Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
It's not impossible, but I'm not going to do it. And UI mods are usually incompatible with each other, so it would likely end up in a mess, sorry.
I've got spam messages in infinityloader.exe while in a game with less than 6 party members (and another separate - in inventory screen):
INFO: [string "menu"]:115: attempt to index local 'name' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__index'
menu:115: in function <[string "menu"]:107>
(...tail calls...)
INFO: [string "menu"]:158: attempt to index field '?' (a nil value)
stack traceback:
return debug.traceback():1: in main chunk
=[C]: in function '__index'
menu:158: in function 'rgShouldGreyOutInventory'
function enabled00000000050D3350 () return rgShouldGreyOutInventory(charTable[6]) and rgInventoryMode == 0 end:1: in function <[string "function enabled00000000050D3350 () return rg..."]:1>
AI's solution, that worked for me, sharing it here only for technical references:
changed UI.MENU lines 26536–26555 and 10353–10355 (i guess they would differ between installs) with:
function rgGetPcNames()
local result = ''
if #combatLog < 7 then
rgEmptyLog = 0
end
for i = 0, Infinity_GetNumCharacters() - 1, 1 do
local name = Infinity_GetPortraitTooltip(i)
if name ~= nil then
lines = {}
for s in name:gmatch("[^\r\n]+") do
table.insert(lines, s)
end
name = lines[1]
if name ~= nil then
result = result .. ' ' .. name
end
end
end
rgCharNames = result
return rgCharNames
end
function rgShouldGreyOutInventory(charid)
if charid == nil or characters[charid] == nil then return false end
return characters[charid].HP.current <= 0 or rgIsCharacterOrderable(charid) == false
end
Comments
It's not impossible, but I'm not going to do it. And UI mods are usually incompatible with each other, so it would likely end up in a mess, sorry.
INFO: [string "menu"]:115: attempt to index local 'name' (a nil value) stack traceback: return debug.traceback():1: in main chunk =[C]: in function '__index' menu:115: in function <[string "menu"]:107> (...tail calls...)INFO: [string "menu"]:158: attempt to index field '?' (a nil value) stack traceback: return debug.traceback():1: in main chunk =[C]: in function '__index' menu:158: in function 'rgShouldGreyOutInventory' function enabled00000000050D3350 () return rgShouldGreyOutInventory(charTable[6]) and rgInventoryMode == 0 end:1: in function <[string "function enabled00000000050D3350 () return rg..."]:1>AI's solution, that worked for me, sharing it here only for technical references:
changed UI.MENU lines 26536–26555 and 10353–10355 (i guess they would differ between installs) with:
function rgGetPcNames() local result = '' if #combatLog < 7 then rgEmptyLog = 0 end for i = 0, Infinity_GetNumCharacters() - 1, 1 do local name = Infinity_GetPortraitTooltip(i) if name ~= nil then lines = {} for s in name:gmatch("[^\r\n]+") do table.insert(lines, s) end name = lines[1] if name ~= nil then result = result .. ' ' .. name end end end rgCharNames = result return rgCharNames end