The game freezes if you have a part of the console selected and the engine attempts to output something - that's normal behavior. I haven't observed it freezing in any other situation. It's actually just waiting to lock the console's buffer.
I don't have InfinityLoader sending output to a file by default because that's really slow. Some mods (and some vanilla interfaces!) spam output constantly, and I don't want to balloon a log file to gigabytes, or cause the game to lag, which it will if it is constantly doing IO. A common report stemmed from EEex + Dragonspear UI++ being unusable until I sped up the output handling.
Now, an .ini toggle might be feasible, but I fail to see the utility when redirecting stdout/stderr works all the same.
The game freezes if you have a part of the console selected and the engine attempts to output something - that's normal behavior. I haven't observed it freezing in any other situation. It's actually just waiting to lock the console's buffer.
I don't have InfinityLoader sending output to a file by default because that's really slow. Some mods (and some vanilla interfaces!) spam output constantly, and I don't want to balloon a log file to gigabytes, or cause the game to lag, which it will if it is constantly doing IO. A common report stemmed from EEex + Dragonspear UI++ being unusable until I sped up the output handling.
Now, an .ini toggle might be feasible, but I fail to see the utility when redirecting stdout/stderr works all the same.
That's weird because whenever I look at EEex.log from previous versions of EEex, or IEex.log in IWD2EE, it's usually only about hundred kilobytes long, not gigabytes. And the length of the file doesn't seem to get much longer as game time goes on. Are there really a ton of mods out there that have a ridiculous amount of print statements in their code?
That's weird because whenever I look at EEex.log from previous versions of EEex, or IEex.log in IWD2EE, it's usually only about hundred kilobytes long, not gigabytes. And the length of the file doesn't seem to get much longer as game time goes on. Are there really a ton of mods out there that have a ridiculous amount of print statements in their code?
It's not so much print statements, but stack traces from Lua errors. You are right that the average log size is on the scale of kilobytes.
For example: In old versions of Dragonspear UI++ the inventory spams Lua errors, as does chargen's cleric spell selection in newer versions. 1 minute in one of these screens creates a ~40MB log file. You can imagine how quickly the log could grow with the wrong mods installed.
I can't control when mods go haywire, so instead I need to temper EEex's behavior for when they do. Yes, the decision is on the defensive side, as one of, if not the most used UI mod raises the problem.
And I feel I have to note: I'm not trying to throw shade specifically at Dragonspear UI++ — it's an amazing mod. I'm just stating what I have to do to make EEex coexist with it, and it's the best example I can think of.
Well I am using the latest version of Dragonspear UI++ mod and I can confirm it is still spamming infinite messages on inventory screen
I think this (Code -> Download ZIP) is the most recent version, (from artyfox's post here). I don't see any errors in the inventory with it, though maybe I'm not testing under the right conditions.
Isbcurrent release of EEEX v0.9.18-alpha able to provide support necessary for expanding the party size beyond limit of 6? There's a mod for gemrb 10pp that does that but I doubt it would work since it's gemrb only mod.
Great work. We are getting slowly something like SKSE for Skyrim or MWSE for Morrowind. It's gonna make modding community grow.
Unfortunately, it is very unlikely EEex will ever expand the party size limit. The classic / enhanced engines heavily assume a max party size of 6, and would require a major refactor to properly handle an increased limit, which would be difficult to accomplish with the source code, let alone with an exe hack. GemRB + 10pp is probably going to remain the only way to have more than 6 true party members.
@Bubb thank you for porting EEex to the x64 version of the game and all the painstaking work that's taken! I haven't really played the game since 2.5.17 and I'm struggling to get a few things to work.
Could you give a few examples of implementing hotkey combos in lua for spells and abilities. I presume these are meant to be written in the EEex_Key.lua file?
The second request I have is how can I make the knock spell disarm traps again using opcode 402. You previously gave me the code for the M_ file to make that work but that seems to be defunct now.
What are your thoughts on displaying the saving throws, whether succesful or not, in the dialogue feedback?
I think seeing a failure message (together with the already present one for success), and maybe feedback on the particular numbers involved, would be a nice addition.
I find involved fights make it also hard to tell against which effect the ST was performed, and if there was no feedback, whether it was because of success or immunity.
Can you disable some components after installing or must I reinstall?
You can potentially disable certain components by going in your override folder, finding the file EEex_Modules.lua, opening it in a text editor like Notepad, and changing certain lines to say false instead of true.
EEex_Modules = {
["B3EffMen"] = true, --Change this to false to disable the ability to look at spell effects on creatures by holding Shift.
["B3Invis"] = false, --This is not enabled by any component currently, so ignore it.
["B3Scale"] = false, --This is not enabled by any component currently, so ignore it.
["B3Timer"] = true, --Change this to false to disable the timer visualizations.
["B3TimeStep"] = true, --Change this to false to disable the ability to advance the game by 1 tick by pressing "d".
}
Make sure to keep the commas at the end of each line (except the last line which doesn't need a comma).
What are your thoughts on displaying the saving throws, whether succesful or not, in the dialogue feedback?
I think seeing a failure message (together with the already present one for success), and maybe feedback on the particular numbers involved, would be a nice addition.
I find involved fights make it also hard to tell against which effect the ST was performed, and if there was no feedback, whether it was because of success or immunity.
I too would like to see an option in the chat box to display the results of saves. Temple of Elemental Evil and Pathfinder: Kingmaker use hypertext to show the roll (the natural roll plus all itemized modifiers like mods from STR, luck, BAB, and haste on a melee attack). Knowing what the natural and total rolls were for accuracy, saves, and thieving skills would help.
Could you give a few examples of implementing hotkey combos in lua for spells and abilities. I presume these are meant to be written in the EEex_Key.lua file?
v0.9.19-alpha should reimplement the old hotkey support. Let me know if you need additional guidance after reading the changelog below.
The second request I have is how can I make the knock spell disarm traps again using opcode 402. You previously gave me the code for the M_ file to make that work but that seems to be defunct now.
This was pretty complicated, if I'm remembering right. I'll put it on the list of things to reimplement.
Hotkey module - Allows the creation of advanced, multi-key + modifier-key spell hotkey combinations. See top of override/B3Hotkey.lua after installing the module for examples.
Fixed:
An instance where op408 was being passed a code ptr instead of a projectile.
The second request I have is how can I make the knock spell disarm traps again using opcode 402. You previously gave me the code for the M_ file to make that work but that seems to be defunct now.
This was pretty complicated, if I'm remembering right. I'll put it on the list of things to reimplement.
Hotkeys are back to their old glory! Many many thanks for that!
Here is the code you gave me previously for the invoke lua file if that is of any help:
function B3TRAP(effect, object)
local objectID = EEex_GetActorIDShare(object)
local isSprite = EEex_IsSprite(objectID, true)
local isActive = EEex_IsTrapActive(objectID)
local isDetectable = (not EEex_IsTrapFlaggedNondetectable(objectID)) and EEex_GetTrapDetectDifficulty(objectID) ~= 100
local isDetected = EEex_IsTrapDetected(objectID)
local isDisarmable = EEex_GetTrapDisarmDifficulty(objectID) ~= 100
if not isDetected then
Infinity_DisplayString("")
return
end
if not isDisarmable then
Infinity_DisplayString("Trap warded against spells")
return
end
EEex_DisarmTrap(objectID)
Infinity_DisplayString("Trap disarmed")
end
Would this mod be compatible with EEEX? https://github.com/tapahob/BG2RadarOverlay
It shows you the stats of the enemies when you hoover over them and press shift. EEEX has similar thing but only shows buffs.
Would this mod be compatible with EEEX? https://github.com/tapahob/BG2RadarOverlay
It shows you the stats of the enemies when you hoover over them and press shift. EEEX has similar thing but only shows buffs.
Yes, I recommend it as a better alternative to EEex's effect menu module.
I'm running into an issue with save games looking like this. https://i.imgur.com/DqVNPv7.png
This is my weidu log https://pastebin.com/zLtETpaW
Plain BGEE 2.6.6, no SoD. EEex literally the only thing installed.
All the saves come up blank. Screenshots also don't work and do not get saved.
The top save file was taken by entering the game via the standard exe instead of the infinityloader, and the screenshot was taken then as well.
Odd issue, since it seems to work fine on BG2EE.
Any insight?
Works fine on my end. If I had to guess, it's an antivirus blocking write access to the documents folder. Try adding InfinityLoader.exe to your exceptions list.
Works fine on my end. If I had to guess, it's an antivirus blocking write access to the documents folder. Try adding InfinityLoader.exe to your exceptions list.
Yep that did it, thank you. I wish that I didn't scrap my install with all the mods earlier, now.
Though why would it do it for BGEE but not BG2EE?
@Bubb
I'm unsure if this request requires EEex, but I would like sequencers and contingencies to, by default, just auto-fill with whatever abilities were there last time. I still want to be able to change them.
I mention this default because so many times I've just wanted the 'usual,' whatever that is.
EDIT: How feasible is being able to zoom in and out on the world map screen? The default size is a small window but it's zoomed in enough so I can see the relevant detail. The newest World Map mod is zoomed out so much I can barely see the names of stuff on a 4K screen.
Is providing possibility for extra npcs as 7th npc tagging along feasible or even doable? Jastey's Solaufein and Afaaq dijiin npcs can be taken along as 7th npc thay will follow the party. It works kind of like creature under domination spell. The mod by jastey's grey dog provide the same mechanic and the grey dog can even level up which requires you to join him as one of six npcs but then after you assign grey dog as 7th member of the party he can still gain xp and use his as 7th npc.
Well I am using the latest version of Dragonspear UI++ mod and I can confirm it is still spamming infinite messages on inventory screen
I think this (Code -> Download ZIP) is the most recent version, (from artyfox's post here). I don't see any errors in the inventory with it, though maybe I'm not testing under the right conditions.
I found out why it was showing those messages on mine but not yours. There is a setting in dragonspear-ui batch file:
:: Use the old version of inventory:
set DUI_INVENTORY=v1
This is how I installed it, and after this setting it keeps spamming those infinite messages. Though I guess this is an issue with dragonspear ui mod, not EEex.
Comments
Typing that command into the console does cause it to log error messages, but it also causes the game to freeze sometimes when I ALT-TAB out of it.
Why can't EEex just log the error messages to a file by default when it's started normally? IEex does that, and EEex used to do that.
I don't have InfinityLoader sending output to a file by default because that's really slow. Some mods (and some vanilla interfaces!) spam output constantly, and I don't want to balloon a log file to gigabytes, or cause the game to lag, which it will if it is constantly doing IO. A common report stemmed from EEex + Dragonspear UI++ being unusable until I sped up the output handling.
Now, an .ini toggle might be feasible, but I fail to see the utility when redirecting stdout/stderr works all the same.
That's weird because whenever I look at EEex.log from previous versions of EEex, or IEex.log in IWD2EE, it's usually only about hundred kilobytes long, not gigabytes. And the length of the file doesn't seem to get much longer as game time goes on. Are there really a ton of mods out there that have a ridiculous amount of print statements in their code?
It's not so much print statements, but stack traces from Lua errors. You are right that the average log size is on the scale of kilobytes.
For example: In old versions of Dragonspear UI++ the inventory spams Lua errors, as does chargen's cleric spell selection in newer versions. 1 minute in one of these screens creates a ~40MB log file. You can imagine how quickly the log could grow with the wrong mods installed.
I can't control when mods go haywire, so instead I need to temper EEex's behavior for when they do. Yes, the decision is on the defensive side, as one of, if not the most used UI mod raises the problem.
And I feel I have to note: I'm not trying to throw shade specifically at Dragonspear UI++ — it's an amazing mod. I'm just stating what I have to do to make EEex coexist with it, and it's the best example I can think of.
I think this (Code -> Download ZIP) is the most recent version, (from artyfox's post here). I don't see any errors in the inventory with it, though maybe I'm not testing under the right conditions.
Great work. We are getting slowly something like SKSE for Skyrim or MWSE for Morrowind. It's gonna make modding community grow.
Could you give a few examples of implementing hotkey combos in lua for spells and abilities. I presume these are meant to be written in the EEex_Key.lua file?
The second request I have is how can I make the knock spell disarm traps again using opcode 402. You previously gave me the code for the M_ file to make that work but that seems to be defunct now.
Many thanks.
What are your thoughts on displaying the saving throws, whether succesful or not, in the dialogue feedback?
I think seeing a failure message (together with the already present one for success), and maybe feedback on the particular numbers involved, would be a nice addition.
I find involved fights make it also hard to tell against which effect the ST was performed, and if there was no feedback, whether it was because of success or immunity.
You can potentially disable certain components by going in your override folder, finding the file EEex_Modules.lua, opening it in a text editor like Notepad, and changing certain lines to say false instead of true.
Make sure to keep the commas at the end of each line (except the last line which doesn't need a comma).
I think this is a really interesting idea...
Thankee!
v0.9.19-alpha should reimplement the old hotkey support. Let me know if you need additional guidance after reading the changelog below.
This was pretty complicated, if I'm remembering right. I'll put it on the list of things to reimplement.
v0.9.19-alpha:
Reimplemented:
- Hotkey module - Allows the creation of advanced, multi-key + modifier-key spell hotkey combinations. See top of override/B3Hotkey.lua after installing the module for examples.
Fixed:- An instance where op408 was being passed a code ptr instead of a projectile.
For modders:Thank you for your work 👍 I can see it making the e.g. mage specialist school bonuses/penalties feel more tangible.
Hotkeys are back to their old glory! Many many thanks for that!
Here is the code you gave me previously for the invoke lua file if that is of any help:
https://github.com/tapahob/BG2RadarOverlay
It shows you the stats of the enemies when you hoover over them and press shift. EEEX has similar thing but only shows buffs.
https://i.imgur.com/DqVNPv7.png
This is my weidu log https://pastebin.com/zLtETpaW
Plain BGEE 2.6.6, no SoD. EEex literally the only thing installed.
All the saves come up blank. Screenshots also don't work and do not get saved.
The top save file was taken by entering the game via the standard exe instead of the infinityloader, and the screenshot was taken then as well.
Odd issue, since it seems to work fine on BG2EE.
Any insight?
Yep that did it, thank you. I wish that I didn't scrap my install with all the mods earlier, now.
Though why would it do it for BGEE but not BG2EE?
I'm unsure if this request requires EEex, but I would like sequencers and contingencies to, by default, just auto-fill with whatever abilities were there last time. I still want to be able to change them.
I mention this default because so many times I've just wanted the 'usual,' whatever that is.
EDIT: How feasible is being able to zoom in and out on the world map screen? The default size is a small window but it's zoomed in enough so I can see the relevant detail. The newest World Map mod is zoomed out so much I can barely see the names of stuff on a 4K screen.
Thankee!
I found out why it was showing those messages on mine but not yours. There is a setting in dragonspear-ui batch file:
:: Use the old version of inventory:
set DUI_INVENTORY=v1
This is how I installed it, and after this setting it keeps spamming those infinite messages. Though I guess this is an issue with dragonspear ui mod, not EEex.