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[MOD] Infinity UI++ v1.22

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  • deadinsidedeadinside Member Posts: 116
    Would it involve too much extra work to enable support for HLAs in IWDEE? There is at least one mod out there that enables BG2EE HLAs in IWDEE but it needs LeUI specifically.
  • cddscdds Member Posts: 85
    edited April 30
    do you save (or read) the selected EET campaign somewhere (registry?). I just had a weird bug where i had the BG1 campaign selected in a previous EET install, and in a new (non-EET) BG2 install InfinityUI somehow enforced the BG1 xp cap in SoA (?). This happened after a completely new/clean install, with "factory-fresh" game and documents folder. The only way to solve the problem was by re-selecting the SoA campaign in the main menu
    Post edited by cdds on
  • BubbBubb Member Posts: 1,015
    edited April 30
    The XP bug occurs on BG2:EE if you start a new game and don't select any campaigns beforehand. If you save and reload the xp cap should work as intended.

    The UI needs to call one of the following functions when setting up the 'START' menu for the XP cap to be properly established, (which Infinity UI++ isn't doing automatically for SoA):

    e:GetObjectGame():SetCampaign()
    startEngine:OnCampaignButtonClick()
    startEngine:OnSoAButtonClick()
    startEngine:OnTBPButtonClick()
    startEngine:OnToBButtonClick()
    startEngine:OnTutorialButtonClick()
    

    I think this can be fixed by changing line 15154 of UI.MENU to the following:

    if (rgGameEngine == 3 or rgGameEngine == 0 or rgGameEngine == 2) and rgFirstStart == 1 then
    
  • cddscdds Member Posts: 85
    edited April 30
    @Bubb to the rescue, as so often :smile: thanks!
    Just tested it with line 15154 of UI.MENU modified as suggested by Bubb, and it indeed fixes the bug
    Post edited by cdds on
  • PeccaPecca Member Posts: 2,286
    Thanks, released a new version with a fix.
  • cddscdds Member Posts: 85
    Another bug: identifying an item via scroll can lead to game crash if another party member (that cannot use scrolls) is selected when right-clicking the item and selecting Identify->Scroll
  • deadinsidedeadinside Member Posts: 116
    Been trying out the new release of EEex. One strange thing I noticed is that the zoom slider in the UI++ settings is no longer there. You can still adjust the zoom levels by way of the EEex options submenu.

    palok7bcclky.jpg
  • DaxtremeDaxtreme Member Posts: 6
    Hi, there is a small issue with the way Infinity UI++ handles some item visuals. Example with Gift of Peace:

    p9g2lk2sp382.png

    There are others but it's quite rare, so a minor bug I would say. Very easy to reproduce: vanilla install, gift of peace has normal visuals. Install Infinity UI++ (and nothing else), Gift of Peace looks like this above.

    In NearInfinity I can see that the underlying BAM icon ichelm21.BAM isn't modified by Infinity UI++

    Rather, it's the resources underneath. Somebody who's more knowledgeable than me on g3 said that Pecca you'd need to go through and resync the indices of all the MOS+PVRZ you end up affecting with your UI addition resources as part of Infinity UI++ to fix this issue.

    Thanks!! And cheers
  • deadinsidedeadinside Member Posts: 116
    That BG1 helm that gives infravision does the same.
  • zenblackzenblack Member Posts: 114
    Pecca,
    The mod I am developing uses MOS files for Chaptertext and I see that you enlarge one part of the normal Chaptertext screens as a background for them. Is there any way I could get what dimensions you use so I can use one of our base images instead of one tied to a UI?
  • ClawsTheOneClawsTheOne Member Posts: 13
    edited May 18
    Using the newest EEex version 1.0.0, my game crashes randomly with the below log:

    "[?] LogFile not defined in InfinityLoader.ini - writing crash info only
    [!] Crashing thread had Lua state; stack traceback:
    =[C]: in function 'EEex_ReadLString'
    my_CRE.lua:64: in function 'Sprite_Items'
    my__RDR.lua:396: in function 'my_screen_radar_Search_sprites'
    menu:4: in function <[string "menu"]:2>
    (...tail calls...)"

    Any help to resolve this would be greatly appreciated! The full crash log is attached.
    Post edited by ClawsTheOne on
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 103
    Hi @Pecca , The index numbers of some text entries on the interface differ between BG1 and BG2, but all text indices in the mod use those from BG1, causing display errors for certain text on the BG2 interface.3s5oemqlncys.png
    dgb3017bur8h.png
    dky7a39sp6pp.png
    7ftdw94kewca.png
    Performs normally under BG1.
    2qpnc41iery9.png
    5n0xefdqd1dl.png
    u73y2eslokdt.png
    eu7gd9rpxyrj.png
    Additionally, according to tests, the mod seems to behave abnormally in the 2.7.1.0 beta branch on Steam.

    In BG1EE, the string @24680 = ~Press a key (Esc to cancel)~
    while in BG2EE, this line is numbered @2802, and in IWDEE, it is numbered @37843.

    In BG1EE, the string @24432 = ~Pause whenever a party member casts a spell.~
    while in BG2EE and IWDEE, this line is numbered @31872.

    In BG1EE, the string @24433 = ~Pause whenever a party member finds a trap.~
    while in BG2EE, this line is numbered @58171, and in IWDEE, it is numbered @34672.

    In BG1EE, the string @24434 = ~Center the view on the party member who triggered an auto-pause.~
    while in BG2EE and IWDEE, this line is numbered @10571.
  • themo8piethemo8pie Member Posts: 2
    DosEquis wrote: »
    This....

    I've tried using nearinfinity and notepad++ to change the values in UI.MENU but even with the values changed they don't change


    I, too, cannot seem to alter anything.... Does Infinity UI++ shortcircuit alterations to UI.MENU or any other adjustments to UI made with F11?
    I have a 5k2k monitor, and I'd love to enlarge my portraits without touching any other UI elements of this excellent UI mod. :smiley:

    I don't know if you've managed to find the answer for this, but what has helped me finally is there was a section in UI.MENU overwriting the changes

    if chargen.levelingUp and rgGameEngine == 2 then
    Infinity_SetArea('chargenProfBackButton',204,nil,nil,nil)
    Infinity_SetArea('chargenProfDoneButton',844,nil,nil,nil)
    else
    Infinity_SetArea('chargenProfBackButton',204,nil,nil,nil)
    Infinity_SetArea('chargenProfDoneButton',844,nil,nil,nil)

    the values under "else" need to be changed or it will revert to its previous positions

  • HMFHMF Member Posts: 33
    edited June 8
    First of all, a huge thank you for this fantastic mod; I can't imagine playing *Infinity* games without it.
    However, an inventory issue arises as the game progresses. Moving items around causes extreme lag. Only quest items and gems are unaffected; everything else triggers lag. Perhaps this is related to *Tweaks Anthology*, where you can change stack sizes for sling bullets or arrows to 120 or so? It's just a guess; I'm not sure what the cause might be. Thanks in advance for your reply.
  • deadinsidedeadinside Member Posts: 116
    HMF wrote: »
    First of all, a huge thank you for this fantastic mod; I can't imagine playing *Infinity* games without it.
    However, an inventory issue arises as the game progresses. Moving items around causes extreme lag. Only quest items and gems are unaffected; everything else triggers lag. Perhaps this is related to *Tweaks Anthology*, where you can change stack sizes for sling bullets or arrows to 120 or so? It's just a guess; I'm not sure what the cause might be. Thanks in advance for your reply.

    I get that lag too, and it becomes unbearable the further you go in the game (BGEE, BG2EE, IWDEE). I could very well be some mod conflict in my end to be honest. I often install bottomless bags of holding and that causes slight slowdowns even with the stock UI. EEex mods also are said to cause slowdows (and sometimes EEex itself). Disabling weapon comparison in the game sometimes helps. Another thing that helps is setting the inventory screen for Infinity UI++ to single mode.
  • HMFHMF Member Posts: 33
    edited June 8
    It’s a real shame to have to do without this mod; it’s a fantastic one. Unfortunately, "Inventory Single Mode" didn't help. It’s possible that the "bottomless bags of holding" are causing the lag, or something similar. I only have a few mods installed:
    - EEX
    - BUBB_Spell
    - Infinity UI++
    - Remastered_Spell_Icons
    - NWNforBG
    - CDTweaks
    - BGT-BIG-World-Map
    - PPE
    - Klatu-Tweaks
    - A7-convenient-npcs
    - Alternatives
    - IMOEN4Ever
    - ASCENSION
    - SCS

    However, if I install the mods mentioned above without Infinity UI++, there is no lag; unfortunately, extreme lag occurs only with Infinity UI++.
  • deadinsidedeadinside Member Posts: 116
    Do you have any components that make use of EEex (besides the spell menu)?. Only way to really find out is to test compatibility with each mod and component you are installing.
  • HMFHMF Member Posts: 33
    edited June 10
    I tested this today; it is the "Tweaks Anthology" mod, though not the "bottomless bags" component. Pinpointing the exact culprit will be difficult, as Tweaks Anthology has many components.

    Edit: I installed the Tweaks Anthology v. 16, and I don't have those lags. So, it's clearly due to cdtweaks and some component in v. 18.
    Post edited by HMF on
  • PeccaPecca Member Posts: 2,286
    zenblack wrote: »
    Pecca,
    The mod I am developing uses MOS files for Chaptertext and I see that you enlarge one part of the normal Chaptertext screens as a background for them. Is there any way I could get what dimensions you use so I can use one of our base images instead of one tied to a UI?

    Hi, sorry I missed this. I'm not sure what you mean though. I export the mos file to png, then I cut the picture from it, upscale and edit it in photoshop. Then I convert it to bam so I can use scaleToClip function to stretch it to the entire screen in UI
  • PeccaPecca Member Posts: 2,286
    Thanks for reports and testing everyone. I plan to release an update after 2.7 goes live.
    Even though I declared the mod content complete when I released v1.0, I was never really happy with how inventory sprites didn't work with party inventory mode. So I eventually decided to make new sprites, that's what I've been working on past months.
  • zenblackzenblack Member Posts: 114
    edited June 10
    deleted
    Post edited by zenblack on
  • wolfguardianwolfguardian Member Posts: 8
    Is there a way to make a full-body portrait, like we have for default portraits?

    I tried to name it like my portrait and add it to the "content-fbp" folder, but I think this did nothing :)
  • PeccaPecca Member Posts: 2,286
    Is there a way to make a full-body portrait, like we have for default portraits?

    I tried to name it like my portrait and add it to the "content-fbp" folder, but I think this did nothing :)

    You should name it exactly as your custom portrait, but change "L" suffix to "R" (your custom portrait should have L suffix)
  • UlkeshUlkesh Member Posts: 351
    Pecca wrote: »
    Thanks for reports and testing everyone. I plan to release an update after 2.7 goes live.
    Even though I declared the mod content complete when I released v1.0, I was never really happy with how inventory sprites didn't work with party inventory mode. So I eventually decided to make new sprites, that's what I've been working on past months.

    Note that patch 2.7 will be a mess for mods, while providing almost nothing. I don't know if you intend to wait for 2.7 in particular or if you think you will finish when 2.7 will be out, but I'm one of the people that won't move to 2.7.
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