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[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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  • argent77argent77 Member Posts: 3,543
    edited April 2024
    steam BG2EE. I install this mod after:
    "lefreuts ui",
    "EEex-v0.10.2-alpha",
    "Bubb's Spell Menu (v5.0.2)",
    "SubtleMods: Combat Skills & Proficiencies",
    "The Tweaks Anthology"

    and I find nothing new in my bg2ee game option. Is it because the "EEex-v0.10.2-alpha"? since you must start the game with "InfinityLoader.exe" instead of Baldur.exe

    I can't reproduce this issue with the listed mods. Note that some options are not available when LeUI is installed (namely, the frame rate and action feedback sliders, and the "trigger bored sounds" option.)

    Could you also post your WeiDU.log?
    Post edited by argent77 on
  • SilentSwordSilentSword Member Posts: 50
    argent77 wrote: »
    steam BG2EE. I install this mod after:
    "lefreuts ui",
    "EEex-v0.10.2-alpha",
    "Bubb's Spell Menu (v5.0.2)",
    "SubtleMods: Combat Skills & Proficiencies",
    "The Tweaks Anthology"

    and I find nothing new in my bg2ee game option. Is it because the "EEex-v0.10.2-alpha"? since you must start the game with "InfinityLoader.exe" instead of Baldur.exe

    I can't reproduce this issue with the listed mods. Note that some options are not available when LeUI is installed (namely, the frame rate and action feedback sliders, and the "trigger bored sounds" option.)

    Could you also post your WeiDU.log?



  • argent77argent77 Member Posts: 3,543
    Hmm, I couldn't reproduce this issue even after installing the same mod setup as listed in your WeiDU.log.

    Except for a few (harmless) warnings because "Combat Skills & Proficiencies" added too many columns to several CLAB 2DA tables everything installed successfully and worked as expected in the game.
  • SilentSwordSilentSword Member Posts: 50
    argent77 wrote: »
    Hmm, I couldn't reproduce this issue even after installing the same mod setup as listed in your WeiDU.log.

    Except for a few (harmless) warnings because "Combat Skills & Proficiencies" added too many columns to several CLAB 2DA tables everything installed successfully and worked as expected in the game.

    I completely delete and reinstall the game and mods but without "EEex-v0.10.2-alpha", "Bubb's Spell Menu (v5.0.2)", now other mods work. I think is the EEex incompatible with them.
    Thank you.
  • ThelsThels Member Posts: 1,454
    edited June 2024
    Not sure if this is the fault of this mod or the game itself, but when I enable "Show Trigger Icons on Tab" on IWDEE 2.6.6, it shows disarm trap icons over traps that I yet have to discover.

    Note, this only applies to ground traps. Traps on chest have the regular chest icon until I detect a trap on them.
  • argent77argent77 Member Posts: 3,543
    Thels wrote: »
    Not sure if this is the fault of this mod or the game itself, but when I enable "Show Trigger Icons on Tab" on IWDEE 2.6.6, it shows disarm trap icons over traps that I yet have to discover.

    Note, this only applies to ground traps. Traps on chest have the regular chest icon until I detect a trap on them.

    The mod works as intended. Whether a cursor icon is shown or not depends on how the trap region is configured. IWDEE seems to set up specific cursor icons for trap regions while traps in BG(2)EE usually do not.
  • alaisFcZalaisFcZ Member Posts: 39
    Hello @argent77 . Here we did a spanish translation of this mod with IOVIVO and me.
  • argent77argent77 Member Posts: 3,543
    alaisFcZ wrote: »
    Hello @argent77 . Here we did a spanish translation of this mod with IOVIVO and me.

    Thank you! Translation has been added.
  • DrAzTiKDrAzTiK Member Posts: 74
    Hi,

    Is there a way to reset the default UI ? I have mess everything and I don't know how to revert to default UI O_o
  • RansomRRansomR Member Posts: 14
    Just delete UI.MENU found inside the override folder (which is located in my documents or/and the game's folder) .
  • argent77argent77 Member Posts: 3,543
    RansomR wrote: »
    Just delete UI.MENU found inside the override folder (which is located in my documents or/and the game's folder) .

    That's dangerous as it may also remove features installed by the Hidden Gameplay Options mod, or any UI replacement mods.

    @DrAzTiK If you installed Generalized Biffing as your last mod then you can indeed simply delete the UI.MENU file from the override folder to reset any changes. Otherwise you have to reinstall the last mod that made changes to that file (most likely Hidden Gameplay Options) to restore the original state.

    I would advise to back up UI.MENU before playing with the UI Edit Mode of the game again, so that you can easily restore the file when you screw up want to try out something else.
  • DrAzTiKDrAzTiK Member Posts: 74
    Thank you friends, I may have a copy of UI Menu from a backup installation. Hehe
  • DrAzTiKDrAzTiK Member Posts: 74
    Hi argent77, hope you are doing well

    Would it be possible to extend some fps frame rate with inferior values like 20 or 25 fps. In late SoA and ToB, I find fights are often a mess with tons of spells and it can be interesting to slow down the action a bit.

    What about a component removing the infrasion effect : personally I find the glow red effect not aesthethic.

    Just suggestions and I agree is it quite "niche"
  • argent77argent77 Member Posts: 3,543
    DrAzTiK wrote: »
    Would it be possible to extend some fps frame rate with inferior values like 20 or 25 fps. In late SoA and ToB, I find fights are often a mess with tons of spells and it can be interesting to slow down the action a bit.

    Should be doable. It looks like the game allows frame rates between 10 and 60 fps.

    What about a component removing the infrasion effect : personally I find the glow red effect not aesthethic.

    Just suggestions and I agree is it quite "niche"

    The game already provides the "Group Infravision" gameplay option. It is not possible to disable infravision completely through a game option.
  • DrAzTiKDrAzTiK Member Posts: 74
    ok too bad coz this infrasion glowing effect is so awfull . ^^ is it harcoded or something like that ?
  • UlkeshUlkesh Member Posts: 296
    edited February 17
    Suggestion for this mod: I would put the two options everyone uses on the first two components:
    Debug, limit ranger cleric spells.
  • argent77argent77 Member Posts: 3,543
    Ulkesh wrote: »
    Suggestion for this mod: I would put the two options everyone uses on the first two components:
    Debug, limit ranger cleric spells.

    I agree with the Debug Console (which is already the first available option for installation). I'm not so sure about the "Limit Cleric/Ranger spells" option though. I think everyone has a different opinion about what is useful or not.
  • Mbk10298Mbk10298 Member Posts: 4
    edited March 7
    Hey there!

    I've just started messing and modding BG1 myself, and currently trying to convert all THAC0 and AC values into something resembling BG3 and 5E system. I also wanted to change how the combat log works and the things it outputs during combat, specifically I want to make it so I can see: "D20 roll + my attack bonuses(including my THAC0 bonus) = total : enemy AC".

    Unfortunately, looking around Near Infnity I've not been able to find where combat log is being modified (or where the combat formulas are being presented). But seeing as to how you made "Reveal Hidden Gameplay Options" which expands the combat log to show details, I was wondering how exactly you were able to access it? Looking through the mod files I wasn't able to find the exact way you were able to add custom/expanded log details.
    Post edited by Mbk10298 on
  • argent77argent77 Member Posts: 3,543
    Mbk10298 wrote: »
    Hey there!

    I've just started messing and modding BG1 myself, and currently trying to convert all THAC0 and AC values into something resembling BG3 and 5E system. I also wanted to change how the combat log works and the things it outputs during combat, specifically I want to make it so I can see: "D20 roll + my attack bonuses(including my THAC0 bonus) = total : enemy AC".

    Unfortunately, looking around Near Infnity I've not been able to find where combat log is being modified (or where the combat formulas are being presented). But seeing as to how you made "Reveal Hidden Gameplay Options" which expands the combat log to show details, I was wondering how exactly you were able to access it? Looking through the mod files I wasn't able to find the exact way you were able to add custom/expanded log details.

    These functions are all hardcoded and (afaik) not really documented anywhere. For "Reveal Hidden Gameplay Options" I have mostly touched only UI code directly without the use of this special Lua functionality, so I can't really tell you much about it.

    I'd suggest to contact modders who created complete GUI replacement mods. There is also the EEex project with an extensive documentation. Maybe that functionality is explained there.
  • ZorutarZorutar Member Posts: 51
    @argent77 I found a cosmetic graphical issue: the buttons are missing when you click on the fine-tune difficulty option.
    13ga7km92nnk.png
  • argent77argent77 Member Posts: 3,543
    Zorutar wrote: »
    @argent77 I found a cosmetic graphical issue: the buttons are missing when you click on the fine-tune difficulty option.

    I don't know that screen. Is this added by another mod?
  • ZorutarZorutar Member Posts: 51
    edited March 29
    argent77 wrote: »
    I don't know that screen. Is this added by another mod?
    Oh, big pardon — this window is related to the SCS v35.21 mod. So it's better to contact the author of SCS, right?
  • argent77argent77 Member Posts: 3,543
    You could switch mod order of these two mods and see if it helps. But in general, modding the GUI can quickly lead to compatibility issues like this, or worse, since the UI of the game is very difficult to patch in a safe manner.
  • ZorutarZorutar Member Posts: 51
    @argent77 I just have a quick question about my Vanila+ build — does Reveal Hidden Gameplay Options have any specific requirements regarding installation order?
  • argent77argent77 Member Posts: 3,543
    Zorutar wrote: »
    @argent77 I just have a quick question about my Vanila+ build — does Reveal Hidden Gameplay Options have any specific requirements regarding installation order?

    Only those mentioned in the "Compatibility & Installation Order" section of the mod's readme. The mod order presented in the linked post looks fine to me.
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