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[MOD] Infinity UI++ v1.21

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  • p6kockap6kocka Member Posts: 119
    Eeex definitely has to be BEFORE InfinityUI. Inifinityui even depends on Eeex.
  • noTime666noTime666 Member Posts: 20
    edited February 26
    @moe23 Ok. Thanks, I'll give it a one more try and edit this post, if it works, or not.
    Edit: nope, it still shows numbers next to races and classes.
    pfccd484497m.jpg
    and I only installed STRATAGEMS, EEEX, INFINITY_UI and hidden gameplay options (in that order).
    Edit2: I've fixed it by removing code in ui_detect_class_kit.tph. It looks like something that should be used only by NPC Management component but seems to run even when this component is not installed.
    @deadinside Yea, it's kinda obvious InfinityUI requires EEEX. revised inn resting from SCS does work on InfinityUI, provisions don't.
    Post edited by noTime666 on
  • moe23moe23 Member Posts: 47
    edited February 26
    STRATAGEMS should not be installed before EEEX and INFINITY_UI. (see page 16 of this thread)
    Correct order would be DLCMERGER > EEEX > INFINITY_UI > HIDDENGAMEPLAYOPTIONS > STRATAGEMS.


    Can't say anything about SCS NPC Management or Revised resting components, I dont use them.
    Post edited by moe23 on
  • p6kockap6kocka Member Posts: 119
    edited February 27
    Provisions component works with Infinityui it just doesn't show provisions left in the rest tooltip.
  • UlkeshUlkesh Member Posts: 334
    What a shame this was abandoned.
  • p6kockap6kocka Member Posts: 119
    Did Pecca say somewhere he abandoned the mod?
  • deadinsidedeadinside Member Posts: 23
    edited February 28
    I think several pages back he mentioned he was not going to put more work into it for the time being and anyone was free to pick it up. That was a while ago so don't know now.
    Post edited by deadinside on
  • moe23moe23 Member Posts: 47
    Ulkesh wrote: »
    What a shame this was abandoned.

    As I understand @Pecca the main development of this mod is done. So, there will be no more mayor changes/enhancements to general visuals and features. Also, he stated that he doesn't plan on providing more mod compatibility changes at the time. (see page 23)

    I think "abandoned" is the wrong word, hiatus maybe. It is not uncommon for someone with family etc. to sometimes don't have time to work on a hobby side project, doesn't mean he abandoned it (see page 27). I believe there is a good chance that he will come back someday for the last bugfixes and maybe some cooperative work on compatibility with other mods.

    For me, with my mod choices and playstyle (and the @snaphat fixes) the mod is in a quiet good state, with only minor bugs I found so far. Definitely playable, so many QoL features and absolutely gorgeous.
  • deadinsidedeadinside Member Posts: 23
    It's perfectly usable if you are careful with the mods you run and you set reasonable expectations. You will notice minor issues here and there as you play along (depending on the game), but unless you are very strict about having a "bug free gaming experience" they won't detract from the overall game. The features and advances this UI has I think trumps any small issue it may have. Again, it depends on the mods you like to run and your expectation.
  • p6kockap6kocka Member Posts: 119
    edited March 2
    I personally couldn't play the game without InfinityUI anymore...
    Post edited by p6kocka on
  • PeccaPecca Member Posts: 2,278
    Hello, thanks for the reports, especially thanks to @snaphat for fixing NPC bar crash bug. New version has been released with NPC crash fix, IWD spell screen spell level fix and main menu SoA/ToB icons mismatch fix.
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    Oh wow. Guess time to redo my mod install. :)

    Any chance of adding weapon style stats to the character info sheet? Like in the stock UI it would display what bonuses the weapon style you are currently using has at the bottom of the character info sheet. Another small detail that seems to bug a somewhat autistic guy like myself is that the off hand weapon name when dual wielding does not show in the character sheets, only the main weapon. Sure, the damage and THAC0 stats are shown, but it would be nice if both your weapons were named as well.
    Post edited by deadinside on
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    Small problem I just encountered. Sometimes I can't acess the wizard/priest spell book. Clicking the interface button does nothing and using hotkeys crashes the game. Does not seem to happen all the time but random. Playing IWDEE.

    Edit: Just found out that it happens when I click on the spell level numbers at the center of the spell book. Clicking on them does nothing (it should take you to the level that was clicked) and then I can't navigate either spell book. Trying to access them with hotkeys at that point causes the game to crash.
  • PeccaPecca Member Posts: 2,278
    Okay, another version released with hopefully final spell level buttons fix. The previous fix actually broke it.
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    Many thanks, that seemed to have fixed the issue with the spell book.

    A few other things, and maybe the solution has already been mentioned or is something simple (spoiler tag because of big images).
    1. The World Map does not indicate travel time under the locations and the inaccessible locations are not greyed out. (Eastheaven in this case). You can actually click on these inaccessible locations and the game will drop you back to the area you are currently in.
    qiavstr95uh0.png



    2. A few of the backgrounds have this odd line across them (the sorcerer spell selection at level up in this case). At first I thought it was my monitor, but the line only appears at those screens.
    023ntep3s9yk.png



    3. Custom portraits don't show up when creating a party, only the in-game stock ones. Custom portraits work fine in the other parts of the game.
    8ttpvssyn9v0.png


    4. The character level up screen has as background their portrait if you are using one of the stock game portraits and a generic image if using a custom portrait. How can I use my own custom portraits for those backgrounds? Do I have to name them a certain way and/or place them in a specific folder besides the usual portraits one?
    awukqgzdce47.png
    zpuxhw83xpfp.png

    (you can also make out that strange vertical line in the second pick with the generic image background that I mentioned in point 2)
  • moe23moe23 Member Posts: 47
    edited March 8
    @deadinside 2) Are you zooming with EEEX Scale function? I have this issue at 50% zoom, but not at 40% or 60%.


    @Pecca Would love to see this fix from @snaphat also incorporated:
    snaphat wrote: »
    p6kocka wrote: »
    You have to turn on the npc bars in UI++Infinity options. (preview enemies, characters, and allies)
    Then you have to turn on stuff in the npc bar options. You have to click the icon next to the "time" frame in the action bar.

    For the party being down there you have to turn on the Modern layout in the UI++Infinity options.

    btw, if you have the eeex timers set to hug the portraits and it's cut off (like it was for me), this is what you'd change to fix it:

    https://github.com/Renegade0/InfinityUI/compare/main...snaphat:InfinityUI:fix/OffscreenTimers
    Post edited by moe23 on
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    moe23 wrote: »
    @deadinside 2) Are you zomming with EEEX Scale function? I have this issue at 50% zoom, but not at 40% or 60%.
    That does seem to be the cause. Normally have it at 80% zoom. Setting it to 100% removes that line. 70% also seems fine, so I may default to that now.
  • PeccaPecca Member Posts: 2,278
    All big windows are composed of two 1024p images, because it wasnt possible in the past to create bigger bam file. At certain zoom levels there is a graphical glitch where the edge of the second bam is visible. Nowadays I am able to create bigger bams, but it would be quite lot of work to redo all of it.
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    Easy workaround anyway.

    Another issue I just stumbled upon. When creating any Thief character (single of multi) and you get to the part where you assign skills, you can skip allocating thieving points. After you assign weapon proficiency points you can advance to the next section without having to allocate any thieving points. You can even finish the character build and miss out on the initial 40 points for your character. Not a problem if you're careful and know what you are doing, but an issue for a more careless person (or if you simply forget for some reason).
  • moe23moe23 Member Posts: 47
    @deadinside That's not the case with my mod list. I can only move to the next section once all the points have been allocated. I suspect it's due to another mod.
  • moe23moe23 Member Posts: 47
    edited March 8
    I noticed something small: everything in the statistics screen is in lowercase:
    h8xrsnsn3bfe.png

    I know there aren't any new features planned, but I thought I'd mention it anyway in case it's easy to implement.
    Currently, if I haven't missed anything, the NPC bar can only be closed by clicking the NPC bar menu icon and then "Close NPC Bar." I think it would be useful if the NPC bar hotkey could act as a toggle, or if there were a hotkey specifically for closing the NPC bar.

    I'm still gathering information regarding the broken helmet icons. For some helmets, the icons in the item description are bricked, while for others they aren't. So far, I haven't been able to find a pattern or a single mod responsibel.
    Post edited by moe23 on
  • deadinsidedeadinside Member Posts: 23
    edited March 8
    moe23 wrote: »
    @deadinside That's not the case with my mod list. I can only move to the next section once all the points have been allocated. I suspect it's due to another mod.

    Don't know what could be causing it. Don't have much installed.

    - EE Fixpack
    - EEex
    - Tweaks anthology (just some rule and convenience tweaks)
    - Tactics Remix
    - Skills and Abilities

    Skills and abilities perhaps? But I only have concentration checks and revised weapon styles (not the proficiency overhaul). Gonna try removing some mods with trial and error.
  • deadinsidedeadinside Member Posts: 23
    deadinside wrote: »
    moe23 wrote: »
    @deadinside That's not the case with my mod list. I can only move to the next section once all the points have been allocated. I suspect it's due to another mod.

    Don't know what could be causing it. Don't have much installed.

    - EE Fixpack
    - EEex
    - Tweaks anthology (just some rule and convenience tweaks)
    - Tactics Remix
    - Skills and Abilities

    Skills and abilities perhaps? But I only have concentration checks and revised weapon styles (not the proficiency overhaul). Gonna try removing some mods with trial and error.

    Never figured it out. Even did a fresh install. Easy enough to mitigate.

    Another issue I found during character creation. Clicking on the "Back" button while in the process of creating a character throws you into an empty screen with no way to get out. Does not happen regularly, but a bit annoying when it does since it wipes out all your progress. Game does not crash or freeze, it just stays unresponsive to inputs. A workaround is simply pressing Esc (which starts you off from scratch in the character creation process) or just pre-generate your characters one by one and be careful not to press that "Back" button.

    xk7x059m03zd.png
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