Question. Are you able with InfinityUI mod to move the items from a character which is confused or under fear spell etc (you cannot control him at this very moment) to another?
I am able to move the individual items from the inventory (right part of the picture)
Is it normal as it has to be in vanilla?
Shouldn't be the inventory on the right greyed out just like the left part?
To NOT be able to do ANYTHING with a character (in his inventory) who is under some spell (confused, held etc.) and therefor not controllable?
New functions:
-NPC bar (requires EEex) - BETA (might cause performance issues)
-PC effects next to portraits (requires EEex) - BETA (might cause performance issues)
-Skins for main gameplay screen (bars, modern hud,actionbar, messagebox, dialog, etc)
-art assets for skins for Bubb's spell menu (code will be integrated in Bubb's mod later)
Bug fixes:
-IWD start screen background swapped fixed
-some various smaller bugs
TBD in v0.9 series:
-Full compatibility with Bubb's spell menu
-EEex timer bars for 'Modern HUD' option
-NPC bar and PC effects out of beta
New EEex functions are at beta stage because I'm unsure how will they fare on computers other than my own. They can be toggled on/off in UI++ settings with EEex installed.
Shortly, I will submit a pull request to Bubb's spell menu with UI++ compatibility, until then, there will not be 100% compatibility with this version.
Hi, sorry, what is the NPC bar and what does it do? I am playing with the latest versions of EEEX and InfinityUI and I saw it in the options menu, I assigned a key to it, and when I hover over a sprite and press the key nothing happens.
NPC bar shows you NPC portraits with used weapons, names and Hit Points. You can configure if it shows only enemies or also friendly NPCs around you. However If you want to use it I recommend deleting those lines from \override\my__RDR.lua.
NPC bar shows you NPC portraits with used weapons, names and Hit Points. You can configure if it shows only enemies or also friendly NPCs around you. However If you want to use it I recommend deleting those lines from \override\my__RDR.lua.
raceIDS:free()
...
classIDS:free()
Otherwise you can get crashes.
I'm getting constant CTDs, including when I click a small icon on the additional info box, when some NPCs have abilities refreshing etc. Doing this just made the NPC portraits disappear.
Also about it, I don't really understand how to further customize it. How do I access it's settings?
This one with the NPC stats, right below their portraits. One in many times I clicked that small button the arrow is pointing and it seemed to expand the box a bit, showing their inventory, but all the other times my game crashed.
I'd like to keep a lighter version of this, only showing enemies but only when they are in my LOS. On the same screenshot you can a Werebadger, for example, and that's kind of a spoiler lol solved it
I'd also love to know how I can find the settings to customize it further:
I'm pretty sure I got there once, but no idea where to find it again. Feeling stupid
EDIT: Nevermind, finally found WHERE the NPC bar button is. But any insights on the CTDs is useful.
NPC bar shows you NPC portraits with used weapons, names and Hit Points. You can configure if it shows only enemies or also friendly NPCs around you. However If you want to use it I recommend deleting those lines from \override\my__RDR.lua.
NPC bar shows you NPC portraits with used weapons, names and Hit Points. You can configure if it shows only enemies or also friendly NPCs around you. However If you want to use it I recommend deleting those lines from \override\my__RDR.lua.
raceIDS:free()
...
classIDS:free()
I've tried and it didn't seem to have any effect. But I can try again.
Just a question before that:
There's only one
classIDS:free()
, so it's easy to know what to erase, but two instances of
Finally decided to to this for my games. I mostly play IWDEE. Installs fine and everything seems to work (EEex + Bubb's Spell Menu + Infinity UI++). One thing I have noticed is in the spell book/scroll the ovals in the center that should show the numeric spell level shows some other text.
Just find it here on this forum. There was somebody writing about the same issue.
I found two people in this same thread with the same problem but no solution was proposed that I could see. Will give it a read again in case I missed it.
Why all classes show numbers next to them?
Is it caused by SCS? Even though InfinityUI was installed later. How to fix it?
Usually that happens when a mod that alters the class system is installed and causing conflicts. UI mods should be among the first you install anyway, and SCS near the end or last.
When I install SCS after InfinityUI I have many more UI bugs. This is the only issue I've noticed so far, and it wouldn't bother me that much if I could just see my level.
When I install SCS after InfinityUI I have many more UI bugs. This is the only issue I've noticed so far, and it wouldn't bother me that much if I could just see my level.
Befor installing SCS you have to set Force_Difficulty_Widget = 0 in the stratagems.ini. Also don't install SCS component ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five.
After that SCS should install without errors. To change SCS settings ingame you can use a innate ability.
I already did all of that. SCS works fine. I also installed other mods like Ashes of Ember and No Race Limitations, though I'm not sure they have caused it. Can't I just replace a specific file in override folder to fix it ad hoc? I probably won't change my setup anymore anyway.
This is already like the fifth time of installing it from scratch in attempt to fix SCS-InfinityUI conflicts. My installation order:
1. EEEX
2. HIDDENGAMEPLAYOPTIONS
3. STRATAGEMS
4. INFINITY_UI
5. ZG_BG_VOICES (and similar)
6. CDTWEAKS
7. ASHESOFEMBERS
8. METWEAKS
9. DIABLOFICATION (camera lock only)
10. BG-RANDOM-LOOT (items only)
11. NORACERESTRICTIONS
Second the Infinitu UI++ install after EEex. Have BGEE, BG2EE and IWDEE installs following that order and have no major issues. Some components of SCS just have problems and are not fully compatible with Infinity UI++ (like the revised inn resting mechanics), but the main AI and encounter improvements should work. The difficulty widget does not work but there are workarounds,
Comments
Question. Are you able with InfinityUI mod to move the items from a character which is confused or under fear spell etc (you cannot control him at this very moment) to another?
I am able to move the individual items from the inventory (right part of the picture)
Is it normal as it has to be in vanilla?
Shouldn't be the inventory on the right greyed out just like the left part?
To NOT be able to do ANYTHING with a character (in his inventory) who is under some spell (confused, held etc.) and therefor not controllable?
Hi, sorry, what is the NPC bar and what does it do? I am playing with the latest versions of EEEX and InfinityUI and I saw it in the options menu, I assigned a key to it, and when I hover over a sprite and press the key nothing happens.
raceIDS:free()
...
classIDS:free()
Otherwise you can get crashes.
Pick only one. They are both dead, though, with a spruce of bugs for both. Sad, but that's the truth.
I have found a small bug. The icons of SoA and ToB are swapped. What can I do? Is there an entry in a text file I can edit?
and replace it with this
name "rgCampaignList"
rowheight 100
hideHighlight
table "rgCampaigns"
var rgSelectedCampaign
scrollbar 'GUISCRP'
action "
rgCurrentCampaign = rgCampaigns[rgSelectedCampaign].icon
if rgGameEngine == 4 then
onCampaignButton(rgSelectedCampaign)
rgSelectedCampaign = 0
startEngine:DismissChooseCampaignPopup()
else
if rgCampaigns[rgSelectedCampaign].order == 1 then
dwSystemCall('startEngine:OnSoAButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 2 then
dwSystemCall('startEngine:OnCampaignButtonClick',nil,'SOD',true)
elseif rgCampaigns[rgSelectedCampaign].order == 3 then
dwSystemCall('startEngine:OnTBPButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 4 then
dwSystemCall('startEngine:OnSoAButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 5 then
dwSystemCall('startEngine:OnToBButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 6 then
dwSystemCall('startEngine:OnTBPButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 7 then
dwSystemCall('startEngine:OnSoAButtonClick',nil,true)
elseif rgCampaigns[rgSelectedCampaign].order == 8 then
dwSystemCall('startEngine:OnToBButtonClick',nil,true)
end
rgSelectedCampaign = 0
end
"
actionEnter
"
if mouseoverRow > 0 then
highlightedCampaign = mouseoverRow
end
rgSelectedCampaign = mouseoverRow
"
actionExit
"
highlightedCampaign = nil
rgSelectedCampaign = 0
"
}
Thanks, but it only works with Dragonspear UI skin. The other three didn't change.
I'm getting constant CTDs, including when I click a small icon on the additional info box, when some NPCs have abilities refreshing etc. Doing this just made the NPC portraits disappear.
Also about it, I don't really understand how to further customize it. How do I access it's settings?
This one with the NPC stats, right below their portraits. One in many times I clicked that small button the arrow is pointing and it seemed to expand the box a bit, showing their inventory, but all the other times my game crashed.
I'd like to keep a lighter version of this, only showing enemies but only when they are in my LOS. On the same screenshot you can a Werebadger, for example, and that's kind of a spoiler lol solved it
I'd also love to know how I can find the settings to customize it further:
I'm pretty sure I got there once, but no idea where to find it again. Feeling stupid
EDIT: Nevermind, finally found WHERE the NPC bar button is. But any insights on the CTDs is useful.
NPC bar shows you NPC portraits with used weapons, names and Hit Points. You can configure if it shows only enemies or also friendly NPCs around you. However If you want to use it I recommend deleting those lines from \override\my__RDR.lua.
raceIDS:free()
...
classIDS:free()
I've tried and it didn't seem to have any effect. But I can try again.
Just a question before that:
There's only one , so it's easy to know what to erase, but two instances of on the file. Should I delete both?
I think it didn't work before because I made a backup and edited it instead of the file with the correct name lol
--raceIDS:free()
Finally decided to to this for my games. I mostly play IWDEE. Installs fine and everything seems to work (EEex + Bubb's Spell Menu + Infinity UI++). One thing I have noticed is in the spell book/scroll the ovals in the center that should show the numeric spell level shows some other text.
I found two people in this same thread with the same problem but no solution was proposed that I could see. Will give it a read again in case I missed it.
Is it caused by SCS? Even though InfinityUI was installed later. How to fix it?
edit: moved img to attachment, as it was taking too much space.
Usually that happens when a mod that alters the class system is installed and causing conflicts. UI mods should be among the first you install anyway, and SCS near the end or last.
Befor installing SCS you have to set Force_Difficulty_Widget = 0 in the stratagems.ini. Also don't install SCS component ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five.
After that SCS should install without errors. To change SCS settings ingame you can use a innate ability.
Could you post your weidu log? Most likely you would have to to start from scratch i belive.
1. EEEX
2. HIDDENGAMEPLAYOPTIONS
3. STRATAGEMS
4. INFINITY_UI
5. ZG_BG_VOICES (and similar)
6. CDTWEAKS
7. ASHESOFEMBERS
8. METWEAKS
9. DIABLOFICATION (camera lock only)
10. BG-RANDOM-LOOT (items only)
11. NORACERESTRICTIONS
For general install order reference check out:
https://docs.google.com/spreadsheets/d/1tt4f-rKqkbk8ds694eJ1YcOjraZ2pISkkobqZ5yRcvI/edit?gid=676921267#gid=676921267