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[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

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Comments

  • ElfenixElfenix Member Posts: 13
    Wow... It looks just perfect, it has everything we need and it confirms that this good old journal is so much better than the 2.0 (at least for me)... It's really beautiful and efficient, good job!

    I don't know what you plan next for the v1 but for me this version 0.6.1 is the ultimate BG2 GUI! Everything that I was looking for is there : a proper journal, a nice record screen, lot of tweaks and working with EET!

    Thanks a lot for all your work, I was unable to play BGEE since Dragonspear's update messed up the GUI and now I'm going to start the whole saga again with EET and your GUI from BGEE to ToB.
    If I met any problem related to your GUI I'd come back here.

    Ravenslightlefreut
  • ElfenixElfenix Member Posts: 13
    edited November 2016
    First "bug" encountered : beginning of Chapter One, the picture displayed during the introduction is for SoD, we should see Sarevok I guess.
    I also have a problem with Prologue not appearing in the journal once the Chapter one start but I think it's an EET bug.



    lefreut
  • lefreutlefreut Member Posts: 1,127
    edited November 2016
    Thanks for the feedback @Elfenix :)
    Elfenix said:

    I don't know what you plan next for the v1 but for me this version 0.6.1 is the ultimate BG2 GUI! Everything that I was looking for is there : a proper journal, a nice record screen, lot of tweaks and working with EET!

    The big remaining things are Character creation screens and Mage/Priest spell screens. There also some minor tweaks here and there. And BG1EE compatibility.
    Elfenix said:

    First "bug" encountered : beginning of Chapter One, the picture displayed during the introduction is for SoD, we should see Sarevok I guess.

    I made some experiment with the chapter screens and I left some buggy code. Removing this line should fix the incorrect background:
    chapterBackground = 'GUICHP' .. id .. 'B'
    Elfenix said:

    I also have a problem with Prologue not appearing in the journal once the Chapter one start but I think it's an EET bug.

    EET bug I think.

    Elfenix
  • ElfenixElfenix Member Posts: 13
    I couldn't find this line in the UI.menu but I found it in your initial files (before installation) so I have uninstalled bg2 and eet, removed this line in the initial files and reinstalled everything and yipee it works!

    For the prologue bug, it was EET 7.0 : the new version 7.1 correct this bug so now everything works.

    Thanks for your reactivity!

  • switchzaswitchza Member Posts: 15
    lefreut said:

    v
    Due to engine restriction, the keyboard shortcuts to switch between screens are harcoded to their default values (I, J, R,...). Also there is no Revert button because I didn't find how to do it.

    Lefreut, superb work with the journal. This hardcoded shortcuts change is a real pain for me though. I use W,A,S,D to move the camera. Now W opens the mage spellbook *cry*

  • lefreutlefreut Member Posts: 1,127
    switchza said:

    Lefreut, superb work with the journal. This hardcoded shortcuts change is a real pain for me though. I use W,A,S,D to move the camera. Now W opens the mage spellbook *cry*

    I'm still looking for a better solution to this problem.

    You can remove line 4281 (or change the letter to your shortcut for mage spellbook):
    on W

    switchza
  • switchzaswitchza Member Posts: 15
    Thank you, back in action!

  • lefreutlefreut Member Posts: 1,127
    edited November 2016
    v0.7 is out :)

    This week update focuses on character creation screens. I include a basic portrait picker and change most of the screens to remove the ugly red highlight and to feel more like 1.3. The portraits starting with m# or f# will be automatically filtered, the rest will be in both lists.










    I also update the journal code to no longer use hardcoded keyboard shortcuts (the code is ugly but it should work).

    As usual, feel free to report any bugs or suggestions :)

    DoubledimasswitchzaElfenixJuliusBorisov
  • switchzaswitchza Member Posts: 15
    lefreut said:

    v0.7 is out :)

    I also update the journal code to no longer use hardcoded keyboard shortcuts (the code is ugly but it should work).

    As usual, feel free to report any bugs or suggestions :)

    I'm not sure if I've butchered something else, but the keybinds still don't work. I have WASD bound to "Scroll Up", down, left and right under gameplay -> assign keys, but using them in game does nothing.

    If I delete the lines for on W, etc, like these:
    label { on D action "keyPress(100)"}

    Then they work.

    Hope it helps.

    lefreut
  • lefreutlefreut Member Posts: 1,127
    @switchza indeed, the code is broken. I have a tweak that will hopefully fix it in the next release.

    JuliusBorisovswitchza
  • EtaminEtamin Member Posts: 717
    edited November 2016
    Hi. Thanks for EET compability. Finally some good UI mod which support this conversion. Two suggestions:
    1) Dialog box is a little too big, which prevent clicking at bottom map border to move to another area. You need to click next to it. One line shorter would be perfect.
    2) Journal popups looks much better now, but they could have a scroll, which would let you scroll it down and read remaining text. Now you need to click on it to open up journal.
    PS: Can you move it to github, so we could add it to BWS?

    Post edited by Etamin on
    lefreut
  • EtaminEtamin Member Posts: 717
    edited November 2016
    lefreut said:

    Etamin said:

    2) Journal popups looks much better now, but they could have a scroll, which would let you scroll it down and read remaining text. Now you need to click on it to open up journal.

    You only see the popup for a few seconds so I don't know if a scrollbar is really useful here.
    It's visible for good 6-7s. In my opinion that's enough time to mouse it over and read all entry. Mousing it over could also stop it from disappearing (is it's possible).
    EDIT: Just checked popup time. By default it's 6 seconds, but with your mod it's 16 s. I'm not sure of this in intentional. In my opinion 10s with scroll would be ok or old 6s. 16s it's far too much to read 3 short lines of text. In Friendly Arm Inn, where i got 5 quest, popups was showing up for good 2 mins.

    Post edited by Etamin on
  • lefreutlefreut Member Posts: 1,127
    Etamin said:

    It's visible for good 6-7s. In my opinion that's enough time to mouse it over and read all entry. Mousing it over could also stop it from disappearing (is it's possible).
    EDIT: Just checked popup time. By default it's 6 seconds, but with your mod it's 16 s. I'm not sure of this in intentional. In my opinion 10s with scroll would be ok or old 6s. 16s it's far too much to read 3 short lines of text. In Friendly Arm Inn, where i got 5 quest, popups was showing up for good 2 mins.

    I can add a scrollbar. And I may be able to stop the timer when the mouse is over the popup.

    I didn't change the duration and on my installation, I get the same with or without the mod. I think it's EET that change it.

  • lefreutlefreut Member Posts: 1,127
    And v0.9 is out B) One step closer to v1! Almost everything is done.

    The mod is now compatible with BG1EE, BG1EE+SoD, BG2EE and EET.

    I convert all PNGs into PVRZ so the zip is smaller (and it should fix the blurriness when UI scaling is on).

    Journal popups are now scrollable (but there is no scrollbar because it looks bad with it).

    And the big news: redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla (with a new frame to restore the look of already used spells).



    You can see a comparison between BG2EE and BG2 vanilla bams:


    Restored confirmation prompt before un-memorizing a spell.


    Spell description is opened by right-clicking the spell and showed on the other side of the book.


    I start to look at converting the mod to use weidu but it will only copy all the files into the override folder. Do you think it's useful to do it ?

    Also as the first stable release is close, I need to find a name for the mod, any suggestions ?

    RavenslightEtaminswitchzaJuliusBorisov
  • RavenslightRavenslight Member Posts: 1,583
    Such wonderful work! Thank you again @Iefreut :)

    Do you plan to give the mage book a similar treatment as what you did with the priest screen?

  • CahirCahir Member, Moderator, Translator (NDA) Posts: 1,936
    lefreut said:

    I start to look at converting the mod to use weidu but it will only copy all the files into the override folder. Do you think it's useful to do it ?

    Also as the first stable release is close, I need to find a name for the mod, any suggestions ?

    Making WeiDU mods are always useful, but is it possible that you could code it in a way to select the components for installation? I personally love all that you have done with the UI, but there may be players that like some tweaked screens and dislike the others. Such players may be inclined to install your great mod more often if the have a possibility to select components. There are lot of fans of modular mods out there.

  • lefreutlefreut Member Posts: 1,127

    Such wonderful work! Thank you again @Iefreut :)

    I'm glad you like it :)

    Do you plan to give the mage book a similar treatment as what you did with the priest screen?

    Of course !
    Cahir said:

    Making WeiDU mods are always useful, but is it possible that you could code it in a way to select the components for installation? I personally love all that you have done with the UI, but there may be players that like some tweaked screens and dislike the others. Such players may be inclined to install your great mod more often if the have a possibility to select components. There are lot of fans of modular mods out there.

    There is EEUITweaks for that. The newest changes are not included but there is already a lot of things. @AncientCowboy did a wonderful job. I don't know if he will include everything.

    But I won't do it myself, I know nothing about modding and UI.menu patching seems very complicated. If I provide a Weidu package, it will be very simple.

    Ravenslight
  • AncientCowboyAncientCowboy Member Posts: 199
    Outstanding job! I'm really looking forward to the Mage spell book rework.

    As for EEUITweaks - My plan is to include all of the elements of this UI as installable components. Due to 'mundane life' obligations, I'm running a bit behind at the moment; but I anticipate having more time available shortly. I also intend to include this package as one of the 'Full UI.MENU' platforms for determining compatibility/appropriateness of other EEUITweaks mods. Which leads to the next item.

    Please distribute this as a Weidu package. Doing so makes it much easier and more reliable for other mods/packages to determine if your package has been installed. If you would rather not spend your time digging into the (admittedly somewhat daunting) syntax of Weidu - I would be more than happy to develop and test the Weidu code for you. I'm not a master of all of the subtle aspects of Weidu, but this should be a fairly simple and straightforward exercise. If you would like a set of 'expert eyes' to look it over, I suspect that @subtledoctor would be willing to provide feedback and/or advice.

    Once again - thank you for all the time and effort you've put into this.

    Ravenslight
  • PeccaPecca Member Posts: 1,903
    Cool. The vanilla bams are so much better. It might be worth a feature request.

    RavenslightJuliusBorisov
  • RavenslightRavenslight Member Posts: 1,583
    Do you have any plans to remove the green overlays from the store screen fields? Or can this even be done?

  • lefreutlefreut Member Posts: 1,127

    Please distribute this as a Weidu package. Doing so makes it much easier and more reliable for other mods/packages to determine if your package has been installed. If you would rather not spend your time digging into the (admittedly somewhat daunting) syntax of Weidu - I would be more than happy to develop and test the Weidu code for you. I'm not a master of all of the subtle aspects of Weidu, but this should be a fairly simple and straightforward exercise. If you would like a set of 'expert eyes' to look it over, I suspect that @subtledoctor would be willing to provide feedback and/or advice.

    Right now, I have something that does COPY ~ui_mod/copy~ ~override~. I don't know if I want something more complicated or not.

    Do you have any plans to remove the green overlays from the store screen fields? Or can this even be done?

    Do you mean this funny regression from v0.9 ?

    Or the green overlay on top of scrolls ?


    I will definitely fix the regression but I like the overlay on top of scrolls. It's nice to have this information. I don't know if it can be removed or not.

    Ravenslight
  • switchzaswitchza Member Posts: 15
    Awesome! Excited for v1.0

    I've picked up what seems to be a bug which crept in between 0.7 and 0.9 where using the portrait selector for existing characters (via customize -> appearance) no longer automatically rescales custom 210x330 portraits down for the sidebar. Instead there the blank questionmark in the sidebar.

    I tested this by removing override folder, loading game and using default portrait picker, which successfully sets all sizes of the custom portrait. I can even t hen re-apply the UI mod and it continues to work. Odd!

  • switchzaswitchza Member Posts: 15
    Two more small ones:

    1. The mage book seems to be affected by the priest scroll changes in that open, or 'new' spell slots for a level are not visible, they used to appear as empty squares, now it is just blank:



    2. The vanilla bam icons for certain spells are really blurry and don't look good. Maybe it's my setup? Is there some way to revert back to EE icons?



    Etamin
  • RavenslightRavenslight Member Posts: 1,583
    I meant the first one, where the green ends up covering the whole screen. (shudder) ;)

    I agree that having the very slight green overlay covering just the scroll icon in your second example is helpful.

    Wonderful to know that you intend to fix it!

  • EtaminEtamin Member Posts: 717
    edited November 2016
    switchza said:


    2. The vanilla bam icons for certain spells are really blurry and don't look good. Maybe it's my setup? Is there some way to revert back to EE icons?

    I think it's just you. My looks fine:

    Just small advice - add override folder if you can. Games by default don't have it, so new players may not know where to create it.

  • lefreutlefreut Member Posts: 1,127
    edited November 2016
    switchza said:

    Awesome! Excited for v1.0

    I've picked up what seems to be a bug which crept in between 0.7 and 0.9 where using the portrait selector for existing characters (via customize -> appearance) no longer automatically rescales custom 210x330 portraits down for the sidebar. Instead there the blank questionmark in the sidebar.

    I tested this by removing override folder, loading game and using default portrait picker, which successfully sets all sizes of the custom portrait. I can even t hen re-apply the UI mod and it continues to work. Odd!

    Does it happen with any portrait ? I can't reproduce it here.
    switchza said:

    1. The mage book seems to be affected by the priest scroll changes in that open, or 'new' spell slots for a level are not visible, they used to appear as empty squares, now it is just blank:

    It will be fixed with the new mage book in v1.
    switchza said:

    2. The vanilla bam icons for certain spells are really blurry and don't look good. Maybe it's my setup? Is there some way to revert back to EE icons?

    It's a problem when UI scaling is on. Honestly, the EE icons does not look very good either.

    You can delete all spells bams (SPPRXXX.bam and SPWIXXX.bam) to revert to EE icons but you won't be able to differentiate used spells because I remove the ugly greyscale effect to instead use semi-transparent icons (like in vanilla). And the image for that is embedded in the new bams.

    I meant the first one, where the green ends up covering the whole screen. (shudder) ;)

    I attached the 3 files you need to replace to fix this ugly green :)
    Etamin said:

    Just small advice - add override folder if you can. Games by default don't have it, so new players may not know where to create it.

    v1 will use Weidu so it will fix this problem.

    Ravenslight
  • AncientCowboyAncientCowboy Member Posts: 199
    lefreut said:

    Right now, I have something that does COPY ~ui_mod/copy~ ~override~. I don't know if I want something more complicated or not.

    That is all that is needed. If you anticipate wanting to support multiple language installations, or if you anticipate adding additional components, some minor 'polish' might be added. Otherwise - you're set. The only hard question is:

    lefreut said:

    Also as the first stable release is close, I need to find a name for the mod, any suggestions ?

    My vote is for 'Lefreut's Enhanced UI'. Not very original, but descriptive. :D

  • lefreutlefreut Member Posts: 1,127

    My vote is for 'Lefreut's Enhanced UI'. Not very original, but descriptive. :D

    Or LeUI :p

    JuliusBorisovswitchzaAxie
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 1,936
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