Those new sprites are great. If only they could represent character colors and have more unique arms and armour sprites. Then it would looks like in the old Might and Magic games. I hope you will be able to add this in the future.
I'm going to add more shields variations and helmets with eeex. Some unique weapons could have own picture, but i'm not planning that at the moment. Armors are worst, because of dozens of race/gender variations. I'm only planning to add few. Basic colors for mages, since that is most visible and few colors for existing armors - dark leather, green chain, red, green, black plate, but unlikely much more that this, unless some handy tool appears.
some observations:
+ under gameplay options it shows me 2 times story mode
+ it does not safe the option "pause when trap is found"
+ my biggest gripe with this MOD: I absolutely find it necessary to use hotkeys 123456 in inventory screen to swap around chars and deposit items in e.g. armor/weapons slots
some observations:
+ under gameplay options it shows me 2 times story mode
+ it does not safe the option "pause when trap is found"
+ my biggest gripe with this MOD: I absolutely find it necessary to use hotkeys 123456 in inventory screen to swap around chars and deposit items in e.g. armor/weapons slots
Which game do you play?
Using hotkeys in single inventory mode should be possible, I'll fix it. In all-party mode it is not possible, I use those internally to make it work.
What I do in unmodded game: pick item, it hovers in my hand over inventory, click 123456 to select different char, inventory screen updates underneath my hand with the item still held, also the stats update on each char in response to the item held in hand
I think your mode does in fact change the inventory with 123456 haven an item held but the screen is not updating at all
Like I said, in single inventory mode it should work and will be fixed in next version. In all-party inventory mode it cannot work because I use those hotkeys internally when hovering over individual inventories.
Hello @Pecca ,
In github, I proposed a pull request with the french translation and some changes :
1- minor changes in language menu
2- switches 'Done' button and 'Cancel' button on differents screens + minor changes
3 - show stored values on chargen abilities screen
4 - reactivation of automatic creation of the biography
5 - fix the level-up screen and HLA
6 - fix the background list of creatures and bosses in the bestiary screen (glitches appears if IWDEE theme selected)
7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if the total is more than ~448)
8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
9 - minor changes about the hotkeys 1-6 selection in inventory screen
10 - deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
11 - minor change how to switch from the multi to solo inventory
12 - add a cancel button in the mini radar setting menu
13 - allow activation and deactivation of the radar using the same keyboard button
14 - french translation of the radar data
15 - full translation of the bestiary
16 - update of characteristics of monsters (bestiaray)
17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)
Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I just did the translation directly in the original file.
In github, I proposed a pull request with the french of the mode (bestiary and ui menu) + some fixes and minor changes :
1- minor changes in language menu
2- switches Done Button and Cancel Button on differents screens + minor changes
3 - show stored values on chargen abilities screen
4 - reactivation of automatic creation of the biography
5 - fix the level-up screen and HLA
6 - fix the background list of creatures and bosses in the bestiary screen
7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if th total is more than ~448)
8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
9 - minor changes about the hotkeys 1-6 selection in inventory screen
10 - Deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
11 - Minor change how to switch from the multi to solo inventory
12 - add a cancel button in the mini radar setting menu
13 - allow activation and deactivation of the radar using the same keyboard button
14 - french translation of the radar data
15 - full translation of the bestiary
16 - update of characteristics of monsters (bestiaray)
17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)
Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I did the translation directly in the original file.
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
After opening item description
@Pecca I think I found the solution! The issue happens mainly because the popup detail position gets altered after opening the inventory or store screen. To save you some time, I have uploaded both the original and modified versions here. I only updated v1.28 since my current setup is still running on this version.
Here is what I modified:
1. Renamed rgItemDesc to rgPopupDetailsDesc in POPUP_DETAILS
(so the spell/innate description popup on the main game screen not affected by the item description popup and always uses the center alignment and won't have a large blank space before the text).
2. Reset the ITEM_DESCRIPTION offset to 0 when closing the store or inventory screen
(so the item description popup on the main game screen always uses the original center alignment).
3. Added the offsets for the classic store menu (rgStoreMode == 1) so that item descriptions display on the left side for group items and the right side for store items.
(this was already implemented in the new store menu but was missing from the classic one.)
I guess I'm in the minority, but I just HATE how ugly this mod looks compared to your old one. The only reason to use new one is because of some QoL features (like displaying buff timer).
I wish you continue to update Dragonspear UI mod...
Not going to happen. DUI is seriously outdated. I originally wanted to update DUI with IUI content as one mod, but I figured there would be some people who would still prefer the old version, so I kept it. Personally I find IUI superior in every conceivable way, but as they say, hundred people, hundred tastes... Sorry you hate it though, lol.
Anyway, big EEex update is coming sooner than anticipated
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
After opening item description
@Pecca I think I found the solution! The issue happens mainly because the popup detail position gets altered after opening the inventory or store screen. To save you some time, I have uploaded both the original and modified versions here. I only updated v1.28 since my current setup is still running on this version.
Here is what I modified:
1. Renamed rgItemDesc to rgPopupDetailsDesc in POPUP_DETAILS
(so the spell/innate description popup on the main game screen not affected by the item description popup and always uses the center alignment and won't have a large blank space before the text).
2. Reset the ITEM_DESCRIPTION offset to 0 when closing the store or inventory screen
(so the item description popup on the main game screen always uses the original center alignment).
3. Added the offsets for the classic store menu (rgStoreMode == 1) so that item descriptions display on the left side for group items and the right side for store items.
(this was already implemented in the new store menu but was missing from the classic one.)
Not going to happen. DUI is seriously outdated. I originally wanted to update DUI with IUI content as one mod, but I figured there would be some people who would still prefer the old version, so I kept it. Personally I find IUI superior in every conceivable way, but as they say, hundred people, hundred tastes... Sorry you hate it though, lol.
Anyway, big EEex update is coming sooner than anticipated
I am not arguing. You can not satisfy everyone. This is true.
Also, you do not need to delete old version in order to make improvements.
In github, I proposed a pull request with the french of the mode (bestiary and ui menu) + some fixes and minor changes :
1- minor changes in language menu
2- switches Done Button and Cancel Button on differents screens + minor changes
3 - show stored values on chargen abilities screen
4 - reactivation of automatic creation of the biography
5 - fix the level-up screen and HLA
6 - fix the background list of creatures and bosses in the bestiary screen
7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if th total is more than ~448)
8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
9 - minor changes about the hotkeys 1-6 selection in inventory screen
10 - Deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
11 - Minor change how to switch from the multi to solo inventory
12 - add a cancel button in the mini radar setting menu
13 - allow activation and deactivation of the radar using the same keyboard button
14 - french translation of the radar data
15 - full translation of the bestiary
16 - update of characteristics of monsters (bestiaray)
17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)
Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I did the translation directly in the original file.
Wow that's pretty big, thanks. Unfortunately I'm finishing an update that adresses some of those issues (some of those I don't quite understand), you'll need to wait a bit to v1.4. That version will be feature-complete, I plan no more development after, just fixes.
Ok the update sounds interesting, I am looking forward to try this new version.
Nevertheless here are the two files, my_RDR.lua to open and close the RADAR window with same key and the UI.menu with multiple minor changes, I let you check these if you want.
The french translation still need proofreading, that's why I keep it on my side for the moment.
Just one suggestion tough, some texts are managed directly in my__RDR.lua and my__CNST.lua, it should be better to be managed separatly in the dedicated language L_x.lua file
Thanks again for sharing this mod, it's a great job !
@Pecca
As you likely know, you have some pull requests for Infinity UI on GitHub.
Will 1.4 or a future version include bestiary entries for mod-added creatures or/and the ability for mod authors to add them to the bestiary via their mods if their mods are installed after?
Also, once Infinity UI is feature complete, does that mean the community may update it akin to what happened with Dragonspear UI?
I don't plan to extend the basic bestiary, but there is nothing stopping other mods to extend the list with their own creatures. There is one large bam file with all images, that would need to be updated as well. I guess I could add a parameter to the bestiary list that would define bam name so modded creatures can have their own image file. But it is possible even now.
And no, I don't plan IUI to end up like DUI. That was abandoned in favor of its direct replacement. IUI will stay up-to-date as long as I keep modding.
v1.4 is out. It is still mainly focused on new inventory sprites using EEex for more flexibility, another interesting feature is sorting memorized spells by time, as it was in vanilla games. Now I'm finished developing stuff. This version is opened for pull requests. I will not be working on another update for some time, that would make pull requests incompatible, which was mainly the reason I was not accepting them.
There is one technological debt I plan to remedy in the future. Most of the background images are drawn at bigger resolution than current 1024. I was not able to save bigger images in older versions of Near Infinity, but it is possible now. I will not work on this for some time though.
Core features
-Item comparison proficiencies
-Item description offset fixes
-Bestiary entry reliability improvements
-Hotkeys 1-6 work in single-inventory mode
-Bestiary list extension for custom added creatures
EEex features
-new inventory sprite - helmets and shields
-new inventory sprite - polymorphs
-new inventory sprite - BG2 dark elves transformation
-improved item comparison (optional)
-more reliable bestiary entry
-XP progressbar compatible with mods
-Memorized spells sortable by time of memorization
Is it possible to add the Weapon Style bonuses to the stat sheets? I always missed that section form the vanilla and LeUI interfaces and consider it a bit of an omission for such an information rich interface as Infinity UI. Or maybe it does show it and I'm not seeing it.
I just found about this mod yesterday and I have a couple of comments to make. Before that, two things:
Awesome mod.
I'm not reading 35 pages of comments so sorry if these issues have already been posted
The things I want to ask:
Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
I also want to notify a bug: in the inventory screen the character model often disappears when passing the cursor over another characters portrait. The model reapears shortly after. It's very easy to replicate but not 100%. My description is the best I could come up with but it may be more complex than that.
I just found about this mod yesterday and I have a couple of comments to make. Before that, two things:
Awesome mod.
I'm not reading 35 pages of comments so sorry if these issues have already been posted
The things I want to ask:
Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
I also want to notify a bug: in the inventory screen the character model often disappears when passing the cursor over another characters portrait. The model reapears shortly after. It's very easy to replicate but not 100%. My description is the best I could come up with but it may be more complex than that.
The inventory thing also happens on my end. I think it's just how it's supposed to be. It happens in multi-caharacter inventory view, but in my case it happens when moving the cursor over the inventory slots )and with paperdoll mode).
Comments
+ under gameplay options it shows me 2 times story mode
+ it does not safe the option "pause when trap is found"
+ my biggest gripe with this MOD: I absolutely find it necessary to use hotkeys 123456 in inventory screen to swap around chars and deposit items in e.g. armor/weapons slots
Which game do you play?
Using hotkeys in single inventory mode should be possible, I'll fix it. In all-party mode it is not possible, I use those internally to make it work.
I am playing IWD EE
What I do in unmodded game: pick item, it hovers in my hand over inventory, click 123456 to select different char, inventory screen updates underneath my hand with the item still held, also the stats update on each char in response to the item held in hand
I think your mode does in fact change the inventory with 123456 haven an item held but the screen is not updating at all
In github, I proposed a pull request with the french translation and some changes :
1- minor changes in language menu
2- switches 'Done' button and 'Cancel' button on differents screens + minor changes
3 - show stored values on chargen abilities screen
4 - reactivation of automatic creation of the biography
5 - fix the level-up screen and HLA
6 - fix the background list of creatures and bosses in the bestiary screen (glitches appears if IWDEE theme selected)
7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if the total is more than ~448)
8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
9 - minor changes about the hotkeys 1-6 selection in inventory screen
10 - deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
11 - minor change how to switch from the multi to solo inventory
12 - add a cancel button in the mini radar setting menu
13 - allow activation and deactivation of the radar using the same keyboard button
14 - french translation of the radar data
15 - full translation of the bestiary
16 - update of characteristics of monsters (bestiaray)
17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)
Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I just did the translation directly in the original file.
In github, I proposed a pull request with the french of the mode (bestiary and ui menu) + some fixes and minor changes :
1- minor changes in language menu
2- switches Done Button and Cancel Button on differents screens + minor changes
3 - show stored values on chargen abilities screen
4 - reactivation of automatic creation of the biography
5 - fix the level-up screen and HLA
6 - fix the background list of creatures and bosses in the bestiary screen
7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if th total is more than ~448)
8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
9 - minor changes about the hotkeys 1-6 selection in inventory screen
10 - Deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
11 - Minor change how to switch from the multi to solo inventory
12 - add a cancel button in the mini radar setting menu
13 - allow activation and deactivation of the radar using the same keyboard button
14 - french translation of the radar data
15 - full translation of the bestiary
16 - update of characteristics of monsters (bestiaray)
17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)
Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I did the translation directly in the original file.
Here is what I modified:
(so the spell/innate description popup on the main game screen not affected by the item description popup and always uses the center alignment and won't have a large blank space before the text).
2. Reset the ITEM_DESCRIPTION offset to 0 when closing the store or inventory screen
(so the item description popup on the main game screen always uses the original center alignment).
3. Added the offsets for the classic store menu (rgStoreMode == 1) so that item descriptions display on the left side for group items and the right side for store items.
(this was already implemented in the new store menu but was missing from the classic one.)
I guess I'm in the minority, but I just HATE how ugly this mod looks compared to your old one. The only reason to use new one is because of some QoL features (like displaying buff timer).
I wish you continue to update Dragonspear UI mod...
Anyway, big EEex update is coming sooner than anticipated
Thanks, I will look into it.
I am not arguing. You can not satisfy everyone. This is true.
Also, you do not need to delete old version in order to make improvements.
Wow that's pretty big, thanks. Unfortunately I'm finishing an update that adresses some of those issues (some of those I don't quite understand), you'll need to wait a bit to v1.4. That version will be feature-complete, I plan no more development after, just fixes.
Ok the update sounds interesting, I am looking forward to try this new version.
Nevertheless here are the two files, my_RDR.lua to open and close the RADAR window with same key and the UI.menu with multiple minor changes, I let you check these if you want.
The french translation still need proofreading, that's why I keep it on my side for the moment.
Just one suggestion tough, some texts are managed directly in my__RDR.lua and my__CNST.lua, it should be better to be managed separatly in the dedicated language L_x.lua file
Thanks again for sharing this mod, it's a great job !
As you likely know, you have some pull requests for Infinity UI on GitHub.
Will 1.4 or a future version include bestiary entries for mod-added creatures or/and the ability for mod authors to add them to the bestiary via their mods if their mods are installed after?
Also, once Infinity UI is feature complete, does that mean the community may update it akin to what happened with Dragonspear UI?
Thankee!
And no, I don't plan IUI to end up like DUI. That was abandoned in favor of its direct replacement. IUI will stay up-to-date as long as I keep modding.
There is one technological debt I plan to remedy in the future. Most of the background images are drawn at bigger resolution than current 1024. I was not able to save bigger images in older versions of Near Infinity, but it is possible now. I will not work on this for some time though.
Core features
-Item comparison proficiencies
-Item description offset fixes
-Bestiary entry reliability improvements
-Hotkeys 1-6 work in single-inventory mode
-Bestiary list extension for custom added creatures
EEex features
-new inventory sprite - helmets and shields
-new inventory sprite - polymorphs
-new inventory sprite - BG2 dark elves transformation
-improved item comparison (optional)
-more reliable bestiary entry
-XP progressbar compatible with mods
-Memorized spells sortable by time of memorization
- Awesome mod.
- I'm not reading 35 pages of comments so sorry if these issues have already been posted
The things I want to ask:- Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
- In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
I also want to notify a bug: in the inventory screen the character model often disappears when passing the cursor over another characters portrait. The model reapears shortly after. It's very easy to replicate but not 100%. My description is the best I could come up with but it may be more complex than that.The inventory thing also happens on my end. I think it's just how it's supposed to be. It happens in multi-caharacter inventory view, but in my case it happens when moving the cursor over the inventory slots )and with paperdoll mode).