So far I'm loving this but I do have one small request, could you switch the positions of the "Save" and "Load" buttons and also the "Load" and "Cancel" buttons when loading a game?
@TheDoctorFat thanks, I'm not planning to do those changes, but you can do it yourself. Open UI.menu file in the override and switch coordinates in area field in these buttons:
@gr8john6 it hasn't been implemented yet, but it will be in the future.
Hello everyone, thanks for continuing interest. Some RL stuff has caught my attention lately and I won't be able to work on this for some time. The work will continue after it's done, don't worry
To leave on a bright side, this is a snippet of the new functionality I've been working on past months.
Just checking. It reminded me of various turn-based RPGs where initiative was at the top.
Still, what say you to making an initiative list at the top with PCs & NPCs so players know who's next? I'm unsure how useful that is considering this is D&D 2e.
Hello everyone, thanks for continuing interest. Some RL stuff has caught my attention lately and I won't be able to work on this for some time. The work will continue after it's done, don't worry
To leave on a bright side, this is a snippet of the new functionality I've been working on past months.
Looking great!
Where do you get these portraits? Are those manually assigned?
The feature is based on the Creatures Radar Menu by @shadowlich ,who share his code with me. I made it a bar instead of menu, but it is still possible to show all creature properties on hotkey.
I'm seeing a few errors in Infinity Loader related to this mod (the last one for sure, and the other two I think because they say menu in the error messages.
Compatibility issues with the EEEX version? with other mods? It's an EET install with Project Infinity. I can provide weidu if needed.
First is on loading the game EDIT: The Invalid token [createCharScreen] is from turning on the SCS option for Thieves assign skill points in multiples of 5. Still no idea what the error loading menu is.
INFO: LUA: UI string not found: Pre-gen party
INFO: LUA: UI string not found: *
INFO: LUA: UI string not found: 1
INFO: LUA: UI string not found: 2
INFO: LUA: UI string not found: 3
INFO: LUA: UI string not found: 4
INFO: LUA: UI string not found: 5
INFO: LUA: UI string not found: 6
INFO: LUA: UI string not found: 7
INFO: LUA: UI string not found: 8
INFO: LUA: UI string not found: 9
INFO: Invalid token in menu: [createCharScreen] on line 31162, character 1
INFO: LUA: UI string not found: Recent events text will go here.
INFO: LUA: UI string not found: Unlock dragging
INFO: Error loading menu: [string "function onopen0000000009968BD0 () ..."]:34: unexpected symbol near ','
INFO: LUA: Initializing Quests
Next is constant spam in character creation.
INFO: [string "menu"]:76: attempt to concatenate field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__concat'
menu:76: in function <[string "menu"]:65>
(...tail calls...)
INFO: [string "menu"]:78: attempt to concatenate field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__concat'
menu:78: in function <[string "menu"]:65>
(...tail calls...)
Lastly, if I try to enable the hotkey button in UI++ settings, I get constant spam (and the button doesn't work at all)
INFO: [string "menu"]:48: attempt to index field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__index'
menu:48: in function <[string "menu"]:46>
(...tail calls...)
Do you think you could add in an option to make the dialogue appear in the upper left corner of the screen, like it is in Dragonspear UI++? It makes it so much easier to read all of the dialogue
I’m usually not interested in UI-mods but this seems to be something special. I encourage you to finish it. I also encourage you to make it compatible with the very practical Bubb’s Spell Menu mod.
I’m usually not interested in UI-mods but this seems to be something special. I encourage you to finish it. I also encourage you to make it compatible with the very practical Bubb’s Spell Menu mod.
I’m usually not interested in UI-mods but this seems to be something special. I encourage you to finish it. I also encourage you to make it compatible with the very practical Bubb’s Spell Menu mod.
I got the Bubb’s Spell Menu mod work with your gui.
I had also installed 5E-style spellcasting which seems to me to be incompatible, without the latter the spell menù appears, sorry for the wrong segnalation.
What I have to say is that @Pecca is doing fantastic job and I love it! I loved Dragonspear UI++, but this work goes much further beyond. Even in the 0.51 beta, I use it successfully and would say that it is functionally the best UI for IE games, ever.
Since I just loved the novelty and started using it, I was able to notice some issues. Some of them are fixable easily enough, which only makes it clear that this approach will lead to a new standard pretty soon, stable enough to be presented to non-technical users.
(*) stands for issues that I wasn't able to hotfix with my meddling.
The issues I've noticed in a long EET playthrough with >100 mods:
HLA screen breaks the game when I click "plus" on any ability (just copied the CHARGEN_HIGH_LEVEL_ABILITIES menu from Dragonspear UI++ to keep playing, the result is inconsistent at worst, but usable).
Some code related to quick loot generates errors. I simply secured the code not to attempt adding nil to numbers.
@@ -22683,13 +22692,14 @@
function rgGetQlSlotIndex(index)
local junk = 0
- if RgQuicklootFilterJunk == 1 then
- if worldScreen:GetTopGroundItem() == 0 then
- junk = rgQuicklootJunkTable[index+1]
- else
- junk = rgQuicklootJunkTable[index+1] + rgQuicklootJunkTable[worldScreen:GetTopGroundItem()]
+ if rgQuicklootJunkTable[index+1] ~= nil then
+ if RgQuicklootFilterJunk == 1 then
+ if worldScreen:GetTopGroundItem() == 0 or rgQuicklootJunkTable[worldScreen:GetTopGroundItem()] == nil then
+ junk = rgQuicklootJunkTable[index+1]
+ else
+ junk = rgQuicklootJunkTable[index+1] + rgQuicklootJunkTable[worldScreen:GetTopGroundItem()]
+ end
end
-
end
return index+junk
end
When "Inventory swap on hover" is disabled, the party inventory screen acts remarkably slow. I have doubts whether this even can be resolved with good performance - moving items between bags of different characters requires update of the slots dependent on mouse movement, even before one drops the item.(*)
Buttons in the item description area (drink potion / open container / write scroll / identify / ...) don't match the described item when mouseOverPortrait changes - it switches to similar slot index of a different companion. It might e.g. lead to drinking wrong potion or opening wrong container. One needs to remember not to do this.(*)
Closing container requires clicking a button in the corner. Assigning this action to escape key is straightforward enough. The only issue with this choice is when you open a container in a store, as escape closes the store itself.
@@ -21024,6 +21024,7 @@
--}
button
{
+ on escape
area 1292 18 42 42
bam rgdbtcls
ScaleToClip
Save game screen remains unimplemented indeed, the state is somewhat strange (different from default, yet with no new resources). It uses classical resources and wrong offsets, but remains usable.(*)
Sounds / script / biography customization screens seem to be unaddressed yet as well.(*)
Textures used in tavern/temple UI are overbright. Perhaps good PVRZs are used with wrong flags in BAMs?(*)
"End dialog" button PVRZ seems broken, with black instead of transparent. Also the coordinates of the first frame in BAM seem nonsense, but it doesn't matter when PVRZ is fixed - as then they point to a rectangle that is all transparent.
Aesthetic preferences that might be totally irrelevant to anyone but me:
I like when enter key closes the item description.
@@ -6803,6 +6803,7 @@
}
button
{
+ on return
area 548 26 50 50
bam rgdwbut
sequence 0
You know what, closing a container with escape is basic, but I like to do this with enter too!
I cannot wait for alternative skins to be complete. Apparently, the red "Dragonspear Theme" is the only nearly-consistent default. But red is so distracting for me! I have recolored it slightly for my comfort (-125 deg hue, chroma reduced to 1/3 and gamma adjusted 1.5x in LCh(a,b) space, exclusively for "red" areas). Most of the dangerous attachment is a result of this.
Also I've made the item slots used in the inventory screen less "ornamental". I want to focus on the icon, not the distracting border!
I happen to have different preferences in fonts.
@@ -32,7 +32,7 @@
normal =
{
color = 'B',
- font = 'RGFONT',
+ font = 'POSTANTI',
point = 13,
valign = 'top',
halign = 'left',
@@ -78,7 +78,7 @@
normal_parchment =
{
color = '5',
- font = 'RGFONT',
+ font = 'POSTANTI',
point = 13,
valign = 'top',
halign = 'left',
My personal bullshit (recoloring, adjusted UI.MENU) is in the dangerous attached archive. It might be used in the content directory of the mod before re/installing it with WeiDU. If anyone were to use it, please note that I was the one to mess it up, not the author. And I'm not going to maintain it or guarantee anything, it's just a hotfix for current beta, tested by exactly one person, which will turn irrelevant with any further release.
I hope that this somehow helps in bringing increasingly stable releases.
Comments
@gr8john6 it hasn't been implemented yet, but it will be in the future.
To leave on a bright side, this is a snippet of the new functionality I've been working on past months.
Still, what say you to making an initiative list at the top with PCs & NPCs so players know who's next? I'm unsure how useful that is considering this is D&D 2e.
Thankee!
By the way, will there be an option not to see the hps of the pnjs but an estimation linked to their state (Unharmed, wounded, dying)?
in any case it looks great, it's always been complicated to keep track of the 10,000 active spells on spell casters.
Looking great!
Where do you get these portraits? Are those manually assigned?
AI generated mostly, assigned for each sprite, not touching cre files.
Thankee!
Compatibility issues with the EEEX version? with other mods? It's an EET install with Project Infinity. I can provide weidu if needed.
First is on loading the game EDIT: The Invalid token [createCharScreen] is from turning on the SCS option for Thieves assign skill points in multiples of 5. Still no idea what the error loading menu is.
Next is constant spam in character creation.
Lastly, if I try to enable the hotkey button in UI++ settings, I get constant spam (and the button doesn't work at all)
Just checking in on your progress on this amazing project.
Thankee!
I’m usually not interested in UI-mods but this seems to be something special. I encourage you to finish it. I also encourage you to make it compatible with the very practical Bubb’s Spell Menu mod.
Again, this is really great work!
Already compatible
P.S. It happens after right click some spells in the action bar.
@Pecca
Also, in IWDEE, these buttons in the game screen give an invalid string for the tooltip:
- Reveal Details
- Quick Loot
- Quick Save
These 2 options are also normally in IWDEE:
- enable/disable HoF mode
- enable/disable extra XP from higher/lower difficulties
It's up to you, but imo both are useful toggles to have.
Hi, I've tried to install both, but the menù is the classic one.
Am I missing something to make the Bubb’s Spell Menu work?
@kaio
We're looking forward to updates on Infinity UI! Let us know when we should expect progress.
Thankee!
I got the Bubb’s Spell Menu mod work with your gui.
I had also installed 5E-style spellcasting which seems to me to be incompatible, without the latter the spell menù appears, sorry for the wrong segnalation.
Since I just loved the novelty and started using it, I was able to notice some issues. Some of them are fixable easily enough, which only makes it clear that this approach will lead to a new standard pretty soon, stable enough to be presented to non-technical users.
(*) stands for issues that I wasn't able to hotfix with my meddling.
The issues I've noticed in a long EET playthrough with >100 mods:
Aesthetic preferences that might be totally irrelevant to anyone but me:
My personal bullshit (recoloring, adjusted UI.MENU) is in the dangerous attached archive. It might be used in the content directory of the mod before re/installing it with WeiDU. If anyone were to use it, please note that I was the one to mess it up, not the author. And I'm not going to maintain it or guarantee anything, it's just a hotfix for current beta, tested by exactly one person, which will turn irrelevant with any further release.
I hope that this somehow helps in bringing increasingly stable releases.