@Etamin It's probably a lot safer to do a fresh install than to try and uninstall mods that affect the UI.
Fresh install takes 2,5h. I would have to spend weeks, unchecking components one by one just to find the one creating this bug. Is it not possible to norrow them down by checking this warning? Where can i find createCharScreen and which mods modify it?
I tried installing SCS without any of the spell components and it didn't give me any error, so it probably has smth to do with those.
It's the assigning thief skills in multiples of 5 that throws the error. There is no actual harm in using the component and you can disregard the warning. If it annoys you, then you can remove the component.
It's the assigning thief skills in multiples of 5 that throws the error. There is no actual harm in using the component and you can disregard the warning. If it annoys you, then you can remove the component.
I don't think it's just that. I was still getting an error even without that component. And when I ignored it, I couldn't even properly create a character - the class selection was bugging out and the buttons on the ability screen didn't work at all.
When I installed SCS without any of the spell components, it worked without issues. So there's gotta be some of the spell components that cause this issue.
PS. Did some more testing: the particular component that causes an error is either IWD spells or Core Stratagems spell-system changes. I don't see why IWD spells would cause this, but it would also be weird if the spell system changes would cause it, since it is installed automatically if you install any AI changes (at least it's supposed to)
The 9 new arcane spells and 6 new divine spells cause the problem. Other than that you can install all of the spell options. The thief skills in points of 5 is also bugged as previously mentioned.
The 9 new arcane spells and 6 new divine spells cause the problem. Other than that you can install all of the spell options. The thief skills in points of 5 is also bugged as previously mentioned.
Funnily enough, those spells don't cause the problem in my case lol. The only spell components I didn't install are spell rebalances (because I already have spell revisions installed) and IWD spells (which don't fit in well with spell revisions balance-wise imo), and it works fine for me
Hey, I found a bug which is easily avoided if you know about it beforehand. So you need to either give a warning to everyone about it or somehow fix it, the bug is: if you never launched BG before installing your mod, then you'll stuck in main menu, which will be covered by invisible window without buttons and obstructed by black transparent background, making all buttons unclickable, the only thing you can do is press Alt+F4 and then only these 2 buttons (Quit and Cancel) will be clickable, so you can quit the game. Restarting the game won't change anything, the only thing you can do it to uninstall your mod, then launch the game, then see that window, which asks you what campaign you want to choose, choose any, and that's it, now you can finally install your mod and play the game. In other words your mod prevents that first window from appearing, because apparently you and other testers never installed this mod on fresh BG install.
I found a weird bug, I'm playing Icewind Dale EE if it matters. If you go New Game -> New Game (which is a custom 6 characters party creation in IWD1EE), then choose import on one of slots, then choose any character, then click on character's name over its portrait, then click appearance, then click "Back" - the game will freeze. Tried several times and it happens all the time.
Also wanted to add that if a class has no kits, for example multiclasses, then the UI never shows its description, because it tries to show the description of the first kit, but there's none.
Some cursory feedback and bugreports while using this with IWDEE and an extremely limited modlist:
Bugs:
1) I can echo the problem @Etamin had, the dialog window is locked over the formation buttons until I manually check the 'move window anywhere' box
2) A lot of unceremonious CTDs while creating a party for a singleplayer game. They typically were triggered after the first character is created and hitting 'back' (from the actual character creation back into the party view). I ended up using pre-generate character to avoid the CTDs
3) I tried character creation in a multiplayer game. I had one CTD from backing out of a character's creation whereas in the singleplayer version I'd had at least 20+
4) A LOT of flickering on the inventory screen in-game, primarily when selecting an item from the inventory of an unselected character. Paperdolls disappear a lot too, mainly triggered while passing the cursor into unselected party members inventory. This is with 'Lock Character on Inventory Screen' enabled
With 'Lock Character on Inventory Screen' disabled, item icons still flicker when dragging them across inventories but I have not experienced any disappearing paperdolls. If you click on an item and immediately move to drag it to another inventory, it fails to 'pick up' the item about 60% of the time.
5) Some screens appear to use Dragonspear theme despite setting the theme to IWDEE, such as the party creation screen for single and multiplayer
6) screen flashes black whenever you hit 'new game' from the main menu screen.
7) alt-tabbing makes the cursor disappear until you either alt-tab again or move to another screen
8) the portraits in 'Modern UI' mode tend to warp the source files as they appear to be at a different ratio than normal portraits
9) When holding 'tab', the names of NPCs are not centered above the NPC, but instead appears above and to the left of the npc
Here is a list related to #6
* The 'finding network' screen
* The multiplayer game view screen
* The party creation screen in singleplayer
* The 'create new game' screen in multiplayer
* The buttons and header after on the difficulty selection screen when creating a singleplayer game
* The character arbitration screen
* The game options screen selected on the character arbitration screen
* The import character screen in both multiplayer and singleplayer games
* The character generation screen in both singleplayer and multiplayer and pregenerate character modes. After importing a character the portrait frequently does not appear until you've entered a submenu and returned to the character generation screen
* The 'multiplayer session has been terminated' screen
* The savegame/loadgame selection screens
* The portrait selection screen
* 'Customize Character' screen, accessed from the Character Records screen while in-game, as well as the Appearance and Colors submenus
* Shopkeeper screens
Suggestions:
1) The ability to do a UI Scale (instead of zoom) would be pretty helpful for high resolution setups
2) It would be cool if you could select a characters paperdoll in the character generation screen. I mainly have multiclasses in mind with this one
3) In multiplayer you can see the classes of the character's listed, I think this would be a good thing to add to the party view for singleplayer game party creation screen
4) "Remembering" the previously selected voice for an imported character would be a nice QoL feature but obviously not a big important one
Anyways I LOVE this UI mod and am a huge fan of what it's trying to do. Thank you so much for your hard work and breathing some new life into the game for me
I have same problem as people above
"buff icons above portrait and NPC bar" - not showing in BG1 (haven't tried BG2).
Already tried many things. Installing/Reinstalling game several times and still not showing.
Also EEex function to show "Timer Module" makes it appear in the bottom right corner when using "Display Modern Hud" and not in front of the portrait. I really need those time modules.
Another strange issue is when I open Inventory screen, it have a slight delay. Strange since other tabs open instantly. Only inventory screen have this issue.
For anyone having issues with SCS/TalentsOfFaerun or any of the stuff that uses the SFO2E stuff: first off, don't use the kits/kit modifications.
For UI problems:
File: mod/sfo2e/lua/ui_on_open.tph
Replace patch function on line 91 with this (prior to install):
DEFINE_PATCH_FUNCTION ui_on_open_patch//internal
BEGIN
READ_ASCII 0x0 data (BUFFER_LENGTH)
REPLACE_EVALUATE CASE_INSENSITIVE ~^[ %TAB%]*\(onopen\)[^"]*"\([^"]*\)"~ BEGIN
SPRINT on_open_contents "%MATCH2%"
END
~%TAB%%MATCH1%%WNL%%TAB%"%WNL%%TAB%%TAB%%on_open_contents%%WNL%%TAB%%TAB%dwOnOpen('%on_open_object%')%WNL%%TAB%"%WNL%~
INNER_ACTION BEGIN
APPEND "m_dw_ood.lua" "dwOnOpenDefault=function()%WNL%%on_open_contents%%WNL%end%WNL%%WNL%" KEEP_CRLF
END
END
I have been using this in my game, it basically stopped most of SCS mods breaking the game. I have not yet encountered a mod that this breaks, but basically, SFOE2 both overwrites IUI++'s custom onopen code and mistakes one area of its code for an onopen label.
Hey all, I haven't worked on this for a while, life slowly shifts my interests elsewhere. I still would like to finish skins to all screens and solve the multi inventory paperdoll problem. But seeing the huge number of code bugs and issues, that is beyond my capacity to handle. That said I'm opened for anyone willing to take this over for this code fixing and polishing. I will not be introducing any more features, I just plan to finish the skins.
Hey all, I haven't worked on this for a while, life slowly shifts my interests elsewhere. I still would like to finish skins to all screens and solve the multi inventory paperdoll problem. But seeing the huge number of code bugs and issues, that is beyond my capacity to handle. That said I'm opened for anyone willing to take this over for this code fixing and polishing. I will not be introducing any more features, I just plan to finish the skins.
For anyone having issues with SCS/TalentsOfFaerun or any of the stuff that uses the SFO2E stuff: first off, don't use the kits/kit modifications.
For UI problems:
File: mod/sfo2e/lua/ui_on_open.tph
Replace patch function on line 91 with this (prior to install):
DEFINE_PATCH_FUNCTION ui_on_open_patch//internal
BEGIN
READ_ASCII 0x0 data (BUFFER_LENGTH)
REPLACE_EVALUATE CASE_INSENSITIVE ~^[ %TAB%]*\(onopen\)[^"]*"\([^"]*\)"~ BEGIN
SPRINT on_open_contents "%MATCH2%"
END
~%TAB%%MATCH1%%WNL%%TAB%"%WNL%%TAB%%TAB%%on_open_contents%%WNL%%TAB%%TAB%dwOnOpen('%on_open_object%')%WNL%%TAB%"%WNL%~
INNER_ACTION BEGIN
APPEND "m_dw_ood.lua" "dwOnOpenDefault=function()%WNL%%on_open_contents%%WNL%end%WNL%%WNL%" KEEP_CRLF
END
END
I have been using this in my game, it basically stopped most of SCS mods breaking the game. I have not yet encountered a mod that this breaks, but basically, SFOE2 both overwrites IUI++'s custom onopen code and mistakes one area of its code for an onopen label.
Thanks for posting this! I know about the problem with the "5-points for Thief skills" component in SCS/ToF, and the need to set Force_Difficulty_Widget=1 in SCS. May I ask you, beyond avoiding the Multiclass Kit and Kit Revisions components of TalentsOfFaerun, and the Subrace component as well I'm assuming, is there anything else in ToF or SCS I should avoid installing with this script change to make ToF possibly work with Infinity ++ UI?
Comments
I tried installing SCS without any of the spell components and it didn't give me any error, so it probably has smth to do with those.
I don't think it's just that. I was still getting an error even without that component. And when I ignored it, I couldn't even properly create a character - the class selection was bugging out and the buttons on the ability screen didn't work at all.
When I installed SCS without any of the spell components, it worked without issues. So there's gotta be some of the spell components that cause this issue.
PS. Did some more testing: the particular component that causes an error is either IWD spells or Core Stratagems spell-system changes. I don't see why IWD spells would cause this, but it would also be weird if the spell system changes would cause it, since it is installed automatically if you install any AI changes (at least it's supposed to)
Funnily enough, those spells don't cause the problem in my case lol. The only spell components I didn't install are spell rebalances (because I already have spell revisions installed) and IWD spells (which don't fit in well with spell revisions balance-wise imo), and it works fine for me
Edit: I meant during character creation.
Are buff icons above portrait and NPC bar for BG2 only?
I cant get either of it to appear in BG1EE
Like in Pecca's image link
https://forums.beamdog.com/discussion/comment/1210615/#Comment_1210615
Yes i am already using EEex and enabled PC and NPC effects in options.
I even have some addons active for EEex.
?
According to Bubb. Issue is within Infinity UI
https://github.com/Bubb13/EEex/issues/88
Edit-
Tried in EET , same issue.
Bugs:
1) I can echo the problem @Etamin had, the dialog window is locked over the formation buttons until I manually check the 'move window anywhere' box
2) A lot of unceremonious CTDs while creating a party for a singleplayer game. They typically were triggered after the first character is created and hitting 'back' (from the actual character creation back into the party view). I ended up using pre-generate character to avoid the CTDs
3) I tried character creation in a multiplayer game. I had one CTD from backing out of a character's creation whereas in the singleplayer version I'd had at least 20+
4) A LOT of flickering on the inventory screen in-game, primarily when selecting an item from the inventory of an unselected character. Paperdolls disappear a lot too, mainly triggered while passing the cursor into unselected party members inventory. This is with 'Lock Character on Inventory Screen' enabled
With 'Lock Character on Inventory Screen' disabled, item icons still flicker when dragging them across inventories but I have not experienced any disappearing paperdolls. If you click on an item and immediately move to drag it to another inventory, it fails to 'pick up' the item about 60% of the time.
5) Some screens appear to use Dragonspear theme despite setting the theme to IWDEE, such as the party creation screen for single and multiplayer
6) screen flashes black whenever you hit 'new game' from the main menu screen.
7) alt-tabbing makes the cursor disappear until you either alt-tab again or move to another screen
8) the portraits in 'Modern UI' mode tend to warp the source files as they appear to be at a different ratio than normal portraits
9) When holding 'tab', the names of NPCs are not centered above the NPC, but instead appears above and to the left of the npc
Here is a list related to #6
* The 'finding network' screen
* The multiplayer game view screen
* The party creation screen in singleplayer
* The 'create new game' screen in multiplayer
* The buttons and header after on the difficulty selection screen when creating a singleplayer game
* The character arbitration screen
* The game options screen selected on the character arbitration screen
* The import character screen in both multiplayer and singleplayer games
* The character generation screen in both singleplayer and multiplayer and pregenerate character modes. After importing a character the portrait frequently does not appear until you've entered a submenu and returned to the character generation screen
* The 'multiplayer session has been terminated' screen
* The savegame/loadgame selection screens
* The portrait selection screen
* 'Customize Character' screen, accessed from the Character Records screen while in-game, as well as the Appearance and Colors submenus
* Shopkeeper screens
Suggestions:
1) The ability to do a UI Scale (instead of zoom) would be pretty helpful for high resolution setups
2) It would be cool if you could select a characters paperdoll in the character generation screen. I mainly have multiclasses in mind with this one
3) In multiplayer you can see the classes of the character's listed, I think this would be a good thing to add to the party view for singleplayer game party creation screen
4) "Remembering" the previously selected voice for an imported character would be a nice QoL feature but obviously not a big important one
Anyways I LOVE this UI mod and am a huge fan of what it's trying to do. Thank you so much for your hard work and breathing some new life into the game for me
I have same problem as people above
"buff icons above portrait and NPC bar" - not showing in BG1 (haven't tried BG2).
Already tried many things. Installing/Reinstalling game several times and still not showing.
Also EEex function to show "Timer Module" makes it appear in the bottom right corner when using "Display Modern Hud" and not in front of the portrait. I really need those time modules.
Another strange issue is when I open Inventory screen, it have a slight delay. Strange since other tabs open instantly. Only inventory screen have this issue.
For UI problems:
File: mod/sfo2e/lua/ui_on_open.tph
Replace patch function on line 91 with this (prior to install):
DEFINE_PATCH_FUNCTION ui_on_open_patch//internal
BEGIN
READ_ASCII 0x0 data (BUFFER_LENGTH)
REPLACE_EVALUATE CASE_INSENSITIVE ~^[ %TAB%]*\(onopen\)[^"]*"\([^"]*\)"~ BEGIN
SPRINT on_open_contents "%MATCH2%"
END
~%TAB%%MATCH1%%WNL%%TAB%"%WNL%%TAB%%TAB%%on_open_contents%%WNL%%TAB%%TAB%dwOnOpen('%on_open_object%')%WNL%%TAB%"%WNL%~
INNER_ACTION BEGIN
APPEND "m_dw_ood.lua" "dwOnOpenDefault=function()%WNL%%on_open_contents%%WNL%end%WNL%%WNL%" KEEP_CRLF
END
END
I have been using this in my game, it basically stopped most of SCS mods breaking the game. I have not yet encountered a mod that this breaks, but basically, SFOE2 both overwrites IUI++'s custom onopen code and mistakes one area of its code for an onopen label.
I understand. Can you at least add my polish translation? Here's the file: https://files.fm/u/m9gq9372xv
Thanks for posting this! I know about the problem with the "5-points for Thief skills" component in SCS/ToF, and the need to set Force_Difficulty_Widget=1 in SCS. May I ask you, beyond avoiding the Multiclass Kit and Kit Revisions components of TalentsOfFaerun, and the Subrace component as well I'm assuming, is there anything else in ToF or SCS I should avoid installing with this script change to make ToF possibly work with Infinity ++ UI?