I've installed the latest version (v1.19) on a clean BG1EE install and right after the game starts the screen is darkened and you can select anything. Anyone else has this problem?
I've installed the latest version (v1.19) on a clean BG1EE install and right after the game starts the screen is darkened and you can select anything. Anyone else has this problem?
Any chance of making the skin compatible with Enhanced Powergaming Scripts settings panel on IWDEE?
Currently it doesn't seem to properly support it. There's a blank no-name button (which contains the toggles) and the EPGS button which only contains the AI description.
Did anyone manage to install SCS and play on InfinityUI?
There are more incompatible components than those 3 that somebody listed. For me batch install mode messes up the UI. Without batch mode first 3 gameplay components install fine but when I select more, the UI is broken and when I run the game I get errors:
string M_DW_OOD.lua:301 unexpected symbol near
Invalid token in menu: [dwOnOpen] on line 36613
Iirc I managed to run Infinity UI + EEex with SCS by not installing the extra spells of SCS except for Arcane Spells from IWD, those seem to work. All the AI stuff seems to work with Infinity UI.
I noticed a small glitch when playing the german version on IWD. When you enter the spell menu, there are strange infos written where the spell level should be, like names of creatures and such;
@Pecca Not sure if you missed this one, but I am experiencing the same issue in the English version of the mod. Clean install of IWDEE with only EEex and InfinityUI++ installed (in that order):
Iirc I managed to run Infinity UI + EEex with SCS by not installing the extra spells of SCS except for Arcane Spells from IWD, those seem to work. All the AI stuff seems to work with Infinity UI.
I didn't install any spell components. SCS gameplay components bork my UI. I mean, first 3 components are fine but after installing the others, I cannot use my inventory, all items are gone. EEex is fine but the timer bars are misplaced.
@Pecca SoA and ToB logo's are swapped on a clean install of BG2EE with EEex, InfinityUI++, Remastered Spell Icons, and Convenient Enhanced Edition NPC''s:
I am testing Infinity UI with many other mods installed, and for now it looks very good. The only very bad thing I can see is that it removes the campaign menu totally and give access only to the default EET campaigns. If someone installed NWN or IWD as a campaign, it's not possible to play it. @Pecca would it be possible to bring back the button for the campaign select menu? Like just to add it there, where you placed the campaign buttons.
After installing CluaFr (CLUAFR/SETUP-CLUAFR.TP2~ #1 #13), which adds lines like {" ", " BALDUR'S GATE "} to BGEE.lua as header labels for the console area list, the game with InfinityUI mod installed will experience a blank map interface and missing area list display in the console.
How could I ever miss this mod? I was not a huge fan of the SoD UI of the previous mod aestheticaly. But this one rocks! Especially the BG2 UI theme is drop-dead gorgeous! My favorite game is the original bg2 so it has that byzantine-mosaic-with wines aesthetic appeal! My eyes feast on every screen, the game becomes one hundred times more appealing. Not to mention all the new functions and beauties (bestiary?! woo! mod makers are good kind of crazy! much love!)
I also use the single inventory screen and the alternate shopping screen (hate the large spread of shop screen, cant get used to it) and its very easy to switch, so really this mod is the best. The best!
Compatibility with the SCS difficulty fine tuning in the options screen is a problem. I solved it thus:
I made a SCS installation first. Keep the SCS modified UI of the base game. CUT and paste it to desktop. I then installed Infinity UI mod. Then I chose and cut all the Infinity UI files from override folder, (I have other mods, but Infinity UI mod files are the latest installed I can see them clearly when I list the files in order of time created) Then I created a new folder in base game installation adress named characters. I paste the Infinty UI mod files and the Infinity UI file there.
The game doesnt use characters folder in the base installation location (it uses the my files location) so I can use the new characters folder under the base game folder as a dump for Infinity UI files. The game still reads them and they have priority over the override folder. I copy the SCS modified base UI file back to override folder. The game will still prioritise Infinity UI file in the characters folder.
Now when I start game, Infinity UI works normaly. When I desire to finetune SCS difficulty, I simply quit the game, rename characters file folder to characters2 (so the game doesnt read them anymore and reverts back to SCS modified UI file in the override) when I restart the game, it reads only the SCS UI file in the override. Thus its regular old UI with SCS fine tune options enabled. I fine tune the difficulty as I see fit. Exit game. Rename the characters2 folder back to characters. Restart the game and once again Infinity UI takes priority in all its glory!
A bit of a mouthful method, but actualy very easy and helps me get the best of the both worlds.
1) Why is scs compatibility actually an issue? I'ver read about this fine tune menu - isn't it basically subbed by your choice at game's start?
So Scs goes as hard as you have in your difficulty setting. But then, if you have to micromanage the settings by tailoring them differently, that's a different thing: I guess that's the instance you are referring to, isn't it?
2) Scs has an interesting plugin that makes it so that you can assign skill points to thieves really fast. Does infinity ui provide with a faster way to assign skill points to thieves?
1- yup, newest SCS mod puts a new submenu in game options called 'Fine-Tune difficulty.' There, you can choose advanced enemy ai details like use of prebuffing, high level ability use, among many many options. The base game difficulty (normal-hard-insane) adjusts these somewhat but you can custom tailor more with the finetune submenu:
However, you can set an .ini option in the scs ini BEFORE installing SCS so it doesnt adjust UI,
from readme:
force_difficulty_widget(0) - set this to 1 to prevent SCS's 'Initialise' component attempting to edit the UI to add the difficulty fine-tuning button (in which case SCS defaults to using the difficulty widget, on your innate abilities bar).
so instead of new UI, it gives you an ability, you can use that ability ingame to open up a dialogue. previous versions also used a creature you can summon via console (dw#diffi) that offered the same dialogue, I recall.
With my method of UI swaps one can finetune scs with the SCS UI and then enjoy Infinity++ UI
Compatibility with the SCS difficulty fine tuning in the options screen is a problem.
The fine tuning is still available with Infinity UI as an innate ability instead of being directly in the options menu.
Yes, but AFAIK it requires changing a line in .ini file before installing scs, not many people read about the details of such an important thing (for those who use other UImods) in the humongous readme of scs.
Perhaps a spesific warning about scs fine tune difficulty incompatability, and to show players to set the ini accordingly before installing SCS and Inifnity+ UI together, in readmes would be nice. Otherwise, if you install the SCS as is with infinity UI you will never get the fine tune options of SCS. In the past you chose those options in the installation of scs and you were stuck until you reinstall. Now SCS allows you to choose enemy ai options on the fly! It is amazing.
I didn't know about this in my first attempt with Inifnity+ UI and it thrashed an entire SCS installation for me. That was annoying. Thankfully, even a few years old cpus are now fast enough that installation of scs doesnt take ages like it was in ten years ago. That brought back the memories, installation of mods used to take the good part of the day.
Compatibility with the SCS difficulty fine tuning in the options screen is a problem.
The fine tuning is still available with Infinity UI as an innate ability instead of being directly in the options menu.
Yes, but AFAIK it requires changing a line in .ini file before installing scs, not many people read about the details of such an important thing (for those who use other UImods) in the humongous readme of scs.
Are you sure ? I don't remember adding anything to the ini, and I have the innate ability to fine tuning in my install.
I didn't know about this in my first attempt with Inifnity+ UI and it thrashed an entire SCS installation for me.
Well, UI mod should come early on installation order and SCS at the very end, so installing Infinity UI after SCS will mess up an install.
The EEEX OPTION does not work. I press the button, but it does not respond, the black menu does not open.
I installed SCS after Infinity and lost the ability to change the location of timers bars
Can someone tell me if something needs to be changed in the override folder manually so that the timer is displayed under a modern interface? Is there something in the EEex_OptionsLate.lua and EEex_Options.lua files?
The EEEX OPTION does not work. I press the button, but it does not respond, the black menu does not open.
I installed SCS after Infinity and lost the ability to change the location of timers bars
Can someone tell me if something needs to be changed in the override folder manually so that the timer is displayed under a modern interface? Is there something in the EEex_OptionsLate.lua and EEex_Options.lua files?
@Pecca Hello, Mod Author, I'm a player from China. Thank you so much for your UI; it's truly amazing.
I have a problem now. I installed your UI a few months ago, and it was version 0.96 at that time. It made the game feel brand new. Recently, I saw there was a version update, so I installed the new version. However, the text on the character interface has gone blank. All other interfaces are working fine. I've tried several versions of 1.0+, but the issue persists. So, I reinstalled version 0.96, and everything works fine again.
I uninstalled the old version first and then installed the new one. I really can't figure out what went wrong. I'm reaching out to you to see if I made a mistake somewhere or if the old version wasn't completely removed. Thank you.
Comments
According to my test, SCS components 1500, 1510 and 4115 should not be installed.
On BG2EE or/and EET it works fine.
Try to delete baldur.lua of your bg:ee game.
Reinstall the game and clear folder. Then install mod again.
Currently it doesn't seem to properly support it. There's a blank no-name button (which contains the toggles) and the EPGS button which only contains the AI description.
There are more incompatible components than those 3 that somebody listed. For me batch install mode messes up the UI. Without batch mode first 3 gameplay components install fine but when I select more, the UI is broken and when I run the game I get errors:
string M_DW_OOD.lua:301 unexpected symbol near
Invalid token in menu: [dwOnOpen] on line 36613
@Pecca Not sure if you missed this one, but I am experiencing the same issue in the English version of the mod. Clean install of IWDEE with only EEex and InfinityUI++ installed (in that order):
I didn't install any spell components. SCS gameplay components bork my UI. I mean, first 3 components are fine but after installing the others, I cannot use my inventory, all items are gone. EEex is fine but the timer bars are misplaced.
Here is the relevant weidu.log parts :
~EET/EET.TP2~ #0 #100 // Create desktop shortcut: v14.0
~BUBB_REVERT_PATHFINDING/BUBB_REVERT_PATHFINDING.TP2~ #0 #0 // Bubb's v2.6.6.0+ Pathfinding Revert: 1.1
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
~INFINITY_UI/INFINITY_UI.TP2~ #0 #0 // Install Infinity UI++ Core Component: v0.96
~INFINITY_UI/INFINITY_UI.TP2~ #0 #1 // Add Transparent Tooltip Background: v0.96
~INFINITY_UI/INFINITY_UI.TP2~ #0 #2 // Update several strings in Dialog.tlk: v0.96
~BUBB_SPELL_MENU_EXTENDED/BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: v5.1
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: v11
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: v11
EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2520 // Revised elementals and elemental summoning: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are affected by the iron crisis: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4093 // Decrease the rate at which reputation improves -> Reputation increases at about 1/4 the normal rate: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4135 // Revised resting: resting in the wild uses up provisions: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Revised inn rooms: more expensive, more benefits: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4161 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from the game -> Only remove nonmagical ammo from random containers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved BG Textscreens: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 35.21
~REMASTERED_SPELL_ICONS/REMASTERED_SPELL_ICONS.TP2~ #0 #0 // Install Remastered Spell Icons Core Component: v1.0
~REMASTERED_SPELL_ICONS/REMASTERED_SPELL_ICONS.TP2~ #0 #1 // Use IWD:EE Colors (Green icons for summoning spells): v1.0
@Pecca would it be possible to bring back the button for the campaign select menu? Like just to add it there, where you placed the campaign buttons.
https://github.com/The-Gate-Project/CluaFr/issues/3
I also use the single inventory screen and the alternate shopping screen (hate the large spread of shop screen, cant get used to it) and its very easy to switch, so really this mod is the best. The best!
Compatibility with the SCS difficulty fine tuning in the options screen is a problem. I solved it thus:
I made a SCS installation first. Keep the SCS modified UI of the base game. CUT and paste it to desktop. I then installed Infinity UI mod. Then I chose and cut all the Infinity UI files from override folder, (I have other mods, but Infinity UI mod files are the latest installed I can see them clearly when I list the files in order of time created) Then I created a new folder in base game installation adress named characters. I paste the Infinty UI mod files and the Infinity UI file there.
The game doesnt use characters folder in the base installation location (it uses the my files location) so I can use the new characters folder under the base game folder as a dump for Infinity UI files. The game still reads them and they have priority over the override folder. I copy the SCS modified base UI file back to override folder. The game will still prioritise Infinity UI file in the characters folder.
Now when I start game, Infinity UI works normaly. When I desire to finetune SCS difficulty, I simply quit the game, rename characters file folder to characters2 (so the game doesnt read them anymore and reverts back to SCS modified UI file in the override) when I restart the game, it reads only the SCS UI file in the override. Thus its regular old UI with SCS fine tune options enabled. I fine tune the difficulty as I see fit. Exit game. Rename the characters2 folder back to characters. Restart the game and once again Infinity UI takes priority in all its glory!
A bit of a mouthful method, but actualy very easy and helps me get the best of the both worlds.
So Scs goes as hard as you have in your difficulty setting. But then, if you have to micromanage the settings by tailoring them differently, that's a different thing: I guess that's the instance you are referring to, isn't it?
2) Scs has an interesting plugin that makes it so that you can assign skill points to thieves really fast. Does infinity ui provide with a faster way to assign skill points to thieves?
However, you can set an .ini option in the scs ini BEFORE installing SCS so it doesnt adjust UI,
from readme:
force_difficulty_widget(0) - set this to 1 to prevent SCS's 'Initialise' component attempting to edit the UI to add the difficulty fine-tuning button (in which case SCS defaults to using the difficulty widget, on your innate abilities bar).
so instead of new UI, it gives you an ability, you can use that ability ingame to open up a dialogue. previous versions also used a creature you can summon via console (dw#diffi) that offered the same dialogue, I recall.
With my method of UI swaps one can finetune scs with the SCS UI and then enjoy Infinity++ UI
Yes, but AFAIK it requires changing a line in .ini file before installing scs, not many people read about the details of such an important thing (for those who use other UImods) in the humongous readme of scs.
Perhaps a spesific warning about scs fine tune difficulty incompatability, and to show players to set the ini accordingly before installing SCS and Inifnity+ UI together, in readmes would be nice. Otherwise, if you install the SCS as is with infinity UI you will never get the fine tune options of SCS. In the past you chose those options in the installation of scs and you were stuck until you reinstall. Now SCS allows you to choose enemy ai options on the fly! It is amazing.
I didn't know about this in my first attempt with Inifnity+ UI and it thrashed an entire SCS installation for me. That was annoying. Thankfully, even a few years old cpus are now fast enough that installation of scs doesnt take ages like it was in ten years ago. That brought back the memories, installation of mods used to take the good part of the day.
I installed SCS after Infinity and lost the ability to change the location of timers bars
Can someone tell me if something needs to be changed in the override folder manually so that the timer is displayed under a modern interface? Is there something in the EEex_OptionsLate.lua and EEex_Options.lua files?
How did you get icons above portraits?
I have a problem now. I installed your UI a few months ago, and it was version 0.96 at that time. It made the game feel brand new. Recently, I saw there was a version update, so I installed the new version. However, the text on the character interface has gone blank. All other interfaces are working fine. I've tried several versions of 1.0+, but the issue persists. So, I reinstalled version 0.96, and everything works fine again.
I uninstalled the old version first and then installed the new one. I really can't figure out what went wrong. I'm reaching out to you to see if I made a mistake somewhere or if the old version wasn't completely removed. Thank you.