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[MOD] Infinity UI++ v1.22

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  • deadinsidedeadinside Member Posts: 106
    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: 2,283
    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: 106
    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: 106
    That BG1 helm that gives infravision does the same.
  • zenblackzenblack Member Posts: 112
    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
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