This looks amazing; surprised it hasn't gotten more attention, considering how clunky the base spell UI is. Definitely looking forward to trying it out with the next release.
I agree. Unfortunately this mod makes the game unplayable because even with a completely unmodified game you cannot patch it, so you have to overwrite the UI.MENU file and that breaks the chat auto-scroller, so you need to manually scroll down every time you want to refresh the chat. Other than that the extended spell menu works and it's amazing - a must have, and the only mod I have seen that improves the spell UI. I am a level 11 Sorceress and the lack of a good spell menu/quick bars has always been the biggest annoyance in this whole game.
If anyone know how to temporarily fix the chat so it auto-scrolls down while using this mod I would be very grateful. Like I said, I love this mod and it's a shame I cannot get it to work properly.
I'm currently working on v3.0 . I've taken this opportunity to do a close inspection of all the existing code - tidying up, and even completely rewriting some sections. Here's a preview, (notice the v2.5.16.6 in the top-left):
(The above might look exactly like the last version; in fact, the whole slot / rendering system has been overhauled)
I apologize for how long this mod has been broken. Hopefully I'll have it all patched up soon. For now I'm writing v3.0 using EEex in certain sections, (namely to fetch info about the character that can't normally be obtained in vanilla). This fixes certain bugs, (like innates not displaying the remaining cast count), and removes a lot of the hackiness, (renaming all spells to UUIDs). EEex also removes the challenge of patching UI.MENU, so the mod will be compatible with most other UI mods out of the box.
However, using EEex would force the mod to be Windows only. Fear not, I'm also going to release a non-EEex version - and while it will contain the bugs / hackiness mentioned above, it will work on all platforms.
Really awesome to hear that. I just started Baldur's Gate 2 with my imported character after fully completing BG1 and SoD, and as I grow in levels and learn new spells it only becomes more and more frustrating to micro-manage them all. This mod is going to make my enjoyment of this game on a completely new level, and it really is the last missing piece I need to make this game perfectly set up for me personally.
With UI ++, Artaport 4.0 for Arthastrophe's beautiful NPC portraits and the incredible Portraits, Portraits Everywhere mod that gives a picture to every single character in the game, has made me immerse and enjoy this game to a degree I've never experienced in previous playthroughs.
I don't know.. I just wanna say thank you to everyone who creates all these mods that only elevates and makes these fantastic games even better.
However, using EEex would force the mod to be Windows only. Fear not, I'm also going to release a non-EEex version - and while it will contain the bugs / hackiness mentioned above, it will work on all platforms.
I have been quietly waiting for this mod for almost two years now I think.
Thanks @Bubb that you have not forgotten about it.
I just hope it will work on Linux.
But judging from the above, it may be a hassle to make it work with custom UI mods.
@Bubb I remember that at some point, you have partially implemented a way to display (in a pop-up), what spells enemy has on. Is it still in or did you scratch that?
I've uploaded the initial v3 commit - you can download it here! The latest EEex master branch is required as of now, but I've designed the mod so that it should be possible to make a vanilla version without much trouble, (though, it'll still take time).
Because this is the first version of a major overhaul, there are probably some bugs lurking around. I would greatly appreciate any testing / bug reporting that comes my way.
Screen Shots:
BG:EE:
BG2:EE:
IWD:EE:
@raizo: I'll include that feature in the EEex version once it is verified that the mod is stable. Linux & MacOS will be supported by the vanilla version when it is released - and one day, EEex should support those OS's as well.
First of all, thank you for making this amazing mod, and spending the effort to make it compatible. Much appreciated.
I have installed EEex and this v3 of Spell Menu on top of my existing setup. I'm using Dragonspear UI++ mod in addition to many others, and it looks like I can't see the spell menu at the moment. Here is what I see when I click on the spell icon, even though I have many memorized spells:
@Ludwig_II: Mods that removed the sidebar graphics accidentally messed with my slot-arrangement code. Humorously, the spell menu is being displayed in your screenshot, it's just really small near the bottom, (hiding in one of the actionbar slots).
I've fixed it in v3.1, download it here, as always. Thanks for the report!
Hey @Bubb, love what you're doing with the UI and EEx!
Looking at the screenies of the Spell Menu, I thought I'd ask, just in case it may be of use... sorry if this is offtopic for your mod and in that case, just ignore it!
Have you thought about integrating the spell hotkey functions into your mod? And by that I mean, the menu bindings that are already present in the game inside the configuration... I thought it'd be awesome if your mod either,
1. would let you setup the keys directly from it's menu/UI
2. and/or would pick up the keys you've setup as assigned to your spells and show them as part of the info associated with the spells?
I recon that this might be a lot of work to do it properly, so I'm not really asking for anything!
I'm just thinking out loud, as one that extensively uses spell hotkeys for MANY spells... one thing that always annoys me is that you constantly have to go out of game (i.e. to the game's configuration) to refresh which spells have which hotkey, thing that always happens to me when I switch characters, and/or come back to the game after a long hiatus!
DISCLAIMER: I still haven't tried this mod yet myself (but I've been keeping an eye on it since at least a year ago,) it may even be that that feature is already present and I don't know it just by looking at the first post!
EDIT: Bonus points, though not important at all, if you could actually have different keybindings for different party characters, or, at least, for different spell classes (arcane vs divine, etc.)
Woohoo! Just checking it out now and at first glance everything seems to be working perfectly! Again thank you so much for fixing it. The auto-chat also seems to be working which is what broke my game with the old version.
Really, this is going to make my playthrough so much more enjoyable. Thank you I really appreciate it. Beamdog should just hire you, you did what they could not and just revolutionized the original archaic spell system from a cluttered mess to an easy-to-use organized layout . I can now have multiple mages and clerics in my group without even have to worry about all the extra micromanagement.
Install Component [Bubb's Spell Menu Extended]? nstall, or [N]ot Install or [Q]uit?
Installing [Bubb's Spell Menu Extended] [3.1]
FAILURE:
No GUI config defined for game. This is a logic error, please report to @Bubb.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
I do notice that it puts a break in between the file and tries to install once and gives the error, and then gives the error at the end. However I am not familiar with the install process.
Additional information:
This install was tried before opening EEhex and after.. both w/o the install, with the install, and after running the .exe (after it installed)
After installing EEhex.exe, when opening the normal Baldur.exe I get:
'[string "M_EEHEX.lua"]:49: EEex is disabled: dll not injected. Please start the game'
At which point it will crash the normal Baldur.exe but EEhex.exe will start the game without issue.
Unfortunately the UI modding capabilities do not include much support for hotkeys. I can hard-code a certain button for it, but I can't make a dynamic binding like those of the normal game.
Where about would this be or where would it need to be put? (not necc looking for a user-friendly way, just want to know where the code would have to be / what it would have to be)
Rudimentary hotkey support is now implemented. Open B3SpelEx.lua after installing, (located in the override folder), and follow the instructions under the Keybindings category.
Note: A change in this update revealed a bug in EEex. You need to update your EEex version in order for v3.2 to work correctly; download it here.
@aynon: Thanks for the report, it was an oversight on my part where EET wasn't being considered. It's fixed in v3.2 . Also, as in the above changelog, see B3SpelEx.lua for setting simple hotkeys for the spell menu.
It is intentional that you have to use EEex.exe to start the game, (it's EEex's loader, which modifies the game as it is starting up).
Rudimentary hotkey support is now implemented. Open B3SpelEx.lua after installing, (located in the override folder), and follow the instructions under the Keybindings category.
Note: A change in this update revealed a bug in EEex. You need to update your EEex version in order for v3.2 to work correctly; download it here.
@aynon: Thanks for the report, it was an oversight on my part where EET wasn't being considered. It's fixed in v3.2 . Also, as in the above changelog, see B3SpelEx.lua for setting simple hotkeys for the spell menu.
It is intentional that you have to use EEex.exe to start the game, (it's EEex's loader, which modifies the game as it is starting up).
So the mod works fine now and that fixed everything. Thanks.
So I noticed in the mod and the way it functions.. it seems to be that it creates an overlay or image over the screen. Which I guess that allows you to change the length of the spells in a consistent manner.
I noticed in the script that you have a call that rechecks the spell list and makes a new call (to display numbers that the spell still has left).
I had a couple requests and/or was wondering instead.
1. The overlay on the screen prevents a person from being able to click and move on the screen while the spell screen still stays up.
- If you had some sort of box around the spells that could be configured in size rather than the whole screen.. it would be nice since then pause wouldn't have to be used. Functioning similar to how the chat box can be resized. (could even be translucent to see through it, even if 1/3'd of the screen was covered, there would still be access to the other 2/3rds)
(I realize you can turn pause off, but it still blocks movement until the spell screen is gone)
2. Whereabouts is the x and y axis for placing the screen overlay if that wanted to be changed?
(left align being aligned all the way to the left rather than to the mosaic)
3. Whereabouts is the display for the 'options and and optimize spell slots' at?
1. The overlay on the screen prevents a person from being able to click and move on the screen while the spell screen still stays up.
- If you had some sort of box around the spells that could be configured in size rather than the whole screen.. it would be nice since then pause wouldn't have to be used. Functioning similar to how the chat box can be resized. (could even be translucent to see through it, even if 1/3'd of the screen was covered, there would still be access to the other 2/3rds)
(I realize you can turn pause off, but it still blocks movement until the spell screen is gone)
That's a good idea, however it's pretty difficult to implement. Right now my focus has shifted back to EEex development, though I may implement it in the future if I find time.
2. Whereabouts is the x and y axis for placing the screen overlay if that wanted to be changed?
(left align being aligned all the way to the left rather than to the mosaic)
It uses B3Spell_SidebarWidth in M_B3Spel.lua to determine where it should start the horizontal centering in "align-center" mode. If it's in "left-align" mode, it just uses 0 as the starting x coord and doesn't do any centering.
B3Spell_MinY in M_B3Spel.lua determines the starting y coordinate. Note that while B3Spell_SidebarWidth and B3Spell_MinY determine the "top-left" corner of the spell menu, it is coded to use all available screen space past these coords.
@raizo: Thanks for the report, I thought I had a fix in there for that - turns out it only worked if the player had like 2 spells.
v3.3 is now released! Changelog:
- Fixes B3SpelEx.lua hotkeys being captured by spell menu search field
- Spell menu can no longer be opened via hotkey in odd situations, (I.E. during dialog)
Hey, @Bubb! First of all thank you for wonderful work! I don't know how to play this game without your mod anymore.
However I fear there is a bug with innate abilities from HLA revisions mod from here. One of the new HLA's for Sorcerer named Shatter Magic should go in innate abilities. But if you learn it the innate ability spell menu will bug out and show only last arcane/divine spell list menu even if it was different npc.
@Bubb Your mod prompted me to report this to you. I have two spells that I made using DLTCEP. They are level 0 innate spells. The mod doesn't pick them up to show in the menu but it recognizes they are there. hence the prompt to report to you.
@SenSayNyu and @Cirdan: Thanks for the reports! I didn't expect spells that have a level outside of the vanilla range to exist, but they apparently do. I've released v3.4, download here, that implements a way to display spells outside of the 1-9 range:
Level 0 spells populate under the red casting category, and spells with a level > 9 appear under the yellow casting category . This required a bit of a rework, so there might be a thing or two that broke - if that's the case, please report anything that's stopped working correctly!
@raizo: Thanks for the report, I thought I had a fix in there for that - turns out it only worked if the player had like 2 spells.
v3.3 is now released! Changelog:
- Fixes B3SpelEx.lua hotkeys being captured by spell menu search field
- Spell menu can no longer be opened via hotkey in odd situations, (I.E. during dialog)
The next improvement that would make playing mages even more awesome, would be to add quick spell (buffs) casting before fight. As it was discussed somewhere in the beginning of this thread.
I am bringing it up again, because lately I played against improved Kangaxx.
And oh boy, I can't remember how many times it took me to beat him.
But the time it took to cast all the buffs before each try was really frustrating
Hence my proposition, how the spell menu could be used to easily prepare before fight:
display spell menu
press and hold shift/alt/etc
select all the spells/buffs that are needed; if the target is different than the caster:
spell overlay disappears to select different target (while still holding shift), either with mouse or keyboard
spell overlay shows back up after target is selected
either release shift or press additional button (which would need to be added to the spell menu) to start quick casting
There is a modal buff AI script in Klatu mod, which allows to quickly cast buffs before fight.
However, there is no in-game way to pick spells.
- This update adds a cheat mode, activated by flipping B3Spell_CheatMode to true, either using the CLUA console or by editing M_B3Spel.lua. Activating the cheat mode causes the spell menu to draw from "known" spells, bypassing the memorization requirement for casting. Note that all normal spell-blocking effects are ignored, (like tensors transformation / wearing armor), though they may still be enforced engine-side.
Edit: And note that this cheat mode uses a new feature of EEex v0.7.0-alpha. You don't have to update EEex if you aren't using the cheat mode, of course.
Comments
If anyone know how to temporarily fix the chat so it auto-scrolls down while using this mod I would be very grateful. Like I said, I love this mod and it's a shame I cannot get it to work properly.
(The above might look exactly like the last version; in fact, the whole slot / rendering system has been overhauled)
I apologize for how long this mod has been broken. Hopefully I'll have it all patched up soon. For now I'm writing v3.0 using EEex in certain sections, (namely to fetch info about the character that can't normally be obtained in vanilla). This fixes certain bugs, (like innates not displaying the remaining cast count), and removes a lot of the hackiness, (renaming all spells to UUIDs). EEex also removes the challenge of patching UI.MENU, so the mod will be compatible with most other UI mods out of the box.
However, using EEex would force the mod to be Windows only. Fear not, I'm also going to release a non-EEex version - and while it will contain the bugs / hackiness mentioned above, it will work on all platforms.
With UI ++, Artaport 4.0 for Arthastrophe's beautiful NPC portraits and the incredible Portraits, Portraits Everywhere mod that gives a picture to every single character in the game, has made me immerse and enjoy this game to a degree I've never experienced in previous playthroughs.
I don't know.. I just wanna say thank you to everyone who creates all these mods that only elevates and makes these fantastic games even better.
I have been quietly waiting for this mod for almost two years now I think.
Thanks @Bubb that you have not forgotten about it.
I just hope it will work on Linux.
But judging from the above, it may be a hassle to make it work with custom UI mods.
@Bubb I remember that at some point, you have partially implemented a way to display (in a pop-up), what spells enemy has on. Is it still in or did you scratch that?
Because this is the first version of a major overhaul, there are probably some bugs lurking around. I would greatly appreciate any testing / bug reporting that comes my way.
Screen Shots:
BG:EE:
BG2:EE:
IWD:EE:
@raizo: I'll include that feature in the EEex version once it is verified that the mod is stable. Linux & MacOS will be supported by the vanilla version when it is released - and one day, EEex should support those OS's as well.
I have installed EEex and this v3 of Spell Menu on top of my existing setup. I'm using Dragonspear UI++ mod in addition to many others, and it looks like I can't see the spell menu at the moment. Here is what I see when I click on the spell icon, even though I have many memorized spells:
My weidu.log is attached, in case it's relevant.
I've fixed it in v3.1, download it here, as always. Thanks for the report!
Looking at the screenies of the Spell Menu, I thought I'd ask, just in case it may be of use... sorry if this is offtopic for your mod and in that case, just ignore it!
Have you thought about integrating the spell hotkey functions into your mod? And by that I mean, the menu bindings that are already present in the game inside the configuration... I thought it'd be awesome if your mod either,
1. would let you setup the keys directly from it's menu/UI
2. and/or would pick up the keys you've setup as assigned to your spells and show them as part of the info associated with the spells?
I recon that this might be a lot of work to do it properly, so I'm not really asking for anything!
I'm just thinking out loud, as one that extensively uses spell hotkeys for MANY spells... one thing that always annoys me is that you constantly have to go out of game (i.e. to the game's configuration) to refresh which spells have which hotkey, thing that always happens to me when I switch characters, and/or come back to the game after a long hiatus!
DISCLAIMER: I still haven't tried this mod yet myself (but I've been keeping an eye on it since at least a year ago,) it may even be that that feature is already present and I don't know it just by looking at the first post!
EDIT: Bonus points, though not important at all, if you could actually have different keybindings for different party characters, or, at least, for different spell classes (arcane vs divine, etc.)
Really, this is going to make my playthrough so much more enjoyable. Thank you I really appreciate it. Beamdog should just hire you, you did what they could not and just revolutionized the original archaic spell system from a cluttered mess to an easy-to-use organized layout . I can now have multiple mages and clerics in my group without even have to worry about all the extra micromanagement.
It's so pretty!
This is with these installs and in this order.
v2.5.16.6
BG1EE
BG2EE
Ascension (everything turned on)
BG EET install.
SCS (pretty much everything turned on)
Protagonist Can Die
EEex (from the link you posted)
Extender (from the link you posted)
EEex installs fine, when opening the Extender, it says 'No GUI config defined for game...'
Moving the gui .tpa2 file from the EET_gui into the main folder doesn't seem to do anything and it probably isn't correlated.
Here is the attached DEBUGG log:
C:\GOG Games\Baldur's Gate II - Enhanced Edition - Copy\setup-bubb_spell_menu_extended.exe
version = 24600
[.\chitin.key] loaded, 1150396 bytes
[.\chitin.key] 276 BIFFs, 81590 resources
[./goglog.ini] loaded, 98 bytes
[./unins000.ini] loaded, 41 bytes
[.\engine.lua] loaded, 109 bytes
[.\weidu.conf] loaded, 17 bytes
[.\lang\en_us\dialog.tlk] 272900 string entries
Using .\lang\en_us\dialog.tlk
EET/EET.TP2 0 0 Installed
ASCENSION/ASCENSION.TP2 0 0 Installed
ASCENSION/ASCENSION.TP2 0 10 Installed
ASCENSION/ASCENSION.TP2 0 20 Installed
ASCENSION/ASCENSION.TP2 0 30 Installed
ASCENSION/ASCENSION.TP2 0 40 Installed
ASCENSION/ASCENSION.TP2 0 50 Installed
ASCENSION/ASCENSION.TP2 0 60 Installed
ASCENSION/ASCENSION.TP2 0 1000 Installed
ASCENSION/ASCENSION.TP2 0 1100 Installed
ASCENSION/ASCENSION.TP2 0 1200 Installed
ASCENSION/ASCENSION.TP2 0 1300 Installed
ASCENSION/ASCENSION.TP2 0 1400 Installed
ASCENSION/ASCENSION.TP2 0 1500 Installed
ASCENSION/ASCENSION.TP2 0 2000 Installed
ASCENSION/ASCENSION.TP2 0 2100 Installed
ASCENSION/ASCENSION.TP2 0 2300 Installed
ASCENSION/ASCENSION.TP2 0 2400 Installed
EET_END/EET_END.TP2 0 0 Installed
PROTAGONIST_CAN_DIE/PROTAGONIST_CAN_DIE.TP2 0 0 Installed
CONTAIN/SETUP-CONTAIN.TP2 0 15 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 1500 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 1510 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 2900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3022 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3041 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3505 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3580 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4093 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4115 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4150 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4160 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4170 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4210 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4215 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4230 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 5900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6200 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6300 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6310 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6320 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6500 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6510 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6520 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6540 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6550 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6560 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6570 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6580 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6590 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6800 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6810 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6820 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6830 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6840 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6850 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7050 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7060 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7070 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7090 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7110 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7130 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7140 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7200 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7210 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7220 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7230 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7250 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8050 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8060 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8070 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8080 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8085 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8090 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8110 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8120 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8130 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8140 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8150 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8160 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8170 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8180 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8190 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7080 Installed
EEEX/EEEX.TP2 0 0 Installed
Install Component [Bubb's Spell Menu Extended]?
nstall, or [N]ot Install or [Q]uit?
Installing [Bubb's Spell Menu Extended] [3.1]
FAILURE:
No GUI config defined for game. This is a logic error, please report to @Bubb.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Bubb's Spell Menu Extended], rolling back to previous state
Unable to Unlink [bubb_spell_menu_extended/backup/0/OTHER.0]: Unix.Unix_error(1, "unlink", "bubb_spell_menu_extended/backup/0/OTHER.0")
[bubb_spell_menu_extended/backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall 0 files for [BUBB_SPELL_MENU_EXTENDED/SETUP-BUBB_SPELL_MENU_EXTENDED.TP2] component 0.
Uninstalled 0 files for [BUBB_SPELL_MENU_EXTENDED/SETUP-BUBB_SPELL_MENU_EXTENDED.TP2] component 0.
Unable to Unlink [bubb_spell_menu_extended/backup/0/READLN.0]: Unix.Unix_error(20, "unlink", "bubb_spell_menu_extended/backup/0/READLN.0")
Unable to Unlink [bubb_spell_menu_extended/backup/0/READLN.0.TEXT]: Unix.Unix_error(20, "unlink", "bubb_spell_menu_extended/backup/0/READLN.0.TEXT")
EET/EET.TP2 0 0 Installed
ASCENSION/ASCENSION.TP2 0 0 Installed
ASCENSION/ASCENSION.TP2 0 10 Installed
ASCENSION/ASCENSION.TP2 0 20 Installed
ASCENSION/ASCENSION.TP2 0 30 Installed
ASCENSION/ASCENSION.TP2 0 40 Installed
ASCENSION/ASCENSION.TP2 0 50 Installed
ASCENSION/ASCENSION.TP2 0 60 Installed
ASCENSION/ASCENSION.TP2 0 1000 Installed
ASCENSION/ASCENSION.TP2 0 1100 Installed
ASCENSION/ASCENSION.TP2 0 1200 Installed
ASCENSION/ASCENSION.TP2 0 1300 Installed
ASCENSION/ASCENSION.TP2 0 1400 Installed
ASCENSION/ASCENSION.TP2 0 1500 Installed
ASCENSION/ASCENSION.TP2 0 2000 Installed
ASCENSION/ASCENSION.TP2 0 2100 Installed
ASCENSION/ASCENSION.TP2 0 2300 Installed
ASCENSION/ASCENSION.TP2 0 2400 Installed
EET_END/EET_END.TP2 0 0 Installed
PROTAGONIST_CAN_DIE/PROTAGONIST_CAN_DIE.TP2 0 0 Installed
CONTAIN/SETUP-CONTAIN.TP2 0 15 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 1500 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 1510 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 2900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3022 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3041 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3505 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 3580 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4093 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4115 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4150 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4160 Installed
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STRATAGEMS/SETUP-STRATAGEMS.TP2 0 4210 Installed
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STRATAGEMS/SETUP-STRATAGEMS.TP2 0 5900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6000 Installed
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STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6200 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6300 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6310 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6320 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6500 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6510 Installed
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STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6540 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6550 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6560 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6570 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6580 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6590 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6800 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6810 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6820 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6830 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6840 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 6850 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7030 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7050 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7060 Installed
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STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7090 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7110 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7130 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7140 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7200 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7210 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7220 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7230 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7250 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7900 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8000 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8010 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8020 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8040 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8050 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8060 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8070 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8080 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8085 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8090 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8100 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8110 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8120 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8130 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8140 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8150 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8160 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8170 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8180 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 8190 Installed
STRATAGEMS/SETUP-STRATAGEMS.TP2 0 7080 Installed
EEEX/EEEX.TP2 0 0 Installed
ERROR: Failure("No GUI config defined for game. This is a logic error, please report to @Bubb.")
Please make a backup of the file: SETUP-BUBB_SPELL_MENU_EXTENDED.DEBUG and look for support at: Bubb
I do notice that it puts a break in between the file and tries to install once and gives the error, and then gives the error at the end. However I am not familiar with the install process.
Additional information:
This install was tried before opening EEhex and after.. both w/o the install, with the install, and after running the .exe (after it installed)
After installing EEhex.exe, when opening the normal Baldur.exe I get:
'[string "M_EEHEX.lua"]:49: EEex is disabled: dll not injected. Please start the game'
At which point it will crash the normal Baldur.exe but EEhex.exe will start the game without issue.
Where about would this be or where would it need to be put? (not necc looking for a user-friendly way, just want to know where the code would have to be / what it would have to be)
Changes:
Note: A change in this update revealed a bug in EEex. You need to update your EEex version in order for v3.2 to work correctly; download it here.
@aynon: Thanks for the report, it was an oversight on my part where EET wasn't being considered. It's fixed in v3.2 . Also, as in the above changelog, see B3SpelEx.lua for setting simple hotkeys for the spell menu.
It is intentional that you have to use EEex.exe to start the game, (it's EEex's loader, which modifies the game as it is starting up).
So the mod works fine now and that fixed everything. Thanks.
So I noticed in the mod and the way it functions.. it seems to be that it creates an overlay or image over the screen. Which I guess that allows you to change the length of the spells in a consistent manner.
I noticed in the script that you have a call that rechecks the spell list and makes a new call (to display numbers that the spell still has left).
I had a couple requests and/or was wondering instead.
1. The overlay on the screen prevents a person from being able to click and move on the screen while the spell screen still stays up.
- If you had some sort of box around the spells that could be configured in size rather than the whole screen.. it would be nice since then pause wouldn't have to be used. Functioning similar to how the chat box can be resized. (could even be translucent to see through it, even if 1/3'd of the screen was covered, there would still be access to the other 2/3rds)
(I realize you can turn pause off, but it still blocks movement until the spell screen is gone)
2. Whereabouts is the x and y axis for placing the screen overlay if that wanted to be changed?
(left align being aligned all the way to the left rather than to the mosaic)
3. Whereabouts is the display for the 'options and and optimize spell slots' at?
That's a good idea, however it's pretty difficult to implement. Right now my focus has shifted back to EEex development, though I may implement it in the future if I find time.
It uses B3Spell_SidebarWidth in M_B3Spel.lua to determine where it should start the horizontal centering in "align-center" mode. If it's in "left-align" mode, it just uses 0 as the starting x coord and doesn't do any centering.
B3Spell_MinY in M_B3Spel.lua determines the starting y coordinate. Note that while B3Spell_SidebarWidth and B3Spell_MinY determine the "top-left" corner of the spell menu, it is coded to use all available screen space past these coords.
"B3Spell_Menu_OptionsButton" is the options button.
"B3Spell_Menu_OptimizeSlotSize" is the optimize spell slots button.
Both are defined in B3Spell.menu, (loaded in via EEex), and positioned in M_B3Spel.lua.
They work correctly and appear in the right location; quite lucky, as I didn't consider that possibility when writing it.
There is a small issue though with keyboard shortcuts and quick filter field.
If I press a key for spells or special abilities, it is entered into the quick filter.
I have to then delete it to see all spells or abilities.
It looks like the quick filter is unnecessary, or at least it shouldn't get instant focus.
v3.3 is now released! Changelog:
- Fixes B3SpelEx.lua hotkeys being captured by spell menu search field
- Spell menu can no longer be opened via hotkey in odd situations, (I.E. during dialog)
Download it here, as always.
However I fear there is a bug with innate abilities from HLA revisions mod from here. One of the new HLA's for Sorcerer named Shatter Magic should go in innate abilities. But if you learn it the innate ability spell menu will bug out and show only last arcane/divine spell list menu even if it was different npc.
Level 0 spells populate under the red casting category, and spells with a level > 9 appear under the yellow casting category . This required a bit of a rework, so there might be a thing or two that broke - if that's the case, please report anything that's stopped working correctly!
Thanks @Bubb.
Works great now.
This mod is awesome.
The next improvement that would make playing mages even more awesome, would be to add quick spell (buffs) casting before fight. As it was discussed somewhere in the beginning of this thread.
I am bringing it up again, because lately I played against improved Kangaxx.
And oh boy, I can't remember how many times it took me to beat him.
But the time it took to cast all the buffs before each try was really frustrating
Hence my proposition, how the spell menu could be used to easily prepare before fight:
There is a modal buff AI script in Klatu mod, which allows to quickly cast buffs before fight.
However, there is no in-game way to pick spells.
@Bubb, you think something like that is possible?
Sounds like a useful feature. Might be possible by queuing up actions using EEex, I'll see if I can get it to work.
There's a new minor version, v3.5.
- This update adds a cheat mode, activated by flipping B3Spell_CheatMode to true, either using the CLUA console or by editing M_B3Spel.lua. Activating the cheat mode causes the spell menu to draw from "known" spells, bypassing the memorization requirement for casting. Note that all normal spell-blocking effects are ignored, (like tensors transformation / wearing armor), though they may still be enforced engine-side.
Edit: And note that this cheat mode uses a new feature of EEex v0.7.0-alpha. You don't have to update EEex if you aren't using the cheat mode, of course.
The Draw Upon Holy Might in that screenshot is a standard SPIN103, moved to "location = spell" and given "level = 9".