I haven't overhauled the console yet, but I think you can use argent77's "Reveal hidden gameplay options" mod, which has improved console and should be compatible.
This is coming along great! Thanks so much for all your work on this @Pecca.
I think the only thing from Dragonspear UI++ that I'm missing is the "Large Portraits" toggle in its UI Options. While it may sound crazy, there's maybe a few of us that like to play on a 2160p display without scaling the interface, but the party portraits are a nice exception.
Is that an option that would be able to come back?
I haven't overhauled the console yet, but I think you can use argent77's "Reveal hidden gameplay options" mod, which has improved console and should be compatible.
I haven't overhauled the console yet, but I think you can use argent77's "Reveal hidden gameplay options" mod, which has improved console and should be compatible.
I haven't overhauled the console yet, but I think you can use argent77's "Reveal hidden gameplay options" mod, which has improved console and should be compatible.
Congrats! This is a great clean UI that gathers most of the popular UI tweaks.
Seriously, I cannot go back to standard UI anymore! The font is very clear and readable, without real time automatic size updates.
I personally play in resolutions 1366x768 and 1440x900. I cannot stand the modern way some play it like it's an RTS view.
I noticed in the Graphics options, some of the explainations use text from in game phrases, like "Can I see what you have in stock?".
I tried it in clean BG2EE 2.6.6.0 w/ and w/out the dialog component.
Beyond fixing bugs, what are the major features you plan to include before this mod is out of beta?
Thankee!
Reskinning remaining windows was supposed to be the last thing, but I started working on certain eeex feature that was previously unintended. Now I want to release it with some more eeex features including proper support for the extended spell menu, still in beta status.
Not sure but I didn't specifically make dui++ compatible with that mod, perhaps it is the mod itself that should be compatible as it probably targets cettain parts of the ui.menu code to patch
I am not able to get the "equipment comparison" feature to work. I have confirmed that the option is selected in the menu, and that it is active per the baldur.lua file. Any other steps I can take to try to get it working?
I am not able to get the "equipment comparison" feature to work. I have confirmed that the option is selected in the menu, and that it is active per the baldur.lua file. Any other steps I can take to try to get it working?
I think I have made the necessary changes to the subrace mod to make it work with this UI, it required quite a few changes so need to finish testing it.
i will submit a pull request for the subrace mod probably tomorrow.
In the meantime I have worked out how to resolve the issue with the wrong cheat menus areas appearing in different versions of the game.
If the code:
if game:GetMissionPackInfo() then
cheatAreaDisplayList = cheatAreasTutorial
elseif game:GetMissionPackInfoTBP() then
cheatAreaDisplayList = cheatAreasArena
elseif startEngine:GetCampaign() == 3 then
cheatAreaDisplayList = cheatAreasExpansion
else
cheatAreaDisplayList = cheatAreas
end
Is replaced with:
if game:GetMissionPackInfo() then
cheatAreaDisplayList = cheatAreasTutorial
elseif game:GetMissionPackInfoTBP() then
cheatAreaDisplayList = cheatAreasArena
elseif rgGetGameEngine() == 4 and startCampaignData[currentCampaign].cheatAreasTable ~= nil then
cheatAreaDisplayList = startCampaignData[currentCampaign].cheatAreasTable
elseif rgGetGameEngine() == 4 then
cheatAreaDisplayList = cheatAreas
elseif startEngine:GetCampaign() == 3 or game:GetMissionPackInfo25() then
cheatAreaDisplayList = cheatAreasExpansion
else
cheatAreaDisplayList = cheatAreas
end
This should mean that each campaign in the base games or in EET will have the correct cheat areas appearing I believe. This means that at any point in a EET campaign you should be able to warp anywhere, the black pits one and 2 and tutorial have the correct areas to warp to and the campaigns in the base game only allow warping to the same areas that would be allowed in the base game.
Loving the mod, but I am receiving crashes to desktop frequently when entering new areas. I am NOT saying it is your mod, but I started running a debugger to see if I can track down the culprit as it is not creating a crash dump file. So far, I have completed BGEE and am in SoD where the crashes have become more frequent (about a dozen times last night in the course of less than 2 hours).
I have only played for about 30 minutes tonight with minimal area transitions and have noticed a few things pop up in the debugger that I think are caused by your mod.
This appears when opening a gem bag and it keeps repeating over and over again as it appears to hit a null value. This is replicated across all bags (gem, potion, scroll, ammunition, and bag of holding) and even when opening containers.
INFO: [string "menu"]:75: attempt to index field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__index'
menu:75: in function 'rgGetStoreItemQuantity'
function enabled0000000009E38870 () return rgIsNthNumber(rowNumber,6) and rgGetStoreItemQuantity(rowNumber+4) ~= null end:1: in function <[string "function enabled0000000009E38870 () return rg..."]:1>
I am seeing this error occur when enemies are being killed:
INFO: [string "function onopen0000000009C0FDC0 () ..."]:46: attempt to index field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__index'
function onopen0000000009C0FDC0 ()
rgIsCurrentQuests = 1
rgJournalActive = 1
rgJournalBestiary = journalDisplay
rgJournalLibrary = journalDisplay
--rgTestb = rgBestiaryGetHighestPartyLevel()
if rgLargeJournal == 1 then
if rgLargeJournalOpenOnce == 0 then
rgLargeJournalOpenOnce = 1
e:GetActiveEngine():OnLeftPanelButtonClick(0)
e:SelectEngine(journalScreen)
else
rgLargeJournalOpenOnce = 0
Infinity_PushMenu('RG_MENU_BAR')
local screenWidth, screenHeight = Infinity_GetScreenSize()
local w = (screenWidth - 1365) / 2
local h = (screenHeight - 768) / 2
Infinity_SetOffset('JOURNAL',w, h)
end
else
Infinity_SetOffset('JOURNAL',rgJournalOffsetX, rgJournalOffsetY)
end
reinitQuests()
buildQuestDisplay()
chapter = math.max(0,Infinity_GetMaxChapterPage());
local rgbj = rgBestiaryJournalEntryCount()
local rgbc = rgBestiaryCount
--if rgBestiaryJournalEntryCount() ~= rgBestiaryCount then
-- selectedBeast = 0
--end
if rgbj ~= rgbc then
selectedBeast = nil
end
rgBestiaryCount = rgBestiaryJournalEntryCount()
table.sort(rgJournalBestiary,rgOrderBestiary)
local rglj = rgLibraryJournalEntryCount()
local rglc = rgLibraryCount
if rglj ~= rglc then
rgSelectedBook = nil
end
rgLibraryCount = rglj
rgLibraryDescString = rgGetLibraryDescription(rgGetLibraryEntryTitle(Infinity_FetchString(rgJournalLibrary[rgSelectedBook].text)))
--if selectedBeast ~= 0 then
rgBeastDescString = rgGetBestiaryDescription(rgGetBestiaryEntryTitle(Infinity_FetchString(rgJournalBestiary[selectedBeast].text)))
rgBeastTitleString = rgGetBestiaryEntryTitle(Infinity_FetchString(rgJournalBestiary[selectedBeast].text))
rgBeastStats = rgGetBestiaryStatistics(Infinity_FetchString(rgJournalBestiary[selectedBeast].text))
rgGetBestiaryFrame = rgGetBestiaryPicture(Infinity_FetchString(rgJournalBestiary[selectedBeast].text))
--end
table.sort(rgJournalLibrary,rgOrderJournalLibrary)
end:46: in function <[string "function onopen0000000009C0FDC0 () ..."]:1>
=[C]: in function 'OnLeftPanelButtonClick'
menu:341: in function 'rgEditNewBestiaryEntry'
menu:301: in function 'rgGetJournalBestiaryEntry'
menu:142: in function <[string "menu"]:141>
Comments
Looks like that mod wouldn't install in EET 😅
I think the only thing from Dragonspear UI++ that I'm missing is the "Large Portraits" toggle in its UI Options. While it may sound crazy, there's maybe a few of us that like to play on a 2160p display without scaling the interface, but the party portraits are a nice exception.
Is that an option that would be able to come back?
the reform party window is misaligned
the feedback box isn't displaying, just the scrollbar displays
Thankee!
Seriously, I cannot go back to standard UI anymore! The font is very clear and readable, without real time automatic size updates.
I personally play in resolutions 1366x768 and 1440x900. I cannot stand the modern way some play it like it's an RTS view.
I noticed in the Graphics options, some of the explainations use text from in game phrases, like "Can I see what you have in stock?".
I tried it in clean BG2EE 2.6.6.0 w/ and w/out the dialog component.
Please consider adding support for the Sub-Races mod https://github.com/tipun81/Subrace-mod.
Keep up the great work!
Reskinning remaining windows was supposed to be the last thing, but I started working on certain eeex feature that was previously unintended. Now I want to release it with some more eeex features including proper support for the extended spell menu, still in beta status.
Not sure but I didn't specifically make dui++ compatible with that mod, perhaps it is the mod itself that should be compatible as it probably targets cettain parts of the ui.menu code to patch
Thankee!
PS: Thankee for incorporating Extended Spell Menu & EEex support!
Infinity UI didn't work with EEex-added thieving skills such as Epic Thieving. May we get that fixed?
(For clarity, I reported this based on hearsay in this thread.)
Thankee!
How does Infinity UI work with mod-added creatures and books?
Thankee!
I am not able to get the "equipment comparison" feature to work. I have confirmed that the option is selected in the menu, and that it is active per the baldur.lua file. Any other steps I can take to try to get it working?
What's your WeiDU.LOG, your game version, and your platform (Windows, Android, etc.)?
Thankee!
Weidu.log:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.3
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #1 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #3 // Timer module - Show modal actions (red bar): v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #4 // Timer module - Show contingencies (green bar): v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #5 // Timer module - Show spell/item cooldowns (cyan bar): v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #6 // Time step module - Advance 1 game tick on keypress: v0.9.20-alpha
~EEEX/EEEX.TP2~ #0 #7 // Hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.9.20-alpha
~INFINITY_UI/INFINITY_UI.TP2~ #0 #0 // Install Infinity UI++ Core Component: v0.5
~INFINITY_UI/INFINITY_UI.TP2~ #0 #1 // Add Transparent Tooltip Background: v0.5
~INFINITY_UI/INFINITY_UI.TP2~ #0 #2 // Update several strings in Dialog.tlk: v0.5
~INFINITY_UI/INFINITY_UI.TP2~ #0 #7 // Select Number of Quicksave Slots -> 5: v0.5
Game version: v2.6.6.0
Platform: Windows 10
Thanks for your assistance!
@Pecca Understood, thanks for confirming. I got confused as the menu option for it still exists but has no function.
Tell Pecca when you have it done and send him the relevant files. I'm eager to have this functionality included!
Thankee!
You can send subrace changes to me and I will pass it on to tipun or you can send a pull request to the mod github.
In the meantime I have worked out how to resolve the issue with the wrong cheat menus areas appearing in different versions of the game.
If the code:
if game:GetMissionPackInfo() then
cheatAreaDisplayList = cheatAreasTutorial
elseif game:GetMissionPackInfoTBP() then
cheatAreaDisplayList = cheatAreasArena
elseif startEngine:GetCampaign() == 3 then
cheatAreaDisplayList = cheatAreasExpansion
else
cheatAreaDisplayList = cheatAreas
end
Is replaced with:
if game:GetMissionPackInfo() then
cheatAreaDisplayList = cheatAreasTutorial
elseif game:GetMissionPackInfoTBP() then
cheatAreaDisplayList = cheatAreasArena
elseif rgGetGameEngine() == 4 and startCampaignData[currentCampaign].cheatAreasTable ~= nil then
cheatAreaDisplayList = startCampaignData[currentCampaign].cheatAreasTable
elseif rgGetGameEngine() == 4 then
cheatAreaDisplayList = cheatAreas
elseif startEngine:GetCampaign() == 3 or game:GetMissionPackInfo25() then
cheatAreaDisplayList = cheatAreasExpansion
else
cheatAreaDisplayList = cheatAreas
end
This should mean that each campaign in the base games or in EET will have the correct cheat areas appearing I believe. This means that at any point in a EET campaign you should be able to warp anywhere, the black pits one and 2 and tutorial have the correct areas to warp to and the campaigns in the base game only allow warping to the same areas that would be allowed in the base game.
I have only played for about 30 minutes tonight with minimal area transitions and have noticed a few things pop up in the debugger that I think are caused by your mod.
This appears when opening a gem bag and it keeps repeating over and over again as it appears to hit a null value. This is replicated across all bags (gem, potion, scroll, ammunition, and bag of holding) and even when opening containers.
I am seeing this error occur when enemies are being killed:
Thankee!