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[MOD] Infinity UI++ Beta v0.93

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  • MephistoSatanDevilMephistoSatanDevil Member Posts: 21
    Pecca wrote: »
    released a new version with the fix.

    thank you.
    now ours chinese players are just waiting for a fix for issue#24.
    I can assist in testing if needed.
  • morpheus562morpheus562 Member Posts: 291
    I did an EET playthrough with this UI about a year ago and I'm wondering how it's come along in that time? Has anyone played with this UI and SCS v35? If so, any issues since I understand SCS taps into the UI a bit.
  • moe23moe23 Member Posts: 33
    As far as I know you have to deactivate the UI-Settings part of Stratagems in the stratagems.ini (Force_Difficulty_Widget = 0 change into -> Force_Difficulty_Widget = 1) before installing it. If you do that your MC gets an extra special ability to control Stratagems settings via dialog.

    Also, as of now, the following component of stratagems doesn’t work, so don't install:

    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five

    If I do both things I can install without errors and everything seems to work (didn't do a full playthrough though).

    I think mod support will come after the release of 1.0.
  • PeccaPecca Member Posts: 2,215
    Hi, casue of issue 24 is likely in one of string comparing functions. In english and other european languages, I'm comparing actual class name with class name at the beginning of class description (before colon). I guess this is not the case in chinese, is that correct?
    Pecca wrote: »
    released a new version with the fix.

    thank you.
    now ours chinese players are just waiting for a fix for issue#24.
    I can assist in testing if needed.

    Issue 24 is likely in one of string comparing functions. In english and other european languages, I'm comparing actual class name with class name at the beginning of class description (before colon, colon must be there). I guess this is not the case in chinese, is that correct?
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 21
    edited May 3
    Pecca wrote: »
    Hi, casue of issue 24 is likely in one of string comparing functions. In english and other european languages, I'm comparing actual class name with class name at the beginning of class description (before colon). I guess this is not the case in chinese, is that correct?
    Pecca wrote: »
    released a new version with the fix.

    thank you.
    now ours chinese players are just waiting for a fix for issue#24.
    I can assist in testing if needed.
    7pbwlevahsea.png
    im sorry for not having an idea about string comparing.

    Maybe In english and other european languages, colon is ":", but sometimes it will be ":" in chinese, just a guess.(Regular expressions may need to be adjusted to suit Chinese.)

    When I replace the original file by renaming L_en_US.LUA to L_zh_CN.LUA in Chinese game setting, the problem still exists and I thought it might be helpful to you.

    btw, only the character page has displaying problems, all other pages looks fine.
    Post edited by MephistoSatanDevil on
  • PeccaPecca Member Posts: 2,215
    Pecca wrote: »
    Hi, casue of issue 24 is likely in one of string comparing functions. In english and other european languages, I'm comparing actual class name with class name at the beginning of class description (before colon). I guess this is not the case in chinese, is that correct?
    Pecca wrote: »
    released a new version with the fix.

    thank you.
    now ours chinese players are just waiting for a fix for issue#24.
    I can assist in testing if needed.
    im sorry for not having an idea about string comparing.

    Maybe In english and other european languages, colon is ":", but sometimes it will be ":" in chinese, just a guess.(Regular expressions may need to be adjusted to suit Chinese.)

    When I replace the original file by renaming L_en_US.LUA to L_zh_CN.LUA in Chinese game setting, the problem still exists and I thought it might be helpful to you.

    btw, only the character page has displaying problems, all other pages looks fine.

    Does private messaging on the forum work for anyone? Anyway,
    nfk7xc5q63u4.png
    This is the comparison that is likely causing the issue in chinese. There must be a colon in class description to split the string and compare to the class. It's part of the logic for xp bars. Is there a colon in chinese language?
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 21
    edited May 4
    Pecca wrote: »
    Pecca wrote: »
    Hi, casue of issue 24 is likely in one of string comparing functions. In english and other european languages, I'm comparing actual class name with class name at the beginning of class description (before colon). I guess this is not the case in chinese, is that correct?
    Pecca wrote: »
    released a new version with the fix.

    thank you.
    now ours chinese players are just waiting for a fix for issue#24.
    I can assist in testing if needed.
    im sorry for not having an idea about string comparing.

    Maybe In english and other european languages, colon is ":", but sometimes it will be ":" in chinese, just a guess.(Regular expressions may need to be adjusted to suit Chinese.)

    When I replace the original file by renaming L_en_US.LUA to L_zh_CN.LUA in Chinese game setting, the problem still exists and I thought it might be helpful to you.

    btw, only the character page has displaying problems, all other pages looks fine.

    Does private messaging on the forum work for anyone? Anyway,
    nfk7xc5q63u4.png
    This is the comparison that is likely causing the issue in chinese. There must be a colon in class description to split the string and compare to the class. It's part of the logic for xp bars. Is there a colon in chinese language?

    you can send pm to me.

    may there is no european colon ":".
    it looks like the chinese colon ":".

    could you tell me how to identify what the symbols are here?
    wpbt2xnhq3in.png
    sj46fmlzktq3.png
    lweuqxpzmk49.png
    Post edited by MephistoSatanDevil on
  • PeccaPecca Member Posts: 2,215
    Delimiter symbols and digits are there, I have no idea why would string splitting not work. Anyway I have added the splitting logic in condition for non-chinese languages. Now, in chinese, it will display everything except for class level/experience info at the bottom. This information will only be in class tab.

    I'm at the end of work for v0.8. I will release it shortly.
  • PeccaPecca Member Posts: 2,215
    edited May 6
    Released v0.8 with complete bestiary and other features. I will look at the chinese character screen issue later.

    -redesigned bestiary, iwd, bg2 monsters added, slider for gradual revelation options
    -inventory item comparison with simplified description
    -inventory modes redesigned, swap on hover is now changed to "free inventory", keeps selected character, other mode has other inventories visual-only
    -item description buttons bug on swap fix
    -reset unlocked messagebox coordinates button added to UI settings
    -pg-up and pg-down implemented for non-unlocked messagebox
    -area map portraits on side to prevent overlapping
    -large portraits option reimplemented
    -quickloot - picking all items with doubleclick on any (left click will pick all same items)
    -slider for buying multiple items/pick quantity
    -chinese language character screen partial fix
    -various other bug fixes

    Note to translators: bestiary strings were moved out of ui strings to its own list and some strings have been changed, so I moved the current translations to the bottom of the file for revision and commented out. Also "inventory swap on hover" option and its description have been changed.

    Note2: new bestiary pictures and some descriptions were generated by AI.
    Post edited by Pecca on
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 21
    edited May 5
    Pecca wrote: »
    Delimiter symbols and digits are there, I have no idea why would string splitting not work. Anyway I have added the splitting logic in condition for non-chinese languages. Now, in chinese, it will display everything except for class level/experience info at the bottom. This information will only be in class tab.

    I'm at the end of work for v0.8. I will release it shortly.
    4ksekwxx34rb.png
    ryaaz46iohgn.png
    qr4mzziwcxyf.png
    wubzwx5q9cdg.png
    l9h6necwhmq2.png

    thank you
    it looks fine.
  • JinashiJinashi Member Posts: 47
    I love the changes made by 0.8, what a piece of work!
    On the inventory, however, it's no longer possible to equip an item to your main character when the item in question is in a companion's inventory.
    In the default interface, you can do this simply by taking the item from the companion's inventory, clicking on the character's portrait and equipping the item.
    Here, when you click on the portrait, nothing happens.
    However, if you place the mouse on the portrait and press ‘1’, you can switch to the main character but this won't update his equipment.
  • PeccaPecca Member Posts: 2,215
    Weird. Are you using free inventory mode? That mode is specifically designed that you can take item from any inventory and equip it to your selected character. You use the portrait only when free inventory is switched off.
  • JinashiJinashi Member Posts: 47
    Yes but if you take an item, you can t change the selected chatacter. You must change chatacter before
  • JinashiJinashi Member Posts: 47
    What would be nice is if you clicked on a character's portrait, it would change the character selected, whether or not you had an object in your hand.
  • PeccaPecca Member Posts: 2,215
    You can place it in any character inventory though and then reselect and equip it. You don't use portraits but the inventory itself to place the item there.

    I find this option better and less clunky, you have much less mouse mnagement, that's why I replaced it.
  • PeccaPecca Member Posts: 2,215
    Jinashi wrote: »
    What would be nice is if you clicked on a character's portrait, it would change the character selected, whether or not you had an object in your hand.

    I can look into that.
  • PeccaPecca Member Posts: 2,215
    Released v0.81 with party inventory modes change to "inventory swap on hover" as it was previously and "inventory swap on hover with selected character locked" which is the new behavior. The non-hover option was removed.
  • moe23moe23 Member Posts: 33
    edited May 12
    Thanks for another beautiful update. The New Bestiary and Quick Comparison Info feature are great and little touches like the animated buttons are very neat.

    Some things I found:

    - Normal Hobgoblins don‘t show up in the Bestiary

    - In the big journal the quest “Important Events” stays as an empty entry in already completed chapters (in “Current” and in “Finished” tabs)

    - I think it would be nice if the item names in the raster view of the trade window (in the upper left corner besides the bed symbol) would show when hover over the items instead of clicking them

    - I like the “Display max proficiency limits” component from EEUI-Tweaks maybe this would also be a nice optional addition for this mod

    EDIT:
    I just realized that the “Display max proficiency limits” component from EEUI-Tweaks seems to work just fine with Infinity UI++.
    Post edited by moe23 on
  • zelazkozelazko Member Posts: 88
    edited May 9
    Great work on update!
    Would it be possible without going crazy to make additional option for selection and command sound? Something between seldom and never? Rarely. Description says Seldom is 20% of chance character playing the sound. In reality I can say it is more than 20%? Is there way to adjust this number in UI.Menu file?
    t1y2rw5l457h.png
  • ErykErykErykEryk Member Posts: 38
    Hello, thank you for this beautiful UI mod!

    i have too issues:
    1) it doesnt recognize SCS components - what should be the mod order? currently its 1) scs 2) this mod
    2) kit names are for example cleric k=47 not just "cleric"
  • PeccaPecca Member Posts: 2,215
    @ErykEryk
    moe23 wrote: »
    As far as I know you have to deactivate the UI-Settings part of Stratagems in the stratagems.ini (Force_Difficulty_Widget = 0 change into -> Force_Difficulty_Widget = 1) before installing it. If you do that your MC gets an extra special ability to control Stratagems settings via dialog.

    Also, as of now, the following component of stratagems doesn’t work, so don't install:

    ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five

    If I do both things I can install without errors and everything seems to work (didn't do a full playthrough though).

    I think mod support will come after the release of 1.0.

  • owen16owen16 Member Posts: 4
    If I installed SCS first (without component 4115), then this mod, without changing `Force_Difficulty_Widget = 1`, would this flow keep the SCS difficulty setting without me changing anything?

    I know I can still use console to get the difficulty setting dialog out, but I don't want to use that. The game was set at SCS "Improved" level before I install Infinity UI++, and I just want to keep it as it is.

    Is it going to be the case, or do I have to set the SCS difficulty via dialog again after installing the Infinity UI++?
  • TrouveurTrouveur Member Posts: 631
    owen16 wrote: »
    If I installed SCS first (without component 4115), then this mod, without changing `Force_Difficulty_Widget = 1`, would this flow keep the SCS difficulty setting without me changing anything?

    I know I can still use console to get the difficulty setting dialog out, but I don't want to use that. The game was set at SCS "Improved" level before I install Infinity UI++, and I just want to keep it as it is.

    Is it going to be the case, or do I have to set the SCS difficulty via dialog again after installing the Infinity UI++?
    owen16 wrote: »
    If I installed SCS first (without component 4115), then this mod, without changing `Force_Difficulty_Widget = 1`, would this flow keep the SCS difficulty setting without me changing anything?

    I know I can still use console to get the difficulty setting dialog out, but I don't want to use that. The game was set at SCS "Improved" level before I install Infinity UI++, and I just want to keep it as it is.

    Is it going to be the case, or do I have to set the SCS difficulty via dialog again after installing the Infinity UI++?
    UI mods should be among the first in install order as a general rule.
  • owen16owen16 Member Posts: 4
    Trouveur wrote: »
    UI mods should be among the first in install order as a general rule.

    I understand that, but I already have SCS installed before, and I installed Infinity UI++ without any issue yesterday. I didn't have component 4115 in SCS anyway. I didn't run into any issue during the installation, so I am wondering if this order will keep the SCS difficulty level. Because if so, I don't need to do anything.

    Otherwise I need to uninstall SCS, install Infinity UI++, then install SCS. On top of it, I have no way to set SCS "Improved" difficulty because Infinity UI++ doesn't support it. I know I can fine tune the difficulty level through dialog, but I don't want to do so because I don't know what options do I need to use to repeat the "Improved" difficulty level.

  • EnigmajazzEnigmajazz Member Posts: 17
    This mod will overwrite any UI changes made by scs or any other mod because of the nature of the mod, their any UI options from scs will not be present. There is no way to work around this. Potentially SCS compatibility can be added but SCS would always need to be installed at this mod as the key file UI.menu has to be replaced by this mod.
  • owen16owen16 Member Posts: 4
    edited May 20
    Enigmajazz wrote: »
    This mod will overwrite any UI changes made by scs or any other mod because of the nature of the mod, their any UI options from scs will not be present. There is no way to work around this. Potentially SCS compatibility can be added but SCS would always need to be installed at this mod as the key file UI.menu has to be replaced by this mod.

    Does it mean the in-game adjustment caused by setting difficulty level to be "Improved" in SCS will also be gone? That's really the only thing I care about. I understand once I install this mod, the UI options in SCS is gone. But does it mean the difficulty level goes back to original "core" level, or the AI adjustment (which should be done through config files) by SCS are still kept if I do not touch anything in the difficulty settings?
  • LathandersVanguardLathandersVanguard Member Posts: 16
    Bug Report:

    The Icewind Dale and Heart of Winter Main Menu arts are swapped.
  • JarlyJarly Member Posts: 9
    Good day, can I ask how portrait system works in this UI? It uses "small" portrait for dialogues, right? What happens if small portrait is really small (like for Bodhi NPC), will it stretch to fill the whole "dialogue portrait" widget? Also what is native resolution for dialogue portrait widget? I mean to what resolution portraits being resized?
  • moe23moe23 Member Posts: 33
    @Jarly You can use "Enable UI Edit Mod" under Gameplay settings. Restart the game. Press F11 an hover over the portrait to see the size/position and the corresponding line in UI.MENU.

    Example pictures (not InfinityUI but its the same):

    fomok1gc1f6n.png

    ixyrhdtn4qzq.png

  • JarlyJarly Member Posts: 9
    @moe23 Thanks!
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