Am I the only one where this mod makes the "new" content of the EE disappear in BGEE ? With the mod, when I walk into the Friendly Arm Inn, Dorn isn't there. Without the mod, he's there.
Am I the only one where this mod makes the "new" content of the EE disappear in BGEE ? With the mod, when I walk into the Friendly Arm Inn, Dorn isn't there. Without the mod, he's there.
Just realized myself that I can't find hexatt on my playthrough either. I also didn't see Neera show up in the bridge district while going through there either. Haven't been to tradesmeet and I didn't check for Dorn when I was in the temple district.
REALLY weird that the EE guys would just be dropped somehow. But hey, IE games and updates with mods, am I right?! Weirder stuff has happened.
Someone got GOOD fix for missing journal entries ? I mean just most of quests from mods are not visible in quest book/journal book. I have to manually save notes for remember it.
Install all the mods you use except DUI and then post override/BGEE.lua.
Or try this.
1. Install the mods you usually install before DUI
2. Backup override/BGEE.lua
3. Install DUI
4. Restore BGEE.lua from backup
5. Install the rest of the mods
6. Create override/M_dui.lua with the following content:
function updateTable(first, second)
for k, v in pairs(second) do
first[k] = v
end
end
fontcolors['X'] = 'FF7D7D7D' -- gold yellow/orange
chapterBackground = ""
-- 0 = BGEE, 1 = BG2EE, 2 = IWDEE
if engine_mode == 0 then
for i = 14, 51 do
-- DUI doesn't check for nil and overwrites existing values
-- I don't know if it's intentional, only single value is actually replaced
-- chapterBackgrounds[20] = "BPEND"
-- everything else from 14 to 51 is nil
if chapterBackgrounds[i] == nil then
chapterBackgrounds[i] = "GUICHP0A"
end
end
end
-- vanilla SoD styles
updateTable(styles, {
gamelog =
{
color = 'B',
font = 'POSTANTI',
point = 12,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
normal =
{
color = 'B',
font = 'MODESTOM',
point = 14,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
normal_parchment =
{
color = '5',
font = 'POSTANTI',
point = 12,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
title =
{
color = '1',
font = 'SHERWOOD',
point = 20,
useFontZoom = 0,
valign = 'center',
halign = 'center',
},
parchment =
{
color = '5',
font = 'POSTANTI' ,
point = 12,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
button =
{
color = 'B',
font = 'MODESTOM' ,
point = 18,
useFontZoom = 0,
valign = 'center',
halign = 'center',
upper = 1,
pad = {8,8,8,8},
},
label =
{
color = 'B',
font = 'MODESTOM',
point = 14,
useFontZoom = 0,
valign = 'center',
halign = 'center',
},
label_parchment =
{
color = '5',
font = 'POSTANTI',
point = 12,
useFontZoom = 0,
valign = 'center',
halign = 'center',
},
button_parchment =
{
color = '5',
font = 'POSTANTI',
point = 12,
useFontZoom = 0,
valign = 'center',
halign = 'center',
pad = {0,5,0,0},
},
edit =
{
color = 'B',
font = 'MODESTOM',
point = 14,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
edit_parchment =
{
color = '5',
font = 'POSTANTI',
point = 12,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
list =
{
color = 'B',
font = 'STONESML',
point = 18,
useFontZoom = 0,
valign = 'center',
halign = 'left',
},
list_parchment =
{
color = '5',
font = 'POSTANTI',
point = 12,
useFontZoom = 0,
valign = 'center',
halign = 'left',
},
gold =
{
color = '$',
font = 'MODESTOM',
point = 12,
useFontZoom = 0,
valign = 'center',
halign = 'center',
},
label_loadname =
{
color = 'B',
font = 'MODESTOM',
point = 20,
useFontZoom = 0,
valign = 'center',
halign = 'center',
},
})
-- DUI specific styles
updateTable(styles, {
rg_trajan =
{
color = '5',
font = 'RGTRAJ',
point = 14,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
normal_big =
{
color = 'B',
font = 'MODESTOM',
point = 18,
useFontZoom = 1,
valign = 'top',
halign = 'left',
},
})
updateTable(const, {
START_CAMPAIGN_BG = 1,
START_CAMPAIGN_BP = 2,
START_CAMPAIGN_SOD = 3,
})
People having issues with missing Dorn and Neera should try this method as well. If BGEE.lua doesn't exist before DUI, just rename it after DUI is installed.
The code is universal and should work for SoD / BG2EE / EET.
Update to my update. Game kept crashing for some reason after using Meowdog's file. I replaced the original one then just played without the EE guy. Haven't crashed since. REALLY weird, maybe because it's a game in progress with a lot of mods?
Another strange thing : I had many crash in the lava area of the Ruined Temple of Amaunator with DSUI, whereas in another run without it I didn't have any.
@TwiceTested@Trouveur
I didn't encounter crashes per se, but multiple times there was a bug that resulted in glitchy graphics even after quitting the game, I basically had to reboot my laptop every time. I think it only happened while talking to NPCs. This was yesterday, today I wasn't able to reproduce it
Is there a way to show the sorcerer's spell slots on the mage book? Like, how many slots you (have in total*/have left) for that level.
In 'MAGE' section of UI.menu file you need to create a label like this:
label
{
-- adjust these properties
area 1050 144 186 36
text style "rg_trajan"
text align right center
-- for sorcerers magePageInfo provides number of slots left
text lua "magePageInfo()"
enabled "bookMode == 0 and characters[id].hasSorcererBook"
}
@meowdog
Thank you! that did it for me. The only thing i had to change was the Y coordinate to 160, so it wouldn't overlap with the "memorized" text, then again, thank you!
Meowdog, my crashes always seem to happen when a dialog pops up. The weirder thing is that I can't seem to repeat it either, it just randomly crashes when it wants to when a dialog is started.
Also, the crashes still happen so it wasn't your fix for the EE stuff that caused it. Luckily it isn't TOO frequent, and usually after the first crash, the next time I open the game it plays just fine.
UGH! This crash thing has gotten annoying. Crashes ever 0-15 minutes for me now. I wish there was some kind of error message that popped up that could help me pinpoint where the crash is being caused. Now it crashes even without dialog pop ups.
@TwiceTested
It's probably not going to help, but there are some logs when you run the game from terminal.
The easiest way to get these logs is to create a bat file, e.g. "run.bat", in the game directory with the following content:
Baldur.exe 2> log.txt
It will redirect messages in terminal to log.txt file.
But unless it crashes because of an error in Lua code, I don't think there will be anything useful in the logs.
Edit:
My "glitchy" problem seems to be a faulty gpu driver:
Linux kernel logs:
[May1 18:03] i915 0000:00:02.0: [drm] GPU HANG: ecode 6:1:85fffffc, in BaldursGateII [19347]
[ +0.000559] i915 0000:00:02.0: [drm] Resetting chip for stopped heartbeat on rcs0
[ +0.101438] i915 0000:00:02.0: [drm] BaldursGateII[19347] context reset due to GPU hang
I was able to reproduce it without any mods with (almost) clean BG2EE install.
Hello, after a long break I've returned to somewhat work on the update. However, as we are expecting an offspring soon, I imagine this is gonna take time. I have a solid amount of work done, but still a huge amount left to do.
So, I'm thinking about looking for a volunteer to help me with it. Some experience with LUA coding and basic knowledge of UI.menu structure would be required I think.
So, I'm thinking about looking for a volunteer to help me with it. Some experience with LUA coding and basic knowledge of UI.menu structure would be required I think.
I was thinking you could choose a new maintainer in case you wont be able to keep working on the mod. Do you think this is possible?
So, I'm thinking about looking for a volunteer to help me with it. Some experience with LUA coding and basic knowledge of UI.menu structure would be required I think.
I was thinking you could choose a new maintainer in case you wont be able to keep working on the mod. Do you think this is possible?
I'm not looking for a maintainer, rather co-developer, though it's just wording. However, the current version of the mod is obsolete and needs to be replaced. It was my first work and no longer upholds the standards I have today. The new version will practically be a new mod, it is being done from scratch.
I'm not looking for a maintainer, rather co-developer, though it's just wording. However, the current version of the mod is obsolete and needs to be replaced. It was my first work and no longer upholds the standards I have today. The new version will practically be a new mod, it is being done from scratch.
I see, good to see your work still goes on. Good luck with it.
I would LOVE to help with this mod, but I fear that lack of knowledge of LUA coding and the UI.menu structure would hold me back from being productive.
Is there anyway for someone who is new to LUA coding able to help with on this? This mod is literally my favorite mod for Baldur's gate and I would love to see it updated with the new patch (I still keep getting crashes when playing with the current version).
@meowdog I finally got the bat created, sorry about the delay. I've attached the log. There is a lot of:
INFO: LUA: UI string not found:
but I'm not sure if that would cause the game to crash. I can reliably reproduce this with a current save file where I go to the bridge district for the first time, cast a spell, then get 'mugged' by a bandit. did it two times so far. Also, the cast a spell part makes me think it might have something to do with the ShadowMagic mod I have installed by AionZ, but again I'm not sure if that's the case.
So, 2.6.6 downloaded automatically without asking (thank you Steam) and now I'm not crashing at the same point. Will play for a bit and let you know if I continue having the issue. REALLY weird, I didn't even re-install my mods and they all seem to be working fine after a patch update.
I would LOVE to help with this mod, but I fear that lack of knowledge of LUA coding and the UI.menu structure would hold me back from being productive.
Is there anyway for someone who is new to LUA coding able to help with on this? This mod is literally my favorite mod for Baldur's gate and I would love to see it updated with the new patch (I still keep getting crashes when playing with the current version).
There is one side project to this mod that doesn't require any coding, if anyone is interested. A while back I was experimenting with creating a bestiary as a journal section based on "Creature: Death" information in the main gameplay log. Such a thing would require to have at least some meaningful description of all creature-races in the games, that would be part of the bestiary. It would also be possible to uncover some additional information based on number of kills, such as combat statistics - but that would require to gather those statistics. And of course it would be nice to have some pictures, at least screenshots of the in-game paperdolls photoshopped in some meaningful manner.
It is a huge amount of work and I wasn't sure if there was any actual demand for this so it stayed as a theoretical possibility, but if I had these data, it could be easily implemented.
First really love this UI its a fantastic package, although I have noticed some small problems, that I hope someone can help me with.
- The Quick Save Button is not working when pressed and is showing the thieving hotkey instead of the Quick Save
- The Quick Loot text in the Hotkey Menu is not displaying correctly and is showing up as text "32217"
- The Dialog Box is too small and some text gets cut off, It seems to be only the box when not actively talking to someone as I notice that it was ok mid conversation with NPC's. I also tried enabling UI edit mode and just moving the box a bit but the Border Graphic is not long enough to accommodate.
@meowdog Thanks for that update file, fixed my issue with the disappearing EE NPC
@Pecca If your looking for descriptions BGEE Sword Coast Survival Guide that is in the Manual folder of the Install location has some decent text with some comments from Volo and Elminster aswell.
@Pecca
It is possible to load lvl 9 spells in a Chain Contingency using your UI mod. Mabe you want to include Bubb's fix in a new release:
"I just tested it - the culprit is Dragonspear UI++. Open UI.MENU and replace all instances of:
maxMagePage >= 8
with
maxMagePage > 8" https://forums.beamdog.com/discussion/comme...Comment_1170657
People having issues with missing Dorn and Neera should try this method as well. If BGEE.lua doesn't exist before DUI, just rename it after DUI is installed.
The code is universal and should work for SoD / BG2EE / EET.
Thanks so much for your work! This fixed my issues!
@Pecca If you have no time to publish an update of the mod for 2.6, would you mind collecting the fixes mentioned in the past page or so and adding them to the first post? It would be really helpful to have them all in one place so we could apply them.
After replacing the bge.lua with the update.zip from meowdog Neera is finally showing up but the entire quest log in journal is empty. Is there a way how to fix it pls?
Comments
REALLY weird that the EE guys would just be dropped somehow. But hey, IE games and updates with mods, am I right?! Weirder stuff has happened.
I suppose we'll have to wait for a workaround or a mod update this time.
I just can't play BG without this mod and his great inventory.
You might also want to add this function to UI.menu file:
Install all the mods you use except DUI and then post override/BGEE.lua.
Or try this.
1. Install the mods you usually install before DUI
2. Backup override/BGEE.lua
3. Install DUI
4. Restore BGEE.lua from backup
5. Install the rest of the mods
6. Create override/M_dui.lua with the following content:
People having issues with missing Dorn and Neera should try this method as well. If BGEE.lua doesn't exist before DUI, just rename it after DUI is installed.
The code is universal and should work for SoD / BG2EE / EET.
Thank you Mewodog for the fix!
I didn't encounter crashes per se, but multiple times there was a bug that resulted in glitchy graphics even after quitting the game, I basically had to reboot my laptop every time. I think it only happened while talking to NPCs. This was yesterday, today I wasn't able to reproduce it
In 'MAGE' section of UI.menu file you need to create a label like this:
Thank you! that did it for me. The only thing i had to change was the Y coordinate to 160, so it wouldn't overlap with the "memorized" text, then again, thank you!
Also, the crashes still happen so it wasn't your fix for the EE stuff that caused it. Luckily it isn't TOO frequent, and usually after the first crash, the next time I open the game it plays just fine.
It's probably not going to help, but there are some logs when you run the game from terminal.
The easiest way to get these logs is to create a bat file, e.g. "run.bat", in the game directory with the following content: It will redirect messages in terminal to log.txt file.
But unless it crashes because of an error in Lua code, I don't think there will be anything useful in the logs.
Edit:
My "glitchy" problem seems to be a faulty gpu driver:
So, I'm thinking about looking for a volunteer to help me with it. Some experience with LUA coding and basic knowledge of UI.menu structure would be required I think.
I was thinking you could choose a new maintainer in case you wont be able to keep working on the mod. Do you think this is possible?
I'm not looking for a maintainer, rather co-developer, though it's just wording. However, the current version of the mod is obsolete and needs to be replaced. It was my first work and no longer upholds the standards I have today. The new version will practically be a new mod, it is being done from scratch.
I see, good to see your work still goes on. Good luck with it.
Is there anyway for someone who is new to LUA coding able to help with on this? This mod is literally my favorite mod for Baldur's gate and I would love to see it updated with the new patch (I still keep getting crashes when playing with the current version).
INFO: LUA: UI string not found:
but I'm not sure if that would cause the game to crash. I can reliably reproduce this with a current save file where I go to the bridge district for the first time, cast a spell, then get 'mugged' by a bandit. did it two times so far. Also, the cast a spell part makes me think it might have something to do with the ShadowMagic mod I have installed by AionZ, but again I'm not sure if that's the case.
Missing ui strings are totally normal.
I don't see in the logs anything out of the ordinary. Well, it was a long shot.
There is one side project to this mod that doesn't require any coding, if anyone is interested. A while back I was experimenting with creating a bestiary as a journal section based on "Creature: Death" information in the main gameplay log. Such a thing would require to have at least some meaningful description of all creature-races in the games, that would be part of the bestiary. It would also be possible to uncover some additional information based on number of kills, such as combat statistics - but that would require to gather those statistics. And of course it would be nice to have some pictures, at least screenshots of the in-game paperdolls photoshopped in some meaningful manner.
It is a huge amount of work and I wasn't sure if there was any actual demand for this so it stayed as a theoretical possibility, but if I had these data, it could be easily implemented.
- The Quick Save Button is not working when pressed and is showing the thieving hotkey instead of the Quick Save
- The Quick Loot text in the Hotkey Menu is not displaying correctly and is showing up as text "32217"
- The Dialog Box is too small and some text gets cut off, It seems to be only the box when not actively talking to someone as I notice that it was ok mid conversation with NPC's. I also tried enabling UI edit mode and just moving the box a bit but the Border Graphic is not long enough to accommodate.
@meowdog Thanks for that update file, fixed my issue with the disappearing EE NPC
@Pecca If your looking for descriptions BGEE Sword Coast Survival Guide that is in the Manual folder of the Install location has some decent text with some comments from Volo and Elminster aswell.
It is possible to load lvl 9 spells in a Chain Contingency using your UI mod. Mabe you want to include Bubb's fix in a new release:
"I just tested it - the culprit is Dragonspear UI++. Open UI.MENU and replace all instances of:
maxMagePage >= 8
with
maxMagePage > 8"
https://forums.beamdog.com/discussion/comme...Comment_1170657
This doesn't work with EET?
My entire playthrough is down the drain