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[MOD] EEex (v0.10.2-alpha)

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  • myEVILmodemyEVILmode Member Posts: 27
    Bubb wrote: »
    Hello @myEVILmode, can you upload your WeiDU.log? (You'll need to zip it for the forum to allow it to be uploaded). Most likely you're using the Experimental LuaJIT component of EEex, which makes the built-in Lua environment a tad more strict on syntax. One of your mods appears to be running into that situation - (or it might just have an error).

    Now I noticed in the log that I accidentally installed additional DRAGONSPEAR UI++ :open_mouth:
  • BubbBubb Member Posts: 1,005
    edited March 8
    v0.10.1-alpha:
    • For Modders
      • Added:
        • 2DA:
          • X-CLSERG.2DA: Allows kits to ignore the close-range thac0 penality based on weapon ITEMCAT.IDS type – (Thanks @_Luke_!)
    v0.10.1.1-alpha:
    • For Modders
      • Added:
        • Lua:
          • EEex_Menu_AddWindowSizeChangedListener(listener)listener(newWidth, newHeight) is called whenever the engine changes the window size of the interface.
  • keturiduketuridu Member Posts: 13
    edited March 12
    several latest releases won't start infinityloader in linux with proton compatibility enabled. crashes on start and tells this shouldn't happen, call @Bubb

    latest working version i've got is EEex: v0.9.22.1-alpha

    uploaded weidus and dump file (don't know what else could do): https://gofile.io/d/M71FLI
    Post edited by keturidu on
  • BubbBubb Member Posts: 1,005
    @Zorutar: I've added an EEex module (currently in the devel branch) that changes empty container highlights from cyan to gray.

    @keturidu: Proton crashes when the "Experimental - Use LuaJIT" component is installed; not sure why. Try EEex without installing that component.
  • keturiduketuridu Member Posts: 13
    edited March 15
    @Bubb i really doubt that. old setup (with less mods) and eeex v0.9.22.1-alpha and clean bg2ee (with proton on Heroic launcher) runs smoothly. latest versions of eeex (with or without LuaJIT) crashes with dump file or i just get black screen and game freeze.

    Of course, it's possible that the problem is somewhere in my system, but other games launches, older version of eex launches, original game launches with same system settings (but more mods, if that makes a difference).
    Post edited by keturidu on
  • BubbBubb Member Posts: 1,005
    @keturidu: I can't speak to your exact configuration, though from my tests on a clean Linux Mint installation, running InfinityLoader with ProtonCompatibility=1 through Steam without LuaJIT produced a working game. With LuaJIT my game crashed with the same stack traceback as your dmp. Please upload a dmp that's generated without LuaJIT.
  • keturiduketuridu Member Posts: 13
    Tested on the same Lutris configuration v0.9 and v0.10. First launched v0.9 install and it works just fine, then swapped game folder to v0.10 install and with the same configuration tried to launch > black window and then crash with dump file message pop up.

    https://gofile.io/d/jz6ekA

    Thanks for taking your time
  • keturiduketuridu Member Posts: 13
    @Bubb sorry for disturbing, but i found the reason, what happened: the problem was not with eeex, but with drunkshaders (dshaders). i just uninstalled this mod from my recent install and everything works. terribly sorry for wasting your time.
  • BubbBubb Member Posts: 1,005
    @keturidu: No problem! I actually found a crash bug through Wine if InfinityLoader was started without a console, but I'm waiting to fix that until I do a more comprehensive review of console i/o on Linux.
  • BubbBubb Member Posts: 1,005
    v0.10.2-alpha:
      • Added:
        • Empty container module – Highlight empty containers in gray instead of cyan.
      • Fixed:
        • A crash that occurred due to a regression in the Lua Bindings system; affected Enhanced Powergaming Scripts.
    • paladin84paladin84 Member Posts: 66
      Is it possible to stop updating UI with EEex for a time? For instance, there is a function to work with UI that goes throught different UI menus, but eventually goes back to the initial UI menu. While it is working all this UI elements are flickering on the screen. It would be nice to have functionality like "stop_rendering/start_rendering" to run from the function.
    • ZorutarZorutar Member Posts: 16
      edited April 8
      Bubb wrote: »
      v0.10.2-alpha:
        • Added:
          • Empty container module – Highlight empty containers in gray instead of cyan.
        @Bubb This functionality is available via TAB key or another? I tried reinstall EEex today (via Project Infinity mod manager) during my current run and highlighting empty containers funcionality didn't work (see my WeiDU.log). Where could be a problem - mabey I must setup whole game installation from the beginning? If yes, will be possible to use save files from current run to this new game installation?

        Thank you for tips and feedback.

        EDIT: I re-installed game + used save files from previous one. Highlighting empty containers funcionality works OK.
        Post edited by Zorutar on
      • markimgetmarkimget Member Posts: 4
        Hi @Bubb, I'm sorry if this has been reported before, I don't know how to search a thread in this forum software.

        What I noticed with latest EEex is that in-game changes to the options (key bindings, gameplay, graphics, etc) don't persist between executions. It's like the Baldur.lua file isn't updated, changes are only for current session.

        Best regards,
        Marco
      • zelazkozelazko Member Posts: 88
        edited June 19
        Anyone else experiencing lag in Temple Ruins (AR1401)?
        ///How can you debug for lags using EEEx? stutterdebugger 4.0 didn't yield any positive finds.

        Turns out the lag was of my own making reader should disregard this message.
        I figured it out and it was all my fault.
        [5:59 PM]
        UI.Menu
        [6:02 PM]
        I was doing illegals update on Infinity UI. My way of override install was to just renaming tp2 setup.exe and folder name and not uninstall old version. But then I noticed that if I switch between UI.Menu file from the mod zip and drop it into bg2ee/override folder then I have nice access to more sophisticated cheat menu.
        [6:03 PM]
        so I illegally switched UI.Menu files
        [6:03 PM]
        but I am responsible boy and had made backup copy of the bg2ee directory folder. So just swapping UI.Menu to my backup version from before swapping gets rid of the lag.
        [6:04 PM]
        Heavens knows why this lag is triggered by Ruined Temple AR1401 area but hey if fix works it ain't stupid like me.

        Nope lag is again.
        Post edited by zelazko on
      • MahatmahMahatmah Member Posts: 2
        edited May 31
        Hey there @Bubb , sorry for the probably naïve question but I'm loosing it a bit.

        I'm working on a fresh install of EET (so with Enhanced Editions on Steam), including EEex this time.
        The whole install process goes according to plan but :

        When I try to launch InfinityLoader.exe the executable just vanishes without even a warning, did it twice already

        When I try to copy and paste the executable from EEex/loader back into the BG2 folder, I am denied permission to do so.

        However, I can copy and paste InfinityLoader.exe anywhere else on my computer, in any other (in my case Steam) repository on my PC. I triple checked folder permissions, they are fine, I am admin, not in a Program Files folder ... everything.
        I can also copy and paste any other random mod file (like a .tra or a .tp2 file, or any other .exe from another WeiDu mod) in the BG2 folder like anyone would.

        It's just InfinityLoader.exe. It disappears, and I cannot paste it back for some unknown reason.

        I even added an exception to my antivirus (Avast) to no avail.

        Any help would be awesome.
      • BubbBubb Member Posts: 1,005
        Hi @Mahatmah, that sounds like your Antivirus program isn't backing down. If you haven't already, try restarting your computer after adding any exceptions for InfinityLoader. I know an antivirus I used in the past (Bitdefender), once triggered, would forever block a specific <file path + name> from being created until restart.
      • MahatmahMahatmah Member Posts: 2
        edited May 31
        Damn it, now I feel like an idiot, you are absolutely right, Avast needed the restart ...

        Thanks a ton @Bubb , you sir are a fine man and a scholar.
      • CobaltRedCobaltRed Member Posts: 1
        Hi @Bubb
        First of all, thank you for everything you do to keep this amazing series alive.

        Second of all, I am having some issues with running EEex: v0.10.2.1-alpha via Proton on my steamdeck. I will summarize my situation and attach my dump.

        1. I have installed BG2EE on PC and it runs great using EEx and DSUI++.
        2. I have installed the windows version of BG2EE on my SteamDeck, replaced the game folder with my modded folder on PC and turned on compatibility with Proton - Experimental.
        3. When loading the original Baldur.exe from Steam on my deck, it loads correctly and DSUI++ works correctly.
        4. I have followed the instructions for proton compatibility in InfinityLoader.ini.
        5. I have NOT installed LuaJIT as far as I can tell.

        I am getting an error and dump upon running the game from steam. I have attached the .dmp, my InfinityLoader.ini, and my WeiDU.log files (added .txt for attachment compatibility).

        Any guidance you can give would be greatly appreciated. Your Spell menu is too good to live without!

        Thanks in advance!!!
      • zelazkozelazko Member Posts: 88
        edited July 3
        Bubb wrote: »
        Hitoshura wrote: »

        Also, I'm looking into the stuttering you reported earlier. The Artisan's Houserules components work by periodically causing a ton of effect list reevaluations on every creature in the area, which actually creates a perceivable, albeit much less severe, stutter even without EEex. I tried changing the engine to LuaJIT, which helped somewhat, but not enough. It looks like I'll have to move some of EEex's code, especially the effect-handling and projectile-handling, out of Lua and into C.

        Where do I go to disable this effect list check by Artisan's mod? I have his housetweaks, shadow magic mod, bardic wonders (only Item component none of the kits).



        Never mind my whole debacle with stutter was most likely related to (Viconia) romance timer and npcflirts mods. After few dialogues triggered stutter was all gone like it never happened.
        Post edited by zelazko on
      • zelazkozelazko Member Posts: 88
        Would it be doable for EEEx to make creatures with Familiar allegiance able to use condition IsValidForPartyDialogue? This would allow them to take part in their dialogue assigned when they are in party but are at the current time followers/ 7th party members.
      • MapekMapek Member Posts: 57
        The game runs well enough and I encounter no problems except for crashes. It seems to be pretty random. Sometimes it crashes after 1 hour, sometimes after 6. Usually occurs whenever I either quick-save, change location or go in inventory. I am not sure if EEex causes this as well, but I noticed that going to inventory, record, spellbook etc. takes a moment rather than load immediately like it used to be before. Not a big issue although it's a bit annoying on the long run.

        Here's my weidu, but I cannot upload crash dump as the file is too big.
      • UlkeshUlkesh Member Posts: 280
        edited August 19
        This is a great plugin, and I thank you for it. It is slowly becoming one of the most essential plugin out there, one that you can't live without due to the great amount of QoL it allows thanks to mods based on it (such as the spell book) and the QoL it has (e.g Enable empty container module - Highlight empty containers in gray instead of cyan).

        The mods aspect of it are great, and I want to ask the following questions and ask for a couple of features:

        1) I haven't understood why the "~EEEX/EEEX.TP2~ #0 #6 // Timer module - Show contingencies (green bar): v0.10.2.1-alpha" shows non stop even if I don't have contingencies on my npcs (that also aren't mages). Is it intended?

        2) You have made ~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.10.2.1-alpha
        It would be cool if you could make it so that from the moment you click (and consequently activate) the lockpicking button, it highlights the locked containers.

        3) Is it possible for you to remove the hardcoding of bards? It would be cool to be able to dual class from warrior into bards..

      • PluddonPluddon Member Posts: 8
        Hi all,

        Having an issue with my current EET setup and suspect it is EEex related (or that you may at least be able to point me in the right direction. Sometimes when I try to level up a character, I am unable to add weapon and/or thief skill proficiencies (the plus and minus buttons seem to do nothing. Oddly, this issue only seems to occur sometimes, and I have not been able to divine any pattern that triggers this effect. Thank you in advance for any advice. Here is what I believe is the relevant scripting issue:

        INFO: Font: loaded font REALMS
        INFO: Font: Added point size (22) for font REALMS
        INFO: Font: Added point size (16) for font NORMAL
        INFO: Font: Added point size (16) for font STONESML
        INFO: Font: Added point size (20) for font NORMAL
        INFO: Font: Added point size (19) for font NORMAL
        INFO: LPRINT: Not running function dwStatusIsLevelling as it is not installed
        INFO: LPRINT: Not running function dwSetOldHLACount as it is not installed
        INFO: LPRINT: Not running function dwRecordRangerLevelOld as it is not installed
        INFO: Font: loaded font TOOLFONT
        INFO: [string "menu"]:5: attempt to compare number with nil
        stack traceback:
        return debug.traceback():1: in main chunk
        =[C]: in function '__lt'
        menu:5: in function 'EEex_Sprite_GetAnyStat'
        menu:15: in function 'canUseExtendedSkill'
        function onopen0000000004388940 ()
        firstExtendedSkillIndex = #chargen.thief_skill
        extendedSkills = {}
        local currentObject = EEex_GameObject_Get(currentID)
        for i = 1, #extendedskilllist, 1 do
        local skill = extendedskilllist
        if canUseExtendedSkill(currentObject, skill) then
        table.insert(extendedSkills, { = skill, = skill, = skill, = EEex_Sprite_GetAnyStat(currentObject, skill), = EEex_Sprite_GetAnyStat(currentObject, skill), = skill,})
        end
        end

        displayExtendedSkills()
        currentChargenProficiency = nil; currentChargenThiefSkill = nil; ticksPassed = 0; ticksStarting = 0 end:7: in function <..."]:1>"function onopen0000000004388940 ()
        =[C]: in function 'OnLevelUpButtonClick'
        M_DW_OSD.lua:16: in function '?'
        M_DW_OSF.lua:37: in function 'dwSystemCall'
        function action0000000003E47C40 () dwSystemCall('characterScreen:OnLevelUpButtonClick'); end:1: in function <[string "function action0000000003E47C40 () dwSystemC..."]:1>
        ..."]:3: attempt to perform arithmetic on global 'ticksStarting' (a nil value)
        stack traceback:
        return debug.traceback():1: in main chunk
        =[C]: in function '__add'
        function actionupdate000000000438D6B0 ()
        currentChargenThiefSkill = nil
        ticksStarting = ticksStarting + 1
        if ticksStarting > 10 then
        ticksPassed = ticksPassed + 1
        if ticksPassed > 7 then
        if cellNumber == 7 and plusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, true)
        displayExtendedSkills()
        elseif cellNumber == 8 and minusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, false)
        displayExtendedSkills()
        end
        ticksPassed = 0
        end
        end
        ..."]:1> end:3: in function <[string "function actionupdate000000000438D6B0 ()
        ..."]:3: attempt to perform arithmetic on global 'ticksStarting' (a nil value)
        stack traceback:
        return debug.traceback():1: in main chunk
        =[C]: in function '__add'
        function actionupdate000000000438D6B0 ()
        currentChargenThiefSkill = nil
        ticksStarting = ticksStarting + 1
        if ticksStarting > 10 then
        ticksPassed = ticksPassed + 1
        if ticksPassed > 7 then
        if cellNumber == 7 and plusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, true)
        displayExtendedSkills()
        elseif cellNumber == 8 and minusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, false)
        displayExtendedSkills()
        end
        ticksPassed = 0
        end
        end
        ..."]:1> end:3: in function <[string "function actionupdate000000000438D6B0 ()
        ..."]:3: attempt to perform arithmetic on global 'ticksStarting' (a nil value)
        stack traceback:
        return debug.traceback():1: in main chunk
        =[C]: in function '__add'
        function actionupdate000000000438D6B0 ()
        currentChargenThiefSkill = nil
        ticksStarting = ticksStarting + 1
        if ticksStarting > 10 then
        ticksPassed = ticksPassed + 1
        if ticksPassed > 7 then
        if cellNumber == 7 and plusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, true)
        displayExtendedSkills()
        elseif cellNumber == 8 and minusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, false)
        displayExtendedSkills()
        end
        ticksPassed = 0
        end
        end
        ..."]:1> end:3: in function <[string "function actionupdate000000000438D6B0 ()
        ..."]:3: attempt to compare nil with numberF60 ()
        stack traceback:
        return debug.traceback():1: in main chunk
        =[C]: in function '__lt'
        function action000000000438CF60 ()
        currentChargenThiefSkill = nil
        if ticksStarting < 10 then
        if cellNumber == 7 and plusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, true)
        displayExtendedSkills()
        elseif cellNumber == 8 and minusButtonClickable(currentChargenProficiency) then
        createCharScreen:OnProficiencyPlusMinusButtonClick(chargen.proficiency[currentChargenProficiency].id, false)
        displayExtendedSkills()
        end
        end
        cellNumber = nil
        ticksPassed = 0
        ticksStarting = 0
        ..."]:1> end:3: in function <[string "function action000000000438CF60 ()
        INFO: Font: Added point size (16) for font REALMS
        INFO: Font: Added point size (12) for font STONESML
        INFO: Font: Added point size (15) for font NORMAL
        INFO: Font: Added point size (10) for font STONESML
      • cddscdds Member Posts: 55
        edited September 17
        Feature request: I recently saw that BG2EE on console apparently has a different way of displaying character health, as part of the selection circle (as opposed to the overhead health bar on PC).
        For reference:
        bxj6frapl7yj.jpg
        I think this looks much better and is less intrusive, not sure why Beamdog didn't include this as an option on PC as well. Just thought this would be a cool addition to EEex.
        Post edited by cdds on
      • SiriusXIXSiriusXIX Member Posts: 1
        Hi @Bubb ,

        I have an issue where I can't get my modded EET game to launch via infinity loader. When I hit infinityloader.exe, a console window appears and it's stuck there:

        r052usru1325.png

        When I install only EET and EEex right after it, the game launches just fine, so I guess a mod / component breaks EEex?

        Can you help me? Here is my WeiDu.log

      • AndreaColomboAndreaColombo Member Posts: 5,533
        Hey @Bubb ,

        It looks like the game has always had walking sound files for robes, but the engine doesn’t play them back. In the originals, ToBEx After Life fixes this. Is this something you could fix with EEEx for the Enhanced Editions?

        Likewise, do you plan on fixing any of the engine bugs reported over the EE Fixpack forum in EEEx? It doesn’t look like we’re getting an official patch any time soon…
      • skushaskusha Member Posts: 138
        edited November 26
        Found a small problem. The Achivements mod conflicts with EEex, specifically with this component:
        “~EEEX/EEEX.TP2~ #0 #1 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.9.22-alpha”
        When pressing "shift", active effects on the Persons are not displayed (When you delete Achivements, "shift" starts working again). At the same time installed Dragonspear UI++, mb because of it conflict. Game: BG:EE.

        @Bubb
        Can you fix it? Or send pull request with fixes to tipun's github?
      • morpheus562morpheus562 Member Posts: 332
        Greetings, I hope you have been well. Ran into a bug with EEex and wanted to pass it along. When launching InfinityLoader, I am presented with the following error: "Invalid token in menu: [createCharScreen] on line 35347, character 1"
      • VinchesnutVinchesnut Member Posts: 11
        edited December 16
        Hello, i'm trying a new manual mod install od BG2EE on win11 with the last version, i installed the last version of the EEex master, adding the last weidu.exe renamed as setup-EEex.exe, then launched the installation, after that i have the infinity launcher.exe visible in the BG2EE folder but when i launch it i have the folowing pop up windows of system error:

        "InfinityLoader.exe – System Error
        Unable to run the code because MSVCP140.dll was not found.
        Reinstalling the program may fix this problem."
        Then when i close it, i have the following pop ups with these files missing
        VCRUNTIME140. dll
        VCRUNTIME140_1.dll
        MSVCP140.dll
        Then the game launch.. but with a consequent slowing down, and no other changes.
        P.S. i run windows on Virtual Box from an Ubuntu 24.04 lts
        The goal is to try to run a moded game on Ubuntu with wine, begining with simple mod install, using a copy paste of the game folder, to se if it works ...
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