I have combed the game executable for more configuration options recently and found several potential entries. Not all of them sound all that useful, so I'd like to hear your opinion as to whether I should include them or not.
1. Expire Trap Highlights Controls whether highlighting of detected traps should disappear after a while again (after 26 seconds, to be exact).
2. Disable Casting Glows Controls whether spell school-specific casting animations (the ones used while chanting) are shown.
3. Show Learnable Spells Controls whether a green tint is shown for spell scrolls that can be scribed by mages.
4. Render Search Map Controls whether holding down SHIFT will show an overlay of the static search map associated with the current area.
5. Render Dynamic Search Map Controls whether holding down CTRL will show an overlay of the search map regions that differ from the static search map of the area, such as blocked doorways or the personal space of creatures.
6. Render Travel Regions Controls whether holding down TAB will show an icon for map transition regions. (Appears to be shown only for map edges where you can trigger world map travel. It's rather unspectacular actually.)
Ain't 6 for indoor/dungeon travel already included in the TAB icon overlay?
I'm not sure what 4 and 5 mean. Does it show where creatures can walk? If so, that'd be nice. I'm sometimes a little confused as to where I can or cannot walk, especially with ruins like Ulcaster and Undercity.
"Render Search Map" does pretty much the same as the search map overlay of NI's area viewer:
The overlays rendered by activated "Render Dynamic Search Map". They are updated in real time and also work in the area map overview, so you could track the location of all creatures on the map in real time.
"Render Travel Regions" can be seen as an addition to "Show Triggers On Tab", which already shows icons for all kinds of interactive regions. The former does the same for map transitions:
I can probably do that. Do you know what this option does exactly?
Also perhaps a toggle to max out (400000) the path search nodes?
Or, a toggle simply named "improved path finding" that sets those 2 values simultaneously?
I don't think that can be realized without interfering with user-defined values which are set in baldur.lua directly, since I'd have to define a "default" value for the unchecked state of this option too.
I can probably do that. Do you know what this option does exactly?
Also perhaps a toggle to max out (400000) the path search nodes?
Or, a toggle simply named "improved path finding" that sets those 2 values simultaneously?
I don't think that can be realized without interfering with user-defined values which are set in baldur.lua directly, since I'd have to define a "default" value for the unchecked state of this option too.
Yes, it recalculates the walking path every so often. This helps when people split up into different directions, because they will only do so momentarily and then return to the best path. From my testing, it also seems to make characters move aside temporarily so that other NPCs can move past them in a much better fashion. Here is a thread where it's explained that it is disabled by default only because of not crippling performance on Android and iOS: https://forums.beamdog.com/discussion/33832/raise-the-default-value-of-pathfinding
About the path search nodes, they are also low because of the same reason (see above thread). I understand what you mean that you'd have to define a default. But Beamdog already seem to define 32000 as default. Obviously, if you change the value yourself, you put it to 400000 (that's the BG2 default - if the game decided you had a good computer at the time). Otherwise you'd leave it to 32000. Also, I saw a developer say that if you put 400001 in there, it would revert to 32000 silently. So it's the engines default for sure. So maybe, if a checkbox is ON, it can be 400000 and if off, revert to 32000?
The options could maybe be named: "Increased Path Search Nodes" -> set to 400000 "Enhanced Pathfinding" -> set SetPrivateProfileString('Game Options','Enhanced Path Search','1')
Or combine them into one setting, with a warning that it could decrease performance. I don't notice any lag though, so i think it's just an issue on mobiles.
A slider would theoretically be possible, but I don't think there is any space left where I could add it. Unfortunately sliders and any other kinds of controls (except checkboxes) can't be added to scrollable areas.
Would changing the value help prevent characters getting stuck inside of one another?
During my most recent playthrough, it happened occasionally that two (and at one time even three) characters moved into each other's selection circle. Whenever that happened, they'd both be stuck, unable to move, until somehow, randomly, one of them managed to escape the other's selection circle.
I can probably do that. Do you know what this option does exactly?
Also perhaps a toggle to max out (400000) the path search nodes?
Or, a toggle simply named "improved path finding" that sets those 2 values simultaneously?
I don't think that can be realized without interfering with user-defined values which are set in baldur.lua directly, since I'd have to define a "default" value for the unchecked state of this option too.
Yes, it recalculates the walking path every so often. This helps when people split up into different directions, because they will only do so momentarily and then return to the best path. From my testing, it also seems to make characters move aside temporarily so that other NPCs can move past them in a much better fashion. Here is a thread where it's explained that it is disabled by default only because of not crippling performance on Android and iOS: https://forums.beamdog.com/discussion/33832/raise-the-default-value-of-pathfinding
Ah yes, I remember that discussion. Adding the option "Enhanced Path Search" should be no problem then. About raising path nodes by an on/off switch might be more difficult to implement. I'll have to test it before I can say more.
Expanding the frame rate slider to support 60 fps shouldn't be a problem.
As noted in the readme, this option is still experimental, since it doesn't work under all circumstances. You shouldn't change it in a running game and you have to disable "More confirmation prompts".
The string is actually a mix of two strrefs (listed in enginest.2da) and hardcoded parts.
Sneak Attack: STRREF_FEEDBACK_SNEAK_ATTACK (=103242 in BG2EE) Crippling Strike: STRREF_FEEDBACK_CRIPPLING_STRIKE (=103241 in BG2EE)
The damage value appears to be hardcoded.
I was checking your mod and I admit I'm kinda confused about one thing.
If I don't install your mod, to have druidic spells with ranger while dual classing to cleric I have to actually touch the .ini of the game.
So it's either no druid spells, or druid spells.
But...
When installing your mod you give us an option named "limit the druidic spells to level 3 when using ranger\cleric". What does that mean?
Not exactly. The option "Cleric Ranger Spells" in the baldur.lua is the same option this mod adds to the in-game options screen. Setting it will limit the druidic spell selection for cleric/rangers up to level 3 (EE default). Clearing this option will allow a cleric/ranger to use druidic spell up to level 7, just like in the classic games.
This release provides Russian translation and adds the following options to the game:
- Show Learnable Spells: Whether a green tint is shown for spells your character can learn.
- Expire Trap Highlights: Whether highlighting of detected traps or secret doors disappears after a while.
- Enhanced Path Search: Which improves pathfinding somewhat.
- Render Search Map: Which shows an overlay of the static search map for the area when pressing SHIFT.
- Render Dynamic Search Map: Which shows an overlay of dynamic changes to the search map (such as blocked doorways, personal space of creatures, etc.) when pressing CTRL.
This is a bugfix release that fixes a compatibility issue with the option "Expire Trap Highlights" if one of Lefreut's Enhanced UI mods is installed. There is no need to reinstall the mod if version 2.3 installed successfully on your system.
Changelog:
Fixed a compatibility issue with "Lefreut Enhanced UI" in option "Expire Trap Highlights"
Comments
1. Expire Trap Highlights
Controls whether highlighting of detected traps should disappear after a while again (after 26 seconds, to be exact).
2. Disable Casting Glows
Controls whether spell school-specific casting animations (the ones used while chanting) are shown.
3. Show Learnable Spells
Controls whether a green tint is shown for spell scrolls that can be scribed by mages.
4. Render Search Map
Controls whether holding down SHIFT will show an overlay of the static search map associated with the current area.
5. Render Dynamic Search Map
Controls whether holding down CTRL will show an overlay of the search map regions that differ from the static search map of the area, such as blocked doorways or the personal space of creatures.
6. Render Travel Regions
Controls whether holding down TAB will show an icon for map transition regions. (Appears to be shown only for map edges where you can trigger world map travel. It's rather unspectacular actually.)
I'm not sure what 4 and 5 mean. Does it show where creatures can walk? If so, that'd be nice. I'm sometimes a little confused as to where I can or cannot walk, especially with ruins like Ulcaster and Undercity.
The overlays rendered by activated "Render Dynamic Search Map". They are updated in real time and also work in the area map overview, so you could track the location of all creatures on the map in real time.
"Render Travel Regions" can be seen as an addition to "Show Triggers On Tab", which already shows icons for all kinds of interactive regions. The former does the same for map transitions:
From my testing, it works perfectly on EE 2.5 and is a huge improvement.
Also perhaps a toggle to max out (400000) the path search nodes?
Or, a toggle simply named "improved path finding" that sets those 2 values simultaneously?
I don't think that can be realized without interfering with user-defined values which are set in baldur.lua directly, since I'd have to define a "default" value for the unchecked state of this option too.
Yes, it recalculates the walking path every so often. This helps when people split up into different directions, because they will only do so momentarily and then return to the best path. From my testing, it also seems to make characters move aside temporarily so that other NPCs can move past them in a much better fashion.
Here is a thread where it's explained that it is disabled by default only because of not crippling performance on Android and iOS: https://forums.beamdog.com/discussion/33832/raise-the-default-value-of-pathfinding
About the path search nodes, they are also low because of the same reason (see above thread). I understand what you mean that you'd have to define a default. But Beamdog already seem to define 32000 as default. Obviously, if you change the value yourself, you put it to 400000 (that's the BG2 default - if the game decided you had a good computer at the time). Otherwise you'd leave it to 32000. Also, I saw a developer say that if you put 400001 in there, it would revert to 32000 silently. So it's the engines default for sure. So maybe, if a checkbox is ON, it can be 400000 and if off, revert to 32000?
The options could maybe be named:
"Increased Path Search Nodes" -> set to 400000
"Enhanced Pathfinding" -> set SetPrivateProfileString('Game Options','Enhanced Path Search','1')
Or combine them into one setting, with a warning that it could decrease performance. I don't notice any lag though, so i think it's just an issue on mobiles.
How is the testing going?
Expanding the frame rate slider to support 60 fps shouldn't be a problem.
As noted in the readme, this option is still experimental, since it doesn't work under all circumstances. You shouldn't change it in a running game and you have to disable "More confirmation prompts".
Sorry to hear that. Get well soon!
You can notice this if you add opcode #318 (param2 = 1) to BACKSTAB.spl........ If you hit an UNDEAD, that string shows up in the combat log.....
Sneak Attack: STRREF_FEEDBACK_SNEAK_ATTACK (=103242 in BG2EE)
Crippling Strike: STRREF_FEEDBACK_CRIPPLING_STRIKE (=103241 in BG2EE)
The damage value appears to be hardcoded.
If I don't install your mod, to have druidic spells with ranger while dual classing to cleric I have to actually touch the .ini of the game.
So it's either no druid spells, or druid spells.
But...
When installing your mod you give us an option named "limit the druidic spells to level 3 when using ranger\cleric". What does that mean?
This release provides Russian translation and adds the following options to the game:
- Show Learnable Spells: Whether a green tint is shown for spells your character can learn.
- Expire Trap Highlights: Whether highlighting of detected traps or secret doors disappears after a while.
- Enhanced Path Search: Which improves pathfinding somewhat.
- Render Search Map: Which shows an overlay of the static search map for the area when pressing SHIFT.
- Render Dynamic Search Map: Which shows an overlay of dynamic changes to the search map (such as blocked doorways, personal space of creatures, etc.) when pressing CTRL.
Changelog:
This is a bugfix release that fixes a compatibility issue with the option "Expire Trap Highlights" if one of Lefreut's Enhanced UI mods is installed. There is no need to reinstall the mod if version 2.3 installed successfully on your system.
Changelog:
your latest release has no setup.exe
@ALIEN : discovered what the issue was. I downloaded the source code -.-
The two mods should work together without issues. They are both modifying different aspects of the UI.
For EET, does this mod allow toggling cheats?