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[MOD] Infinity UI++ Beta v0.95

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  • FortDrakonFortDrakon Member Posts: 1
    This is amazing, thank you.
  • EsceenEsceen Member Posts: 12
    Hi, I installed this UI on EET without any other mod,and the character experience is not displayed properly in Chinese language as shown in the picture.
    wfnm2aj0odzs.png
    g0d2931fzpsc.png
    8gjcgyajxrvb.png
    b05szu8k26cq.png
  • calahircalahir Member Posts: 19
    Hi, I have encounered a problem of compatibility between InfinityUI and SCS. I tried to insatall it both ways (first SCS, then IU ; and the other way around). In both cases there are no difficulty settings from SCS in the options (including fine-tuning and an option "No difficulty-based damage changes"). There is only the generic difficulty slider which uses the terms from basic game and from SCS (e.g. "core rules" instead of "tactical"). What have I done wrong?
  • TrouveurTrouveur Member Posts: 856
    UI mod should be install among the first mods, SCS among the last.
    I have both on my install and the difficulty slider is the one from SCS.
    No difficulty based damage change is a vanilla option, not from SCS.

    Did you start from scratch after your first install with SCS then UI, or did you just uninstall the mods then reinstall them in the correct order ?
  • SkymenthSkymenth Member Posts: 4
    Hey @Pecca
    Thank you very much for your work, this is absolutely gorgeous. I had not played BG for some years, what a great contribution you made!
    As mentioned, there is a compatibility problem with the kit-to-kit mod. The problem is not just during character creation but also in the game: the kits options are not displayed during the dual-classing process.

    @calahir As Trouveur said, the problem comes from your install order. You should follow the order suggested here: https://docs.google.com/spreadsheets/d/1tt4f-rKqkbk8ds694eJ1YcOjraZ2pISkkobqZ5yRcvI/edit?gid=1180139617#gid=1180139617
  • VicenVicen Member Posts: 37
    Keep up the great work! Eager to see 1.0!
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 28
    Someone's feedback that he installed InfinityUI, which includes IWD1-EET, IWD2-EET, Icewind-EET, NWNForBG, and treated IWD1 and IWD2 as independent campaigns through IWDEET-Integration. I also installed the independent campaign components of NWNForBG, but these independent campaigns are not displayed in the campaign selection interface
  • ThelsThels Member Posts: 1,454
    I've been experimenting a bit with this mod, and so far I really like what I see. I'm seriously considering switching to this as my go-to UI mod from LeUI. There's only two things I'm missing that is offered by LeUI:

    - The Blue and Gold interface from BGEE. I find it the prettiest UI of all the BG/IWD games.
    - "Select All" buttons when interacting with a store or container.

    I understand that UI skins are a lot of work, so I'm not expecting the BGEE skin.

    However, it would be nice if there was a "Select All" button in the store and container interface:
    - When interacting with a store, the "Select All" button should select all items in the inventory that the storekeep is willing to buy, EXCEPT containers. This allows you to quickly empty your inventory with just two clicks (Select All, Sell).
    - Likewise, when interacting with a container, the "Select All" button should select all items in the inventory that fit inside the container. This allows you to quickly fill the container with just two clicks (Select All, To Container).
    - (LeUI also adds a Select All button for the Container itself, which selects as many items from the top of the list as would fit in your Inventory, but this button is situational at best.)

    Some other things I noticed:
    - If you set B3Scale Percentage in Baldur.lua to 0.75, and start BGEE with UI++ installed, it gets changed to 0.7. Without UI++ installed, it stays at 0.75. At 1440p, 0.75 seems close to the perfect value to not get small holes between the portraits, the command interface, and the dialogue box.
    - When you tweak the EEex UI scale and then close the UI++ Settings window, the Options screen looks weird. The background has scaled with the difference, either adding a black area, or expanding beyond the edge of the screen. The button locations are also off. Closing and reopening the Options screen fixes it.
    - If you enable "Lock character on party inventory" and move your mouse over any backpack other than the active character, the paperdoll changes to someone in a brown outfit and no equipment, depending on the active character. While Imoen is active, the paperdoll still looks like a human female thief when I mouse over Charname's backpack. But when Charname (a Female Human Cavalier in my case) is active, the paperdoll changes to a Female Human Mage.
    - If you have the NPC Options Window open and open the options screen, the NPC Options Window is still there in the background, but you cannot close it.
    - I couldn't figure out how to add anyone using the NPC Options Window.

    Either way, thanks for making such an awesome looking interface!
  • PeccaPecca Member Posts: 2,228
    edited March 13
    Thanks for feedback. I got sidetracked, yet again, so releasing v1 got delayed, yet again.

    I could add select all button, why not. No to the blue skin, I don't like that. In fact I became UI modder largely because I did not like it :)
    Any mod compatibilities will come after v1.
  • EtaminEtamin Member Posts: 841
    edited March 13
    When i install this mod dialogue box covers part of the interface both in scaled and nonscaled UI (in modern HUD is ok).
    muio7xsq8gfq.png
  • TrouveurTrouveur Member Posts: 856
    You can move the dialog box anywhere.
  • EtaminEtamin Member Posts: 841
    Trouveur wrote: »
    You can move the dialog box anywhere.

    How? I was trying to do it.
  • PeccaPecca Member Posts: 2,228
    There is an option "unlock message box" in ui settings. This should not happen however, not sure why it happens to you.
  • PeccaPecca Member Posts: 2,228
    About the inventory sprites with "lock character" setting, that is work in progress. Sprites are hardcoded and I'm trying some workaround. Not sure if I can solve it though, there seem to be no good solution that I would be satisfied with. Maybe I will simply remove it completely for that setting.
  • SourSour Member Posts: 151
    edited March 15
    I'm having the same problem as Etamin when it comes to the standard UI. If I use the modern UI, I've noticed that character portraits no longer disappear when the text box comes up like they used to. Here is an example.
    a3CF823.jpg

    I'd also like to throw out a reminder that some magical helmets have corrupted pictures when you read their descriptions. This started happening in last couple releases.
  • ThelsThels Member Posts: 1,454
    edited March 16
    In Baldur.lua, if you have the following entry:
    SetPrivateProfileString('Program Options','Never Show Nuisance SOD','0')

    Then the main menu will have an overlay that makes everything look darker. You can mouse over the buttons and they'll lit up, but you can't actually click anything, as if the overlay is blocking it. If you close the game, the close confirmation dialogue appears in front of the dark overlay, and can be clicked properly.

    Changing the value in the lua file from 0 to 1 fixes the problem.



    On a completely separate note, the autoroller seems a lot slower than the autoroller in EEUI Tweaks. Perhaps because this one checks for Percentile Strength?

    But in EEUI Tweaks, I can get 100 stats with /100 percentile strength in like 10 minutes (which requires resetting every time it rolls a 101+, as it doesn't give an option to prioritize percentile strength). This won't even generate a 95 with /100 percentile strength.



    On the Character Generation screen, when selecting the Difficulty, the text to the far right gets cut off.
    c32dj9hd6ivz.png



    The Dialog window seems to keep forgetting its exact size and location (I've moved the interface bar to the bottom right, and the Dialog window in between the portraits and the interface. Every time I restart the game, it moves a little up and sideways, and gets a bit wider than it's supposed to, so I have to reposition it every time I restart the game.


    Quicksave Slots 5 and 6 seem to override the Chapter 1 and 2 Starts?
    Post edited by Thels on
  • EtaminEtamin Member Posts: 841
    I played a little bit with your UI and heavily modded EET. I noticed few things. First of all I get this bug everytime I launch EET, but like i said i installed ~40 mods, so I'm not even sure if this is conected with your mod:
    v02zshtlee3m.png
    There are 2 settings without proper names and descriptions:mvg5778qilct.png
    In journal there are few not transtaled tabs:
    qvuznpp26txd.png
    In polish it should be: Beasts -> Potwory; Bestiary -> Bestiariusz; Library -> Biblioteka (albo Księgozbiór); Animal -> Zwierzę
    Second tab in bestiary doesn't have a proper name:
    vsj976de6l6z.png
    In level up screen buttons overlap each others:
    kex0zxpud5ar.png






  • ThelsThels Member Posts: 1,454
    edited March 18
    For those who, like me, want EEex UI scaling in steps other than 10%, edit UI.menu, and search for the following line:
    B3Scale_SetPercentage(RgSettingEEexZoomUI/10)
    

    Then comment it out by placing -- in front of it, so:
    --B3Scale_SetPercentage(RgSettingEEexZoomUI/10)
    

    You can then use the following console command to change the scaling:

    B3Scale_SetPercentage(0.78)

    Replace 0.78 with whatever value you prefer. You might have to disable and enable Modern HUD to get the elements realigned.

    After trying several values, I found 0.78 to look best on Modern HUD at 1440p.



    Pecca: Is it possible to swap the dialogue and the portraits, so the dialogue is in the bottom left and the portraits are in the bottom right? I looked in ui.menu, but all 6 portraits seem to have the same coordinates of 1 0 0 118.


    Etamin wrote: »
    I played a little bit with your UI and heavily modded EET. I noticed few things. First of all I get this bug everytime I launch EET, but like i said i installed ~40 mods, so I'm not even sure if this is conected with your mod:
    v02zshtlee3m.png

    Did you install SCS' NPC customization tweak? If so, you might want to check my findings here:

    https://www.gibberlings3.net/forums/topic/39310-issues-when-combining-eeex-and-infinity-ui-and-scs/
  • EtaminEtamin Member Posts: 841
    edited March 18
    Thels wrote: »
    Etamin wrote: »
    I played a little bit with your UI and heavily modded EET. I noticed few things. First of all I get this bug everytime I launch EET, but like i said i installed ~40 mods, so I'm not even sure if this is conected with your mod:
    v02zshtlee3m.png

    Did you install SCS' NPC customization tweak? If so, you might want to check my findings here:

    https://www.gibberlings3.net/forums/topic/39310-issues-when-combining-eeex-and-infinity-ui-and-scs/

    I installed everything from SCS, so probably this too. Thanks for mentioning.
  • ThelsThels Member Posts: 1,454
    If "Lock character on party inventory" is enabled, you need to click the portraits to switch the active character. Would it be technically possible to click a portrait while the mouse is holding an item? I notice that currently you cannot do so. It would be convenient if you're holding an item in your mouse cursor, and want to equip that on a specific character, you could just click their portrait to select that character, and then place it in their equipment slot.

    Unfortunately, currently, you first need to put the item back into a backpack slot, click the portrait, pick the item back up, and then place it in their equipment slot.

    The 1-6 hotkeys unfortunately also don't seem to work on that page.
  • PeccaPecca Member Posts: 2,228
    Thels wrote: »
    If "Lock character on party inventory" is enabled, you need to click the portraits to switch the active character. Would it be technically possible to click a portrait while the mouse is holding an item? I notice that currently you cannot do so. It would be convenient if you're holding an item in your mouse cursor, and want to equip that on a specific character, you could just click their portrait to select that character, and then place it in their equipment slot.

    Unfortunately, currently, you first need to put the item back into a backpack slot, click the portrait, pick the item back up, and then place it in their equipment slot.

    The 1-6 hotkeys unfortunately also don't seem to work on that page.

    Portraits elements have hardcoded behaviors concerning items interactions, so no. Either having them replaced with normal button with portrait pictures, that would loose other functions like status icons and health, or add another element next to the portraits. But perhaps not playing with lock character option would do the trick?
  • ThelsThels Member Posts: 1,454
    Ah, if it's a technical limitation, then unfortunate, but so be it.

    Playing without the locked character makes me flip to the wrong character too often when trying to drag an item from someone's backpack to their inventory, but that's probably just a skill issue on my end. I might give it another try, may just need to get used to it.
  • JustLeftJustLeft Member Posts: 78
    If I have 20-40+ spell slots at a level 1 for example, will it show up in the spell book or will the extra spells be hidden similar to vanilla?
  • PeccaPecca Member Posts: 2,228
    JustLeft wrote: »
    If I have 20-40+ spell slots at a level 1 for example, will it show up in the spell book or will the extra spells be hidden similar to vanilla?

    It will show in a scrollable list
  • JustLeftJustLeft Member Posts: 78
    Nice, thank you.
  • EtaminEtamin Member Posts: 841
    edited March 23
    Hi, I'm writting here because I can't send any massage on this forum for several days.
    I’m sending updated polish translation: https://easyupload.io/zfa685
    I have noticed few things during translation:

    1) Battle Horror and Helmed Horror have the same description. However Helmed Horror is mentioned in both of them. I guess that in battle horror description, should be battle horror:

    Battle Horror, a creation of ancient magics and arcane craftsmanship, strides through the darkness with an aura of silent menace and unyielding resolve. Forged from enchanted armor and animated by powerful spells, this spectral guardian embodies the timeless vigilance and unwavering loyalty of its creators. Clad in gleaming steel and adorned with mystic sigils, the Helmed Horror strikes fear into the hearts of those who dare to cross its path.",

    2) What do you mean here?
    “A great cat is a redoubtable foe in battle and is surprised only on a 1.”

    3) In brain golem description there's repetition:
    "its form pulsating with arcane energy and pulsing with arcane energy. "

    4) Would it be possible to have seperate slider for dialoguebox font size only?

    bis2fig1bg6l.png


    By the way, when can we expect next update? Will it be 1.0?
    Post edited by Etamin on
  • ThelsThels Member Posts: 1,454
    If there are a lot of items on the ground, the Quick Loot All button will happily pick up more than 10 items at a time. However, when the number of items gets closer to 10, the Quick Loot All button only picks up 10 items, and you have to click it a second time to pick up the remaining items.
  • EtaminEtamin Member Posts: 841
    I deleted SCS' NPC customization tweak and now i have this bug:
    9yiaffohd4o1.png
    Here's my weidu. Any idea what can it be this time?
  • ThelsThels Member Posts: 1,454
    @Etamin It's probably a lot safer to do a fresh install than to try and uninstall mods that affect the UI.

    I found something peculiar in my current playthrough. The Loot All button can, in very specific situations, apparently destroy loot.

    I killed Raiken's men before killing Raiken himself, pressing Loot All after every kill. Eventually, my backpack was full, but I could still loot the Arrows and Bandit Scalps that way. When Raiken dies, this is still on the ground:
    bk2j8li5pr6d.png
    And this is my backpack:
    cpxu8pmkhi5o.png
    Pressing Loot All, I should be able to pick up the Bandit Scalp and the Gold, but not the War Hammer +1. However, when I press Loot All, the War Hammer +1 also disappears:
    r826zg68th1y.png
    The Bandit Scalp and the Gold are correctly added to the inventory, but the War Hammer +1 seems to have disappeared completely:
    wpnl2s4tikjb.png
    If I save and reload, the items are displayed in a different order. Pressing Loot All then loots the Bandit Scalp and the Gold, while leaving the War Hammer +1 properly on the ground.
  • EtaminEtamin Member Posts: 841
    edited March 31
    @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?

    Post edited by Etamin on
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