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[MOD] Infinity UI++ v1.21

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  • p6kockap6kocka Member Posts: 119
    edited January 25
    j4d7zxpcrzef.png

    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?
  • roshanroshan Member Posts: 54
    Pecca wrote: »
    I just released v0.9.

    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.
  • EtaminEtamin Member Posts: 874
    edited January 28
    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.
    Post edited by Etamin on
  • UlkeshUlkesh Member Posts: 334
    edited January 31
    neuroghast wrote: »
    Just stopping by to ask if anyone tried this alongside Talents of Faerun lately?

    I've tried this on my previous modded run (which I assembled mid 2024) and they were incompatible.
    Anything changed?

    I really hope to see these mods working together, it's a shame to have to pick only one!


    Pick only one. They are both dead, though, with a spruce of bugs for both. Sad, but that's the truth.
    Post edited by Ulkesh on
  • VoradorVorador Member Posts: 2
    zs7yn9jaa9qw.jpg

    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?
  • p6kockap6kocka Member Posts: 119
    Look at UI.menu in your override folder. Search for the line 15703
    and replace it with this

    3j4c8adadotx.png

  • p6kockap6kocka Member Posts: 119
    edited February 9
    delete
  • p6kockap6kocka Member Posts: 119
    edited February 9
    or you can just paste this here and replace it
    area 10 250 340 700
    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
    "
    }
  • VoradorVorador Member Posts: 2
    p6kocka wrote: »
    or you can just paste this here and replace it
    area 10 250 340 700
    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.
  • p6kockap6kocka Member Posts: 119
    You are playing in German. Maybe it's just an issue with translating?
  • neuroghastneuroghast Member Posts: 22
    Etamin wrote: »
    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?
  • p6kockap6kocka Member Posts: 119
    What additional info box do you mean?
  • neuroghastneuroghast Member Posts: 22
    edited February 10
    p6kocka wrote: »
    What additional info box do you mean?

    swe1magf8itj.png

    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:

    1ae2rshacayl.png

    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.
    Post edited by neuroghast on
  • p6kockap6kocka Member Posts: 119
    Have you done this?

    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()
  • p6kockap6kocka Member Posts: 119
    After I have done this I didn't have any crashes anymore.
  • neuroghastneuroghast Member Posts: 22
    p6kocka wrote: »
    Have you done this?

    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
    raceIDS:free()
    
    on the file. Should I delete both?
  • neuroghastneuroghast Member Posts: 22
    Ok, I've made a backup and deleted both races and the single class instances you guys mentioned and it seems it's much more stable!

    I think it didn't work before because I made a backup and edited it instead of the file with the correct name lol
  • p6kockap6kocka Member Posts: 119
    you actually don't have to delete those entries. It's safe when you add -- before it.

    --raceIDS:free()
  • deadinsidedeadinside Member Posts: 17
    edited February 21

    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.

    nk3np33ze1sn.png
    9tabs8gp3vd1.png
    Post edited by deadinside on
  • p6kockap6kocka Member Posts: 119
    Just find it here on this forum. There was somebody writing about the same issue.
  • deadinsidedeadinside Member Posts: 17
    p6kocka wrote: »
    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.
  • noTime666noTime666 Member Posts: 20
    edited February 26
    Why all classes show numbers next to them?

    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.
    Post edited by noTime666 on
  • deadinsidedeadinside Member Posts: 17
    noTime666 wrote: »
    Why all classes show numbers next to them? hud7g45dt13w.jpg
    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.
  • noTime666noTime666 Member Posts: 20
    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.
  • moe23moe23 Member Posts: 44
    noTime666 wrote: »
    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.
  • noTime666noTime666 Member Posts: 20
    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.
  • moe23moe23 Member Posts: 44

    Could you post your weidu log? Most likely you would have to to start from scratch i belive.
  • noTime666noTime666 Member Posts: 20
    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
  • moe23moe23 Member Posts: 44
    edited February 26
    Okay you have to install INFINITY_UI directly after EEEX.

    For general install order reference check out:
    https://docs.google.com/spreadsheets/d/1tt4f-rKqkbk8ds694eJ1YcOjraZ2pISkkobqZ5yRcvI/edit?gid=676921267#gid=676921267
    Post edited by moe23 on
  • deadinsidedeadinside Member Posts: 17
    edited February 26
    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,
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