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.)
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
@argent77 I just have a quick question about my Vanila+ build — does Reveal Hidden Gameplay Options have any specific requirements regarding installation order?
@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.
Comments
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?
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.
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.
Thank you! Translation has been added.
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
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.
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"
Should be doable. It looks like the game allows frame rates between 10 and 60 fps.
The game already provides the "Group Infravision" gameplay option. It is not possible to disable infravision completely through a game option.
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.
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.
I don't know that screen. Is this added by another mod?
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.