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[MOD] Infinity UI++ v1.27

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  • Nibor_ScotNibor_Scot Member Posts: 83
    Hello @Pecca, after trying several times, it worked with version 1.27; I selected the settings step by step. Best regards :)
  • ken13ken13 Member Posts: 13
    edited July 26
    It seems the text rendering behavior is slightly changed in the new 2.7 game patch? Some text now appears out of bounds occasionally in the item description page and spell book. I think it only happened after the patch because I didn't notice the issue before, and no matter using which font size the issue still persist. I'm using Infinity UI++ v1.27 version.

    Game version 2.6.6
    kgpjdx0jnswn.png

    Game version 2.7
    90k3ho20z0dg.png
    uuin9bfner1j.png

    Update: The problem is fixed in EEex 1.1.2
    Post edited by ken13 on
  • ken13ken13 Member Posts: 13
    edited July 25
    Umm, I think it is caused by the latest version of EEex. The out of bounds glitch was gone when I tested to run Baldur.exe directly instead of EEex's InfinityLoader.
  • SanctiferSanctifer Member Posts: 121
    Pecca wrote: »
    Been working for some time on new inventory paperdolls that would be compatible (persistent) with the all party inventory. Things are finally coming together so there is a little sneak peek.

    0cticmmqt5i3.png

    Oh wow :o
  • ken13ken13 Member Posts: 13
    Pecca, I have found a small glitch. Normally the spell description (by right clinking a spell) is on leftmost side, but if opening an item description then the subsequent spell description popup will leave a large area blank space.

    Normal
    wf9qvjma2nyw.png

    After opening item description
    ao857pv10hwa.png

    Besides, some item image like GIFT OF PEACE is corrupted in item description. :'(

  • mddziadekmddziadek Member Posts: 19
    OMG!!!
    I didn't know something like this existed!
  • CassioCassio Member Posts: 9
    @Pecca Looking forward to those new paperdolls. That is very promising!

    I found that the UI is not yet supporting the newest MSASS portrait pack as well as the YANNER2a-f from BG1EE, so I added them manually in UI.MENU. Works out nicely for me. Additionally I tried to sort them a bit clearer:
    • BG1
    • BG2
    • BGEE
    • SOD
    • MANLEY/BDTM (v2.6 Addition for BGEE)
    • BDORC/BDSHAM/SKAN/HELM/HVLN (Addition for BG2EE)
    • YANNER (DLC Gallery of Heroes and Faces of Good and Evil)
    • MSASS (DLC Reflections of Myth and Valor)
    • SORCE (?)

    Only exception are the SOD portraits for Imoen and Viconia which I added after BG2, as they were established companions before and they are just alternatives.

    I also included the story NPC portraits, but made them disappear in the LUA code as they shouldn't be chosen. But having them show up to check the look for modding purposes made sense to me.

    Maybe it's helpful to you:

    portraits =
    	{
    		{'MAN1', 1},
    		{'MAN2', 1},
    		{'GENDWRF', 1},
    		{'GENMELF', 1},
    		{'GENMHLF', 1},
    		{'AJANTIS', 1},
    		{'CORAN', 1},
    		{'EDWIN', 1},
    		{'ELDOTH', 1},
    		{'GARRICK', 1},
    		{'KAGAIN', 1},
    		{'KHALID', 1},
    		{'KIVAN', 1},
    		{'MINSC', 1},
    		{'MONTAR', 1},
    		{'QUAYLE', 1},
    		{'TIAX', 1},
    		{'XAN', 1},
    		{'XZAR', 1},
    		{'YESLICK', 1},
    		{'NHORC', 1},
    		{'NANOMEN', 1},
    		{'NCERND', 1},
    		{'NEDWIN', 1},
    		{'NHAER', 1},
    		{'NJAN', 1},		
    		{'NKELDOR', 1},
    		{'NKORGAN', 1},
    		{'NMINSC', 1},
    		{'NVALYGA', 1},
    		{'NYOSHIM', 1},
    --		{'NJON', 1},
    --		{'ABAZHAL', 1},
    --		{'ABAZFUL', 1},
    --		{'BALTHAZ', 1},
    --		{'GROMNIR', 1},
    --		{'SAREVOK', 1},
    --		{'YAGASHR', 1},
    		{'BAELOTH',	1},
    		{'DORN',	1},
    		{'RASAAD', 1},
    --		{'WILSON', 1},
    		{'GLINT',	1},
    		{'VOGHILN',	1},
    --		{'hephern', 1},
    --		{'unnamed', 1},
    		{'MANLEY0', 1},
    		{'MANLEY3', 1},
    		{'MANLEY6', 1},
    		{'MANLEY7', 1},
    		{'MANLEY8', 1},
    		{'MANLEY9', 1},
    		{'bdtma', 1},
    		{'bdtmc', 1},
    		{'bdtmd', 1},
    		{'bdtmg', 1},
    		{'bdtmh', 1},
    		{'bdtmi', 1},
    		{'bdtmk', 1},
    		{'BDORCM1', 1},
    		{'BDSHAM1', 1},
    		{'HELM', 1},
    		{'HVLN', 1},
    		{'YANNER2a', 1},
    		{'YANNER2d', 1},
    		{'YANNER2f', 1},
    		{'YANNER4', 1},
    		{'YANNER5', 1},
    		{'YANNER6', 1},
    		{'sorce', 1},
    		{'msass01', 1},
    		{'msass02', 1},
    		{'msass03', 1},
    		{'msass04', 1},
    		{'msass05', 1},
    		{'msass06', 1},
    		{'msass07', 1},
    		{'msass08', 1},
    		{'WOMAN1', 2},
    		{'WOMAN2', 2},
    		{'ALORA', 2},
    		{'BRANWE', 2},
    		{'DYNAHEI', 2},
    		{'FALDORN', 2},
    		{'IMOEN', 2},
    		{'JAHEIRA', 2},
    		{'SAFANA', 2},
    		{'SHARTEL', 2},
    		{'SKIE', 2},
    		{'VICONIA', 2},
    		{'NAERIE', 2},
    		{'NIMOEN', 2},
    		{'NJAHEIR', 2},
    		{'NMAZZY', 2},
    		{'NNALIA', 2},
    		{'NVICON', 2},
    		{'BDIMOEN', 2},
    		{'BDVICON', 2},
    --		{'NBODHI', 2},
    --		{'NELLE', 2},
    --		{'ILLISAR', 2},
    --		{'MEL_BAD', 2},
    --		{'MEL_GD', 2},
    --		{'SENDAI', 2},
    --		{'SOLAR', 2},
    		{'NEERA', 2},
    		{'DSCLARA', 2},
    		{'OHHEXX', 2},
    		{'MKHIIN', 2},
    		{'SCHAEL', 2},
    --		{'CAELAR', 2},
    		{'MANLEY1', 2},
    		{'MANLEY2', 2},
    		{'MANLEY4', 2},
    		{'MANLEY5', 2},
    		{'MANLEYX', 2},
    		{'bdtmb', 2},
    		{'bdtme', 2},
    		{'bdtmf', 2},
    		{'bdtmj', 2},
    		{'BDORCF1', 2},
    		{'BDSHAF1', 2},
    		{'SKAN', 2},
    		{'YANNER1', 2},
    		{'YANNER2', 2},
    		{'YANNER3', 2},
    		{'YANNER2b', 2},
    		{'YANNER2c', 2},
    		{'YANNER2e', 2},
    		{'MSASS09', 2},
    		{'MSASS10', 2},
    		{'MSASS11', 2},
    		{'MSASS12', 2},
    		{'MSASS13', 2},
    		{'MSASS14', 2},
    		{'MSASS15', 2},
    		{'MSASS16', 2}
    		
    	}
    

  • myEVILmodemyEVILmode Member Posts: 32
    The latest Infinity UI++ does not have the UI-backup2.6.MENU file, does that mean it is compatible with version 2.6?
  • moe23moe23 Member Posts: 62
    It is there:
    InfinityUI-1.27.zip\InfinityUI-1.27\infinity_ui\content\UI-backup2.6.MENU
  • myEVILmodemyEVILmode Member Posts: 32
    moe23 wrote: »
    It is there:
    InfinityUI-1.27.zip\InfinityUI-1.27\infinity_ui\content\UI-backup2.6.MENU

    It is indeed, thanks! Do I need to change these files before installation?
  • moe23moe23 Member Posts: 62
    edited August 5
    As I understand it, if you want to play with 2.6 then do this prior to install:

    1. Delete InfinityUI-1.27\infinity_ui\content\UI.MENU

    2. Rename InfinityUI-1.27\infinity_ui\content\UI-backup2.6.MENU -into-> InfinityUI-1.27\infinity_ui\content\UI.MENU
  • myEVILmodemyEVILmode Member Posts: 32
    moe23 wrote: »
    As I understand it, if you want to play with 2.6 then do this prior to install:

    1. Delete InfinityUI-1.27\infinity_ui\content\UI.MENU

    2. Rename InfinityUI-1.27\infinity_ui\content\UI-backup2.6.MENU -into-> InfinityUI-1.27\infinity_ui\content\UI.MENU

    Thanks! It works for me with the new version; I just had to install it at the very end.
  • myEVILmodemyEVILmode Member Posts: 32
    moe23 wrote: »
    As I understand it, if you want to play with 2.6 then do this prior to install:

    1. Delete InfinityUI-1.27\infinity_ui\content\UI.MENU

    2. Rename InfinityUI-1.27\infinity_ui\content\UI-backup2.6.MENU -into-> InfinityUI-1.27\infinity_ui\content\UI.MENU

    Thanks! It works for me with the new version; I just had to install it at the very end.
  • deadinsidedeadinside Member Posts: 146
    edited August 20
    Found a small glitch with 1.27. The Auto-Pause options menu screen. Two of the options won't stay on when clicked on and applied. When you check the menu screen again they appear disabled. Looking at the configuration file for the game I can see that the Trap Found option is not being applied.

    57so2h0jm2hh.jpg
    Post edited by deadinside on
  • deadinsidedeadinside Member Posts: 146
    Another issue, this one seems to be unresolved. When creating a Thief character and you get to the Skills section, you can advance without assigning your Thief skills. In BGEE/BG2EE, if I remember correctly, this is not the case; you have to assign all your Thief skills before being allowed to progress.

    iwh5hparyzpe.jpg

    You can still go back to the Skills section, so it's not a critical game stopping bug.
  • morpheus562morpheus562 Member Posts: 772
    Greetings. Is there an easy way to have your ui enable the advanced ai within IWDEE? Right now I need to do the following to do a workaround to get it to work with Lefreut UI for IWDEE, and I am hoping there can be an easier way to enable it with your ui. Thank you!
    COPY_EXISTING "UI.MENU" ~override~
    
    ///////////////////////////////////////////////////////////////////////////
    // Update UI.MENU                                                        //
    ///////////////////////////////////////////////////////////////////////////
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~currentPanelID = const.SCRIPT_ID
    
        showingSmartOptions = false~~~~~
        string = ~~~~~currentPanelID = const.SCRIPT_ID
    
        moSmartScriptIdx = -1
        for i, name in ipairs(scriptList) do
            if name == 'mo_core' then
                moSmartScriptIdx = i
                break
            end
        end
    
        showingSmartOptions = scriptList_idx == moSmartScriptIdx
        scriptDescription = t(scriptOptions[scriptList_idx][2])~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~Infinity_OnScriptItemSelect(scriptList_idx - 1)
        scriptList_savedIdx = scriptList_idx~~~~~
        string = ~~~~~Infinity_OnScriptItemSelect(scriptList_idx - 1)
        scriptList_savedIdx = scriptList_idx
    
        moSmartScriptIdx = -1
        for i, name in ipairs(scriptList) do
            if name == 'mo_core' then
                moSmartScriptIdx = i
                break
            end
        end
    
        showingSmartOptions = scriptList_idx == moSmartScriptIdx
        scriptDescription = t(scriptOptions[scriptList_idx][2])~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~showingSmartOptions = false
          if scriptList[scriptList_idx]~~~~~
        string = ~~~~~showingSmartOptions = scriptList_idx == moSmartScriptIdx
          if scriptList[scriptList_idx]~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~if scriptList[scriptList_idx] == ' ' or scriptList_idx == -1 then~~~~~
        string = ~~~~~showingSmartOptions = scriptList_idx == moSmartScriptIdx
          if scriptList[scriptList_idx] == ' ' or scriptList_idx == -1 then~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~Infinity_OnScriptItemSelect(scriptList_idx - 1)
          showingSmartOptions = (scriptList_idx == 2)~~~~~
        string = ~~~~~Infinity_OnScriptItemSelect(scriptList_idx - 1)~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~label
      {
        area 84 12 700 44
        text  "SCRIPT_TITLE"
        text style  'title'
      }~~~~~
        string = ~~~~~label
      {
        area 84 12 700 44
        text  "SCRIPT_TITLE"
        text style  'title'
      }
      label
      {
        area 418 454 424 164
        rectangle 3
        enabled "showingSmartOptions == true"
      }~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~text
      {
        area 450 190 370 420
        text lua "scriptDescription"
        scrollbar 'GUISCRC'
        text style normal
        text color D
      }~~~~~
        string = ~~~~~text
      {
        area 460 480 348 120
        text lua "scriptDescription"
        scrollbar 'GUISCRC'
        text style normal
        text color D
        enabled "showingSmartOptions == true"
      }
    
      text
      {
        area 446 190 376 422
        text lua "scriptDescription"
        scrollbar 'GUISCRC'
        text style  normal
        text color 'D'
        enabled "showingSmartOptions == false"
      }~~~~~ //"
      END
    
      LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~doneEnabled = characterScreen:IsDoneButtonClickable(currentID)
        "
      }~~~~~
        string = ~~~~~doneEnabled = characterScreen:IsDoneButtonClickable(currentID)
        "
      }
    
      list
      {
        
        column 
        { 
          width 80
          label
          {
            area 10 0 -1 -1
            text lua "t( scriptOptions[rowNumber][1])"
            text style  "normal"
            text align right center
          }
        }
        column 
        { 
          width 20
          label
          {
            area    8 8 32 32
            bam     ROUNDBUT
            scaleToClip
            frame   lua "scriptOptions[rowNumber][4]"
          }
        }
    
        area 444 194 376 266
        
        rowheight 50
        table   "scriptOptions"
        var     selScriptOpt
        scrollbar 'GUISCRC'
        enabled   "showingSmartOptions == true"
    
        action    
        "
          scriptDescription = t(scriptOptions[selScriptOpt][2])
          selectedSL = 0
          selFeedOpt = 0
    
          if(cellNumber == 2) then
            Infinity_PlaySound('GAM_09')
            handleScriptOptionChange(selScriptOpt)
          end
        "
      }~~~~~ //"
      END
    
    LPF REPLACE_MULTILINE
        INT_VAR
        strict = 1
        verbose = 0
        warn = 0
        STR_VAR
        pattern = ~~~~~rowheight 50
        table   "scriptOptions"
        var     selScriptOpt
        scrollbar 'GUISCRC'
        enabled   "showingSmartOptions == true"
    
        action    
        "
          scriptDescription = t(scriptOptions[selScriptOpt][2])
          selectedSL = 0
          selFeedOpt = 0
    
          if(cellNumber == 2) then
            Infinity_PlaySound('GAM_09')
            handleScriptOptionChange(selScriptOpt)
          end
        "
      }
    
      button
      {
        clickable lua "doneEnabled"
        bam GUIBUTMT
        sequenceonce lua "getRandomButtonSequence('GUIBUTMT')"
        area 196 652 230 44
        text style "button"
        text "DONE_BUTTON"
        action
        "
          characterScreen:OnDoneButtonClick()
          Infinity_PopMenu()
          currentPanelID = 17
        "
      }~~~~~
        string = ~~~~~rowheight 50
        table   "scriptOptions"
        var     selScriptOpt
        scrollbar 'GUISCRC'
        enabled   "showingSmartOptions == true"
    
        action    
        "
          scriptDescription = t(scriptOptions[selScriptOpt][2])
          selectedSL = 0
          selFeedOpt = 0
    
          if(cellNumber == 2) then
            Infinity_PlaySound('GAM_09')
            handleScriptOptionChange(selScriptOpt)
          end
        "
      }
    
      button
      {
        clickable lua "doneEnabled"
        bam GUIBUTMT
        sequenceonce lua "getRandomButtonSequence('GUIBUTMT')"
        area 196 652 230 44
        text style "button"
        text "DONE_BUTTON"
        action
        "
          if showingSmartOptions == true then
            for index, var in pairs(scriptOptions) do
              characterScreen:SetTempSmartScriptLocal(var[3], var[5])
            end
          end
          
          characterScreen:OnDoneButtonClick()
          Infinity_PopMenu()
          currentPanelID = 17
        "
      }~~~~~ //"
      END
    
    BUT_ONLY
    
  • IskhengeIskhenge Member Posts: 1
    edited August 25
    Hi everyone.

    Many thanks Pecca for sharing this amazing mod !! :smiley:

    As there are some little bugs related to description window for some magical helmets, I identified which BAM files were involved and I just exported them from another installation without Infinity UI++ and placed them in the override folder on the installation with Inifinity UI++ and it works fine.

    So here are files to place in the override folder.
    Before :
    0fqyzk9x7jah.png


    After :
    7anjx1cubvzh.png
    I also noticed a bug in the level up screen with high level abilities. So I propose a quick fix with these two UI-backup2.x.MENU files that have to be renamed into UI.MENU and placed into the override foled as well depending of your version of the game.
    Before :
    hdk4tbva0fkd.png

    After :

    ln4x4sbk5a57.png

    Post edited by Iskhenge on
  • ken13ken13 Member Posts: 13
    I found that deleting(or renaming) MOS0000.PVRZ file in override can also solve the corrupted description image of those helmets. It seems that Pecca has changed this file in InfinityUI mod which different from the one in game resource. :o
  • shaigan22shaigan22 Member Posts: 55
    edited September 2
    @Pecca how are you assigning the full body portraits? is it done by checking the portrait filename (like NMINSCL.bmp) and transforming it to nminscr.bmp? Will it work for any character (added by mods) then?

    EDIT: found it, forget :smile:
    Post edited by shaigan22 on
  • JarlyJarly Member Posts: 28
    @Pecca Any chance for IWD2 skin in the future? There is IWD2 port for eet and possibly it will be released as a standalone EE-mod in the future, so it would be nice to have proper gui theme for that.
    I'm pretty good with photoshop, so I could try to layout such gui, but actually put that in the code is beyond me right now.
  • TeskalTeskal Member Posts: 11
    Hi, I am little confused. I installed the Enhanced Edition Trilogy with Project Infinity including the Infinity UI++.
    I just started the game and I get the different games BG, SOD, BG2, TOB,... Does this mean the EET installation failed or does it mean I can start the EET from different starting points?
  • mddziadekmddziadek Member Posts: 19
    It seems like everything is fine. Start BG1 and try to teleport to a BG2 area using console codes—if you end up there, then it's OK
  • EtaminEtamin Member Posts: 882
    Teskal wrote: »
    Hi, I am little confused. I installed the Enhanced Edition Trilogy with Project Infinity including the Infinity UI++.
    I just started the game and I get the different games BG, SOD, BG2, TOB,... Does this mean the EET installation failed or does it mean I can start the EET from different starting points?

    You can start EET in different points. If you want to start at the beginning then just play BG1. After killing last boss you will be automatically moved to the start of BG2. Just remember to click BG2 icon in main menu. Otherise "continue" button will load last save of BG1.
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