quest is selected - Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by @Mr2150 ) - Split stack tweak (by @Mr2150 ) - Identify section in shops only displays unidentified items (by @lefreut )
button
{
area 332 676 201 43
enabled "(not storeScreen:IsContainer()) and storeScreen:IsStealEnabled()"
bam GUIBUTNT
text "STEAL_BUTTON"
text style "button"
clickable lua "storeScreen:IsStealItemButtonClickable()"
action
"
storeScreen:OnStealItemButtonClick()
"
}
The steal button is only enabled when the store screen is not a container and steal is enabled for that store. It is only clickable when the "storeScreen:IsStealButtonClickable()" conditions are met - meaning you are using a thief and only one item is selected (I'm guessing).
I have no idea how you'd go about changing those clickable conditions as they are set outside the UI.menu code.
Edit: And I just checked - removing the 'clickable lua "storeScreen:IsStealItemButtonClickable()" ' line to get rid of those conditions crashes the game.
I was thinking more of using the button as either what it is now if one item is selected or if multiple items are selected, apply the "one item select" version sequentially to the selected items.
The button only appear if you can steal, but it is greyed out if there's multiple objects selected iirc.
Unless we can keep track of selected items? I'm not sure how the shop selection works. We could otherwise, keep in memory the selected items, deselect everything then reselect them 1 by 1 and applying the OnStealItemButtonClick but i'm not sure if we can keep in memory the selected items.
Do we know if the devs plan on expanding the possibilities of the UI modding/scripting ?
But what you are suggesting is to take the selected items, repurpose the 'steal' button to have a function pull the items into an array, deselect all items in the store, and then run the items, one by one, through a process of highlighting individually in the store, so you can then run OnStealItemButtonClick(), and then move onto the next item in the array.
Haven't got a clue where to even start with that and even if it is possible...
Yes that's what i'm suggesting, arrays exist in lua and can be safely created, deselecting items shouldn't be difficult, I think the issue is identifying currently selected items (I have no idea how they are identified and if the UI has access to this)
@Pecca Thank you for response, but I meant I would like to know how to replace the graphic animation of scrollbar. You have changed default scrollbar graphic in spellbok and item description with one used in new journal (v2).
Hey I've been trying this SOD version and I'm seeing some strange behavior when I try to buy or sell multiple copies of things.
As soon as I enter the multiple copy screen, it jumps to like 7 or something and if I mouse hover left or right over I can kind of adjust that number up or down. I don't think this is intended behavior.
I made the mouseover effect that @Pecca uses in his mod in the select multiple items screen.
There is a mouseover effect managing that slider so it will alter with your mouse movements and position, but it's not perfect and does require you to be quite dextrous with the mouse - a newer version with a proper slider that you click and drag has already been submitted to Pecca.
RE: Autoroller, I am working on a combined autoroller and it's nearly complete...
@smeagolheart: as Mr2150 said, split stack tweak will be revised, also his autoroller will be available by toggle in the options menu. I originally wanted to release a huge 2.0 update, but I think I will release a smaller 1.4 update with tweaks I have already completed sometime soon.
How about using this mod with different language (polish)? When I put this mod into my override folder the game won't start. Anyone else have this problem?
Comments
Just search the ui.menu file for "quicksave" and you should get to this section, about line 4804 with the latest 1.2 file.
-- button -- { -- area 3 0 73 55 -- enabled "worldScreen == e:GetActiveEngine()" -- bam GUILS10 -- sequence 15 -- tooltip lua "getTooltipWithHotkey(15,31813)" -- tooltip force lua "sidebarForceTooltips == 1" -- tooltip force top -- clickable lua "sidebarsGreyed ~= 1" -- action -- " -- worldScreen:OnQuickSaveButtonClick() -- " -- }
Just uncomment out all the lines above, and change the Y offset of the button by changing "area 3 0 73 55" to "area 3 -32 73 55" so it should end up with this.
button { area 3 -32 73 55 enabled "worldScreen == e:GetActiveEngine()" bam GUILS10 sequence 15 tooltip lua "getTooltipWithHotkey(15,31813)" tooltip force lua "sidebarForceTooltips == 1" tooltip force top clickable lua "sidebarsGreyed ~= 1" action " worldScreen:OnQuickSaveButtonClick() " }
v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by @Mr2150 )
- Split stack tweak (by @Mr2150 )
- Identify section in shops only displays unidentified items (by @lefreut )
button { area 332 676 201 43 enabled "(not storeScreen:IsContainer()) and storeScreen:IsStealEnabled()" bam GUIBUTNT text "STEAL_BUTTON" text style "button" clickable lua "storeScreen:IsStealItemButtonClickable()" action " storeScreen:OnStealItemButtonClick() " }
The steal button is only enabled when the store screen is not a container and steal is enabled for that store. It is only clickable when the "storeScreen:IsStealButtonClickable()" conditions are met - meaning you are using a thief and only one item is selected (I'm guessing).
I have no idea how you'd go about changing those clickable conditions as they are set outside the UI.menu code.
Edit: And I just checked - removing the 'clickable lua "storeScreen:IsStealItemButtonClickable()" ' line to get rid of those conditions crashes the game.
The button only appear if you can steal, but it is greyed out if there's multiple objects selected iirc.
Do we know if the devs plan on expanding the possibilities of the UI modding/scripting ?
But what you are suggesting is to take the selected items, repurpose the 'steal' button to have a function pull the items into an array, deselect all items in the store, and then run the items, one by one, through a process of highlighting individually in the store, so you can then run OnStealItemButtonClick(), and then move onto the next item in the array.
Haven't got a clue where to even start with that and even if it is possible...
Could You tell me how can I replace scrollbar in spellbook and item description for scale interface?
Thank you for response, but I meant I would like to know how to replace the graphic animation of scrollbar. You have changed default scrollbar graphic in spellbok and item description with one used in new journal (v2).
Hey I've been trying this SOD version and I'm seeing some strange behavior when I try to buy or sell multiple copies of things.
As soon as I enter the multiple copy screen, it jumps to like 7 or something and if I mouse hover left or right over I can kind of adjust that number up or down. I don't think this is intended behavior.
Also, ever thought about integrating an auto roller like this one:
https://forums.beamdog.com/discussion/comment/751610
There is a mouseover effect managing that slider so it will alter with your mouse movements and position, but it's not perfect and does require you to be quite dextrous with the mouse - a newer version with a proper slider that you click and drag has already been submitted to Pecca.
RE: Autoroller, I am working on a combined autoroller and it's nearly complete...
I originally wanted to release a huge 2.0 update, but I think I will release a smaller 1.4 update with tweaks I have already completed sometime soon.
Are you copying all the files in the .rar into the override folder?
Yes, that file is the problem. It must be removed, otherwise the game will not start if you play with a different language than English.