Skip to content

[MOD] Infinity UI++ v1.19

12021222325

Comments

  • DosEquisDosEquis Member Posts: 11
    Pecca, while I really wish you still had the desire to take this mod as far as you had originally envisioned.... you are still, by FAR, the best game in town for your particular niche, and the biggest reason while I still play these games.....

    All that to say.... thanks, man. 🙂
  • VerNOXVerNOX Member Posts: 4
    Could you please tell me how the NPC panel works? Is it a separate panel that requires a click, or is it a setting in the portrait panel? Because the settings I've set don't seem to be working...
  • JediMindTrixJediMindTrix Member Posts: 312
    Not sure if this would happen in vanilla, as I have spell revisions and scs installed, but I am able to remove items from the inventories of characters under the maze effect
  • EtaminEtamin Member Posts: 858
    edited October 14
    Pecca wrote: »
    As I said this windows is skinned (you can see bg1 skin of cheat menu in screenshots in the OP).
    What game, what other mods do you have, can you give me a screenshot?
    Does anyine else have this issue?
    For me it looks like that. I have heavily modded EET, so yeah, that's probably some mod issue.

    97g0ykyqcvpf.png


  • PeccaPecca Member Posts: 2,272
    Okay that is Improved Cheat Menu of Reveal Hidden Gameplay Options Mod. I send a pull request with button skin fixes. It will be in the next release of that mod.
  • PeccaPecca Member Posts: 2,272
    VerNOX wrote: »
    Could you please tell me how the NPC panel works? Is it a separate panel that requires a click, or is it a setting in the portrait panel? Because the settings I've set don't seem to be working...

    There are 2 components of this mechanic.

    NPC panel is separate panel, you allow it by selecting a key that opens it in UI++ settings. You can customize it by clicking NPC bar settings button on gameplay screen (next to settings button with head icon). If you select option "selected creature only" you must hover over creature and hit the selected key to open single panel for selected creature. If you don't select this option, you see panel with all creature nearby. You can also see spell effects affecting creatures with round timers if you allow the options in NPC bar settings window.

    PC effects is another component, you must allow it in UI++ settings. It will show current effects on your party memmbers next o their portraits with round timers (same as NPC effects). You can also click on the effect icon to see the spell description.

    Originally, you could right-click the creature in NPC bar to display additional info about it, including items, however, this feature is bugged and I have not been able to figure it out, it only works on my old copy, back when I was developing it. I'm not currently actively trying to solve this, maybe in the future.

    However maybe the biggest problem of this entire feature is, as was already mentioned by someone, it may cause the entire game to slow down. I have not tested it much, I was just exploring the potential, so really don't know if the feature is viable in the long run at all, or if it is possible to optimize it somehow. It runs on EEex functions, and I have not delved very deep into EEex myself.
  • SourSour Member Posts: 160
    edited October 15
    I'm not complaining but just a reminder. Magical Helmet descriptions are garbled and the modern UI text screen no longer makes character portraits disappear like it did up to version .9 of the mod. The issue with the helmet descriptions started to happen after you released version V.9. The issue with the text popup no longer making character portraits disappear started around .93 I believe. Pictures of both of these problems have been provided within this thread previously.

    BTW, the new skins looks great. Good job.
  • JanWJanW Member Posts: 46
    Sour wrote: »
    I'm not complaining but just a reminder. Magical Helmet descriptions are garbled and the modern UI text screen no longer makes character portraits disappear like it did up to version .9 of the mod. The issue with the helmet descriptions started to happen after you released version V.9. The issue with the text popup no longer making character portraits disappear started around .93 I believe. Pictures of both of these problems have been provided within this thread previously.

    BTW, the new skins looks great. Good job.

    Can confirm about the helmets:

    bqn0fqe7nivd.png
  • JediMindTrixJediMindTrix Member Posts: 312
    Minor issue but I'm fairly certain it isn't intentional, importing from a savegame restarts the theme music loop.
  • PeccaPecca Member Posts: 2,272
    Sour wrote: »
    I'm not complaining but just a reminder. Magical Helmet descriptions are garbled and the modern UI text screen no longer makes character portraits disappear like it did up to version .9 of the mod. The issue with the helmet descriptions started to happen after you released version V.9. The issue with the text popup no longer making character portraits disappear started around .93 I believe. Pictures of both of these problems have been provided within this thread previously.

    BTW, the new skins looks great. Good job.

    Cannot reproduce the helmet images bug. Are you using other mods? Are all helmet description images corrupted, and only helmet images? This mod is not touching item images, but it is possible another mod is using the same PVRZ numeric series as I do (34000+), so they become incompatible.

    I'm not sure what "modern UI text screen no longer makes character portraits disappear" means. Can you explain that?
  • SourSour Member Posts: 160
    edited October 16
    When you talk to people, the text box opens up and the interface disappears, but after release .93 all character portraits remain on screen when the text box is opened up for conversation.

    Here is what it should look like.

    OcEYx7V.jpeg

    Here is what it looks like since release .93

    tr9724s.jpeg

    As for the garbled helmet pictures, It's only magical helmet's that are garbled. It didn't start happening until after release 9.0. If I install infinity UI versions before that point they display fine. I'm using EET with SCS, EEEX, EEfix pack, CD Tweaks and a bunch of quest mods like loretakers, gorgan's eye ect.

    I've been using this mod since you first released it and I've upgraded it every time there is an update. I had zero problems until version 9.0. If I download Infinity UI .81 beta from github it works flawlessly on the same install. If I install .9 or later it breaks the helmets and upgrading to version .94 or later will break the character portraits during conversation. These are minor issues but I would love to see them fixed. Unfortunately, I don't have any clue what is causing the problems for me. My mod installation has remained the same, it's the different versions of infinity UI that cause these problems. It's possible that the mods I'm using didn't cause problems with Infinity UI .81 and earlier but do cause problems with .9 and later. If that is the case, I'm not sure which mods would be causing the issues.

    Post edited by Sour on
  • JanWJanW Member Posts: 46
    JanW wrote: »
    Sour wrote: »
    I'm not complaining but just a reminder. Magical Helmet descriptions are garbled and the modern UI text screen no longer makes character portraits disappear like it did up to version .9 of the mod. The issue with the helmet descriptions started to happen after you released version V.9. The issue with the text popup no longer making character portraits disappear started around .93 I believe. Pictures of both of these problems have been provided within this thread previously.

    BTW, the new skins looks great. Good job.

    Can confirm about the helmets:

    bqn0fqe7nivd.png

    More details @Pecca

    Latest Steam BG2EE on Windows 10, clean file integrity checked install.
    Only mod installed is Infinity UI++ v1.18
    Item HELM05

    weidu.log:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~INFINITY_UI/INFINITY_UI.TP2~ #0 #0 // Install Infinity UI++ Core Component: v1.15
    ~INFINITY_UI/INFINITY_UI.TP2~ #0 #1 // Add Transparent Tooltip Background: v1.15
    ~INFINITY_UI/INFINITY_UI.TP2~ #0 #2 // Update several strings in Dialog.tlk: v1.15
    
  • JediMindTrixJediMindTrix Member Posts: 312
    https://i.imgur.com/xMlXH15.png

    in dialog mode, when you select the button that shows you your dialog history, it cuts off about 2 lines worth of the most recent dialog and there is no way to see it until you select a dialog option
  • PeccaPecca Member Posts: 2,272
    https://i.imgur.com/xMlXH15.png

    in dialog mode, when you select the button that shows you your dialog history, it cuts off about 2 lines worth of the most recent dialog and there is no way to see it until you select a dialog option

    There is no button that shows dialog history. There is a quickload button and write to journal button. Dialog history can be seen by scrolling up as in non EE game. What button do you mean?
  • noTime666noTime666 Member Posts: 5
    edited October 19
    Hi, my log window is gone and the buttons do not fit. How do I fix it?
    ciokxva7pv4q.png
    I can live with these buttons, but I do need my logs.

    Edit: I've figured it out. Modern HUD had to be activated. And the log box is called "messagebox".
  • PeccaPecca Member Posts: 2,272
    edited October 19
    Released new version with some fixes.
    @noTime666 by complete accident I just released fixes for 16:10 ratio and messagebox because I was experimenting with my tablet.
  • Kensei_xXxKensei_xXx Member Posts: 302
    edited October 20
    Pecca, is it possible to add more portraits to the starting selection screen? And if so, how do I do this, which file is responsible?

    and btw,
    Could you add compatibility for the NWN in BG2 and IWD in EET Mods, so that their respective campaigns are shown on the starting screen?
  • PeccaPecca Member Posts: 2,272
    edited October 21
    Kensei_xXx wrote: »
    Pecca, is it possible to add more portraits to the starting selection screen? And if so, how do I do this, which file is responsible?

    and btw,
    Could you add compatibility for the NWN in BG2 and IWD in EET Mods, so that their respective campaigns are shown on the starting screen?

    You mean add custom portraits to the portrait picker screen? Same as in non-moded version, just put it in portraits folder. This mod only adds a feature for custom portraits, that if you name it starting with "f#" or "m#", they will only appear when respective gender is selected. Otherwise they will apeear in both lists.

    I plan no mod compatibility at this time.
  • Kensei_xXxKensei_xXx Member Posts: 302
    I tried the Reflections of destiny and Faces of good and evil portrait packs on BG1 and they don't show.
    I also noticed that Imoens BG2 portrait is missing on the selection screen.
  • PeccaPecca Member Posts: 2,272
    Are those portraits in portraits folder? If not it is likely in the override and updating portraits list in bgee.lua. InfinityUI overrides portraits list in UI.menu though. If that is the case then either put the portraits in the portraits folder or update portraits list in ui.menu (line 287) with the added portraits based on the list in bgee.lua.
  • Kensei_xXxKensei_xXx Member Posts: 302
    edited October 22
    Reflections are copied into the portraits folder, Faces of good and evil into override. Tried some custom portraits too, which didn't work either in the portraits folder.
    I'll check the menu file and see how it goes.
  • Kensei_xXxKensei_xXx Member Posts: 302
    Ok, my fault. I had the portraits file copied into the game folder, but you have to put it into documents to make it work.
  • noTime666noTime666 Member Posts: 5
    edited October 22
    Pressing F5 (thief skill) messes up my UI, is it some key binding that InfinityUI adds? I had the same problem on DragonspearUI.
    Can I disable this key binding somehow?
  • YTheonYTheon Member Posts: 2
    noTime666 wrote: »
    Pressing F5 (thief skill) messes up my UI, is it some key binding that InfinityUI adds? I had the same problem on DragonspearUI.
    Can I disable this key binding somehow?

    I think UI Edit Mode uses F5 to save the layout. If you installed "Reveal Hidden Gameplay Options" "Enable UI Edit Mode" component, then you should be able to disable this in Gameplay Options. Else maybe in some config file!?
  • noTime666noTime666 Member Posts: 5
    I remember it from DragonspearUI but I cannot find "Enable UI Edit Mode" in InfinityUI options :/
  • DyonisDyonis Member Posts: 26
    88yeb5po4xse.png

    It should be here near the bottom. If your menu doesn't look like this then something went wrong with the install I'd guess.
  • noTime666noTime666 Member Posts: 5
    edited October 26
    I don't have it. It's a separate mod? https://github.com/Argent77/A7-HiddenGameplayOptions
    Maybe I used to have it in the past and Baldur.lua remembers my old settings.
  • scottfweintraubscottfweintraub Member Posts: 3
    edited October 26
    Apologies if this is already covered, but its difficult to search across just 1 thread in here, and google hasn't been helpful...
    I've got an EET install with this mod, and it seems to work for the most part, but there's a couple related issues. I have odd unexpected effect icons to the left of portraits, redundant to inside, and the descriptions are missing data. any idea whats doing this?
    ebgp2mzq0omh.png

    Edit ...

    OK, I found I can turn this off in ++ settings, but why does it show effects I don't think I have and why is there missing data? Does this have anything to do with the mysterious -1 to str half my party seems to inexplicably have? I havent' come close to encountering undead/drain yet.
  • YTheonYTheon Member Posts: 2
    Hello @Pecca !
    In the main menu, in the campaign selection area the SoA and ToB icons are reversed when using the IWDEE, BGEE or BG2EE themes. The Dragonspear theme works OK.
    jmbla6mq1q6m.jpg
  • ErykErykErykEryk Member Posts: 85
    Hello, is this beautiful mod compatible with SCS? eeEx?
Sign In or Register to comment.