I'm currently playing BG2EE 2.5 with Spell Menu Extended: 3.5 + EEex 0.8.6 installed and noticed that lvl 9 spells are selectable for Chain Contingency.
Could it be related to these mods?
I just tested it - the culprit is Dragonspear UI++. Open UI.MENU and replace all instances of: maxMagePage >= 8
with maxMagePage > 8
Hey @Bubb , just wanted to ask you, do you have any plans to make this mod compatible with v2.6? With or without EEex. Especially the extended version of this mod is a must have for me now.
And on another note, one little feedback. Someone else mentioned it as well, but I find the search option to be a hindrance rather than a feature. Would it be possible to make it configurable somehow to disable if we don’t want to use it?
@Bubb
Does the Extended version also include the option for the Normal version's list view? If so, that seems like the best option!
Thankee!
No, but it does have a search function. From experience, the extended version is definitely the best of the three choices precisely because you don't scroll through a list; it displays all of your spells at once, categorized by level. It's also had the most work done on it, for whatever that's worth.
The extended version requires a small subset of EEex functionality, mostly it is used to grab information the engine otherwise hides from the UI, and to properly handle actionbar state changes. I might look into creating an independent loader just for the spell menu while EEex is being worked on.
Also, in what way is the search function a hindrance? You can just ignore it if you don't want to use it, no?
That is excellent news Bubb, thank you so much. I’m looking forward to it.
About the search function, I change key bindings for scrolling to WASD so that I don’t need to use the mouse for it. When I click on spell casting button, more often than not I accidentally click on these keys trying to scroll. But once the spell menu is open, then it unintentionally makes me do search instead of scrolling.
If it’s not easy to make it configurable, that is fine. Just wanted to check if it’s something easy to do or not. It’s not a deal breaker in any case. Not having this mod while playing a spell caster is the real dealbreaker ?
@Bubb
In the newest EEex, I would like UI options to add OlvynSpells's metamagics to contingencies & sequencers so long as the final spell modified level is within the limits of the contingency or sequencer.
Working on my EET modlist. Was just testing your mod and everythink seems to work fine.
What would be your recommandation about the install order to minimise potential conflcits ? As i was mostly considering this mod as a "UI" mod, it is installed almost at the beiginning (before quests, NPCs, kits, tweaks, EET_end...) :
Yes, this is purely a UI mod - the only requirement is that you put it after EEex and UI bases, (like EET, LeUI, Dragonspear UI++).
I've released v4.2 which adds options to disable the control bar / search bar. The level indicator is too fundamental to the menu to remove. I also went through and updated the compatibility with LeUI and LeUI-SoD, apparently some minor size / alignment issues had crept in.
EEex can go anywhere, I'd put it right after EET. The green bar is part of the "Enable timer module" component of EEex — specifically, it's showing a contingency interval. You can uninstall the component to remove the bars.
As in, with contingency-like spells, the game only checks the conditions every so often. When the green bar reaches the top of its cycle contingencies are checked, and if the conditions are met, the corresponding actions are taken. For example, Globe of Blades works like this, (notice how the spell strikes in time with the green bar):
Thank you Bubb for the Disable Search bar function. Like @Ludwig_II I sometimes was pressing wasd to control camera or space bar by mistake while opening this spell menu.
This spell menu and the shift button feature of EEex are my mandatory mods, even more than SCS or cdtweak. Thank you.
Is it possible to show special abilities and objects in the spell list menu? To have a kinda all in one place button. I often forget to use objects or special abilities just because they are hidden behind another button. At least I won't forget them on my arcane or divine casters.
Another topic. I can't right click to show spell description when I use Nahal's Reckless Dweomer with Wild Mages. I'm kinda noob and Nahal's Reckless Dweomer becomes useless for me because I don't know what does all those spells.
Is it possible to show special abilities and objects in the spell list menu? To have a kinda all in one place button. I often forget to use objects or special abilities just because they are hidden behind another button. At least I won't forget them on my arcane or divine casters.
Unfortunately it would require some major reworking to consolidate spells / items / special abilities all into one menu, (and the spell menu doesn't understand items as of now).
Another topic. I can't right click to show spell description when I use Nahal's Reckless Dweomer with Wild Mages. I'm kinda noob and Nahal's Reckless Dweomer becomes useless for me because I don't know what does all those spells.
But I have a problem:
What could be the reason for the appearance of these green squares?
Looks like the mod(s) those spells come from use the green transparent color in the spell icons, (which isn't being rendered properly). Do you know which mods those spells are from?
Looks like the mod(s) those spells come from use the green transparent color in the spell icons, (which isn't being rendered properly). Do you know which mods those spells are from?
All of these spells are from the Spell Revisions mod (v. 4 beta 18).
Is there anything I can change in the files to fix this?
EDIT: Doesn't matter. I fixed these BAM files by myself. Thanks for the explanation!
Added the ability to view spell descriptions when using op214, (Nahal's Reckless Dweomer, etc.). Note that since this isn't possible in vanilla some spells viewed in this way may have invalid descriptions. — @Leilu
How about an option to make green bars (from Timer component) only show up in combat? I know what they represent, they simply bother me when I am just traveling around.
I can't possibly imagine why would I want to know when my contingency triggers when no enemy is in sight. There obviously is some condition for it in-game, given how music changes in combat. There are also mods that supposedly make you faster outside of combat (never used them myself, I don't know much more about it).
EDIT: Oops, wrong thread. Requesting removal of this comment.
Comments
I just tested it - the culprit is Dragonspear UI++. Open UI.MENU and replace all instances of:
maxMagePage >= 8
with
maxMagePage > 8
Thanks a lot!
And on another note, one little feedback. Someone else mentioned it as well, but I find the search option to be a hindrance rather than a feature. Would it be possible to make it configurable somehow to disable if we don’t want to use it?
Thanks
Does the Extended version also include the option for the Normal version's list view? If so, that seems like the best option!
Thankee!
No, but it does have a search function. From experience, the extended version is definitely the best of the three choices precisely because you don't scroll through a list; it displays all of your spells at once, categorized by level. It's also had the most work done on it, for whatever that's worth.
Also, in what way is the search function a hindrance? You can just ignore it if you don't want to use it, no?
About the search function, I change key bindings for scrolling to WASD so that I don’t need to use the mouse for it. When I click on spell casting button, more often than not I accidentally click on these keys trying to scroll. But once the spell menu is open, then it unintentionally makes me do search instead of scrolling.
If it’s not easy to make it configurable, that is fine. Just wanted to check if it’s something easy to do or not. It’s not a deal breaker in any case. Not having this mod while playing a spell caster is the real dealbreaker ?
Thanks again for this excellent mod.
In the newest EEex, I would like UI options to add OlvynSpells's metamagics to contingencies & sequencers so long as the final spell modified level is within the limits of the contingency or sequencer.
Note: EEex is still required, see original post for details.
What would be your recommandation about the install order to minimise potential conflcits ? As i was mostly considering this mod as a "UI" mod, it is installed almost at the beiginning (before quests, NPCs, kits, tweaks, EET_end...) :
Would you recommend to move it later?
I guess the 4 is related to a "spell level". Anyway to take it away ?
Is it also possible to toggle on/off the "Spell menu option bar" ?
Yes, this is purely a UI mod - the only requirement is that you put it after EEex and UI bases, (like EET, LeUI, Dragonspear UI++).
I've released v4.2 which adds options to disable the control bar / search bar. The level indicator is too fundamental to the menu to remove. I also went through and updated the compatibility with LeUI and LeUI-SoD, apparently some minor size / alignment issues had crept in.
I have a vertical green bar next going up and now ...
Any idea ?
This spell menu and the shift button feature of EEex are my mandatory mods, even more than SCS or cdtweak. Thank you.
Is it possible to show special abilities and objects in the spell list menu? To have a kinda all in one place button. I often forget to use objects or special abilities just because they are hidden behind another button. At least I won't forget them on my arcane or divine casters.
Another topic. I can't right click to show spell description when I use Nahal's Reckless Dweomer with Wild Mages. I'm kinda noob and Nahal's Reckless Dweomer becomes useless for me because I don't know what does all those spells.
But I have a problem:
What could be the reason for the appearance of these green squares?
I'll look into this.
Looks like the mod(s) those spells come from use the green transparent color in the spell icons, (which isn't being rendered properly). Do you know which mods those spells are from?
Is there anything I can change in the files to fix this?
EDIT: Doesn't matter. I fixed these BAM files by myself. Thanks for the explanation!
I have not tested with only this mod.
I can't possibly imagine why would I want to know when my contingency triggers when no enemy is in sight. There obviously is some condition for it in-game, given how music changes in combat. There are also mods that supposedly make you faster outside of combat (never used them myself, I don't know much more about it).
EDIT: Oops, wrong thread. Requesting removal of this comment.