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[MOD] Infinity UI++ Beta v0.94

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  • PeccaPecca Member Posts: 2,218
    It should look like this:

    siw66fubnw3u.png
  • moe23moe23 Member Posts: 33
    Okay this looks interesting, would like to test it but it definitely doesn’t work for me. I play with 3440x1440 display resolution. After activating “EEex enable PC Effects” and giving “EEex show NPC bar” a hotkey (+) I have access to the NPC Bar menu but no bar is showing up also no symbols besides portraits. Any idea why?

    nrjmxurx8de5.png

    Also as you can see above the EEex bars shows up in the right bottom corner.

    This is my testing modlist:
    ~EET\EET.TP2~ #0 #0 // EET core (resource importation): V13.4
    ~EEEX\EEEX.TP2~ #0 #0 // EEex: v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #4 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #5 // Timer module - Show modal actions (red bar): v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #6 // Timer module - Show contingencies (green bar): v0.10.2.1-alpha
    ~EEEX\EEEX.TP2~ #0 #7 // Timer module - Show spell/item cooldowns (cyan bar): v0.10.2.1-alpha
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #0 // Install Infinity UI++ Core Component: v0.9
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #1 // Add Transparent Tooltip Background: v0.9
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #2 // Update several strings in Dialog.tlk: v0.9
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #8 // Select Number of Quicksave Slots -> 6: v0.9
    ~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1100 // Display max proficiency limits: 4.0.6
    ~BUBB_SPELL_MENU_EXTENDED\BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: v5.0
    ~BUBB_REVERT_PATHFINDING\BUBB_REVERT_PATHFINDING.TP2~ #0 #0 // Bubb's v2.6.6.0+ Pathfinding Revert: 1.1
    ~BGEECLASSICMOVIES\BGEECLASSICMOVIES.TP2~ #0 #0 // Restore BG1 movies to BG:EE -> Replace all movies: v2.3.1
    ~BGEECLASSICMOVIES\BGEECLASSICMOVIES.TP2~ #0 #3 // Restore BG1 Chapter and Dream Screens: v2.3.1
    ~HIDDENGAMEPLAYOPTIONS\HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 4.6
    ~EET_END\EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
  • JinashiJinashi Member Posts: 47
    I did the same test and used ² as a shortcut, but nothing happened.
  • PeccaPecca Member Posts: 2,218
    Try to unselect "show selected creature only" and see if the full list of creatures appears.
  • moe23moe23 Member Posts: 33
    Pecca wrote: »
    Try to unselect "show selected creature only" and see if the full list of creatures appears.

    I tried it without success. Also tried a lot of different settings but can't make it work.
  • EsceenEsceen Member Posts: 7
    Pictures in some item descriptions don't display properly on EET,like this
    rris0fr7zsdy.png
  • moe23moe23 Member Posts: 33
    Tried to make NPC bar work on another PC (1920x1080) without success. Also tried it with only EEex and IUI on BGEE but it still won't work for me.
  • SourSour Member Posts: 115
    Esceen wrote: »
    Pictures in some item descriptions don't display properly on EET,like this
    rris0fr7zsdy.png

    I came here to report the same thing. The helm of infravision has that problem.
  • cdxcdx Member Posts: 94
    Hi @Pecca, I love the BG2 skin! Looking forward to seeing it complete!

    Some feedback, if I may, which is personal opinion, in case you're aiming for original BG2 feel with the BG2 skin.

    To me slightly desaturated blue menu buttons at the bottom invoke more nostalgia, and thus look better, as it matches the original BG2 icons closer.

    Even a small difference is noticeable. Other icons in the bottom menu (e.g. Cast Spell, Thieving, etc) in the original are more saturated than the menu buttons (Map, Character, etc) because they have less surface and aren't clumped together. The menu buttons have borders as well and when all grouped together, if overly saturated, form a bluish bar which doesn't match visually with anything else on the screen.

    Current:
    PzK5aNT.png

    More oBG2-like, only the blue menu buttons desaturated a bit:
    0TbYiDo.png
  • PeccaPecca Member Posts: 2,218
    I plan to rework menu buttons completely for bg2 skin since I decided to use (almost) exlusively art assets from vanilla game for that and ee buttons don't fit there with any shade to my liking.
  • cdxcdx Member Posts: 94
    Sounds awesome! I'm even more excited about it now :)
  • zenblackzenblack Member Posts: 109
    Infinity UI++ currently hangs on starting (before the first string) the Black Pits 2 if you create and import members into the party. It will work with the default party.
  • cdxcdx Member Posts: 94
    edited October 6
    Even unfinished, I'm enjoying the UI with the bg2 skin a lot and I'm using it for my current game. I did a couple of edits according to my personal preferences to use until the next version and I'd like to share :).

    I de-saturated the blue menu icons and added a toggle for the resizable message box:
    Ej32Vll.png

    I'd forgotten that I made some changes to the dialogue screen as well (smaller portrait, more space between text and top border, moved portrait and buttons slightly away from edges), these are already in v1 but I'd forgotten about them. I'm pretty sure these are all the changes I've done:
    CKlQjB8.png

    Thanks again for the great mod, Pecca!

    Edit: Added screenshot of dialogue screen as well.
    Post edited by cdx on
  • cdxcdx Member Posts: 94
    Sorry for double-post, but since it's completely unrelated to the above, it probably shouldn't be an edit:
    @Pecca, is there any way to make UI send an item directly to a Bag of Holding in the character's inventory? For example, on shift-click on an item shown in the quickloot list. Even if it requires the bag of holding to be in a specific inventory slot to make any conditionals work. Something like that could be quite useful.
  • AsharoAsharo Member Posts: 10
    edited October 15
    Hi Pecca,

    The UI has worked near perfectly on my android tablet and even got the hotkeys working after key mapping and copying over the settings from my pc. My only issue is that when I use the in game UI editor on the portraits, these reset after each reload. This isn't the case when I moved the mobile conversation buttons from the left to right. Those have stayed put. Not sure if there was a way to keep the portraits from resetting in modern HUD mode

    Trying to do something like this:

    80knhfk8j8k7.jpg


    Thanks again for all you do
    Post edited by Asharo on
  • PeccaPecca Member Posts: 2,218
    There is an Infinity_SetArea function that overrides default coordinates. Just track the portrait element names and edit them in the function.
  • AsharoAsharo Member Posts: 10
    Awesome! Thanks Pecca
  • AllureAllure Member Posts: 1
    I just finished playing BGEE with this mod installed.

    The problems I've encountered so far are:
    1 Changed options are reset every time you start up (font size, autopause settings, etc.)
    2 All character screen displays are not working. I'm playing in Japanese so I thought that might be the problem (when I change it to English it seems to work)

    Seems to be the same issue with the Chinese player in the previous post.

    jmzq6acx68gp.jpg
  • PeccaPecca Member Posts: 2,218
    Things are going slowly onward. Released version v0.93 with skins for most major screens (inventory, record, mage, priest). I will get to the reported issues later.
  • AndreaColomboAndreaColombo Member Posts: 5,533
    @Pecca I can’t remember if this has already been asked or discussed—apologies in case—but do you plan on restoring the decorated capital letters at least for the English language?
  • VicenVicen Member Posts: 36
    edited November 11
    Loving this UI so far!
    Post edited by Vicen on
  • zenblackzenblack Member Posts: 109
    Pecca,

    Great work! I am having an issue I wanted to report. I have created some BAMs for the G3 Community Item pack and my own mod. The description BAMs I made are 280x280 pix max which work fine on the base game UI size wise. However, they are cut off in Infinity UI++. I did a search as best this forum allows to see if you put any specifications for BAM sizes for the Item screen and was unable to find any. I was wondering if the scaling is working for the Item Description BAMs and/or you have adjusted the max allowable size in regards to your mod.

    Either way I'd like them to be compatible with your UI and if I need to adjust them I am willing to in order to do so. If that isn't the issue the scaling is needs looked at.

    Thanks again.
  • AtomixxAtomixx Member Posts: 4
    No issues outside of the ones you're aware of - just wanted to commend you for your hard work. The UI updates look fantastic.
  • VicenVicen Member Posts: 36
    edited November 11
    One other question I have...how do we get to the page in this UI that describes the KIT class that each character has? I can't seem to find the correct location for that. I have a few mods that add kits for certain npcs that can join (and that the player cannot become) so, I can't just go and make a new game and read the description of said kits.

    Also, what's the deal with the pulsing green bar going up and down all the time?

    edit - it looks like the icons for the button's are invisible on the bottom of the page where they're supposed to be) when using the "Dragonsiege UI") this is not the case for the IWD, BG1, or BG2 one.
    Post edited by Vicen on
  • MyceniusMycenius Member Posts: 55
    edited December 8
    Hi all - just looking to install this for the first time - part of a large EET install. Can't seem to find a read me or similar that explains with the components "Add Transparent Toolkit Background" and "Update Several Strings in dialog.tlk" do? I can guess what the first probably does, but not the second. Can someone point me to the read me covering it, or provide a quick explanation of both? Many TIA.
    Post edited by Mycenius on
  • MyceniusMycenius Member Posts: 55
    edited December 12
    Hi @Pecca - just done an EET Install using Infinity UI++, on launch am getting these 2 error messages then when I try and start a new game after doing gender box, it fails to activate the Race & Class box to do the next step and you can't proceed further. Not sure if it's UI or EEex or something else, but it does reference 'menu' so thought more likely UI?

    v7yphowd124h.png

    zqy5un6dd68w.png

    9jesfwtjiime.png
  • neuroghastneuroghast Member Posts: 13
    Hey there, @Pecca ! This UI is great!

    Just stopping to point out an incompatibility between it and the dual to kit mod by @kjeron : https://forums.beamdog.com/discussion/66521/enable-dual-classing-into-kits-now-with-proficiency-fix/p1

    First off, when I start a new game I have a similar error as the above message, but with a different line:
    ixv6gyuhjewc.png

    I've tested it and this error only shows up when I install the optional components of the dual to kit mod.

    Also, when I start a new game and create a character, I can select the gender, portrait and class, but when I'd pick a kit, the options don't show up and the confirmation button grey out, as in this screenshot:

    omlq5w8785ui.png

    I've tested with the inverted (and not recommended) install order, and this way the UI works as intended but the weapon proficencies are messed up, letting any class puts points into anything.

    I'm not including my weidu.log because it was literally just this two mods. And, for what's worth, the dual to kit mod didn't work in any scenario.

    Just something to consider when you update this. Cheers!
  • MyceniusMycenius Member Posts: 55
    edited December 12
    neuroghast wrote: »
    Just stopping to point out an incompatibility between it and the dual to kit mod by @kjeron : https://forums.beamdog.com/discussion/66521/enable-dual-classing-into-kits-now-with-proficiency-fix/p1

    First off, when I start a new game I have a similar error as the above message, but with a different line:
    ixv6gyuhjewc.png

    I've tested it and this error only shows up when I install the optional components of the dual to kit mod.

    Also, when I start a new game and create a character, I can select the gender, portrait and class, but when I'd pick a kit, the options don't show up and the confirmation button grey out, as in this screenshot...

    As it happens I have the same mod installed - so perhaps it is the same error/incompatibility in my error above?
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #0 // DUAL_TO_KIT_MENU -> Enable Dualclassing into Kits: 0.35
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.35
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.35
    

    EDIT: I also logged an issue on IUI GitHub for this earlier.
  • neuroghastneuroghast Member Posts: 13
    Mycenius wrote: »
    neuroghast wrote: »
    Just stopping to point out an incompatibility between it and the dual to kit mod by @kjeron : https://forums.beamdog.com/discussion/66521/enable-dual-classing-into-kits-now-with-proficiency-fix/p1

    First off, when I start a new game I have a similar error as the above message, but with a different line:
    ixv6gyuhjewc.png

    I've tested it and this error only shows up when I install the optional components of the dual to kit mod.

    Also, when I start a new game and create a character, I can select the gender, portrait and class, but when I'd pick a kit, the options don't show up and the confirmation button grey out, as in this screenshot...

    As it happens I have the same mod installed - so perhaps it is the same error/incompatibility in my error above?
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #0 // DUAL_TO_KIT_MENU -> Enable Dualclassing into Kits: 0.35
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.35
    ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.35
    

    EDIT: I also logged an issue on IUI GitHub for this earlier.

    If you installed dual class to kit later in the modlist, I'd definitely try to uninstall it and re-install any other mod that could be affected somehow.

    If it's at the early/mid part of the list, I'd be worried because you'd need to restart it from scratch, I guess.
  • MyceniusMycenius Member Posts: 55
    neuroghast wrote: »
    If you installed dual class to kit later in the modlist, I'd definitely try to uninstall it and re-install any other mod that could be affected somehow.

    If it's at the early/mid part of the list, I'd be worried because you'd need to restart it from scratch, I guess.

    Cheers - yep I installed very late in an EET Install (just prior to EET End). I will see if I can roll it back enough to remove it and reinstall remainder... Worth a try as otherwise I'll need to redo the full install anyway...
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