How to use HLAs in ver2.5??
mimiii
Member Posts: 7
in IWD:EE Mods
I copyed lunumab.2da(for TOB) to override folder, and could use HLAs in last version.
But It is blocked in ver2.5.
After Level up, "Done" button is disabled... Can't click "Done"
Any way to use HLAs in ver2.5??
0
Comments
First add this code at the end of the menu 'LEVELUP_PROFICIENCIES' (line 16636):
button { on return enabled "chargen.levelingUp and createCharScreen:IsHighLevelAbilitiesButtonClickable()" area 762 704 230 44 bam GUIBUTMT sequenceonce lua "getRandomButtonSequence('GUIBUTMT')" text "ABILITIES_BUTTON" text style "button" action " createCharScreen:OnHighLevelAbilitiesButtonClick() " }Then, search for 'function chargenHLADescription()' and in the function replace 63817 with 34713.And finally, search for the menu 'CHARGEN_HIGH_LEVEL_ABILITIES' and replace the whole menu with this code:
menu { name 'CHARGEN_HIGH_LEVEL_ABILITIES' align center center ignoreesc onOpen " currentHLASelection = nil " label { area 0 0 864 710 mosaic GUICUSTB } label { area 82 12 700 40 text "ABILITIES_TITLE" text style "title" } label { area 46 116 336 48 text lua "chargen.numHLAs" text style "normal" text align center center } text { area 436 128 382 478 text lua "Infinity_FetchString(chargenHLADescription())" text style "normal" scrollbar 'GUISCRC' } list { column { width 16 label { bam GUIBTBUT area 0 0 52 52 align center center icon lua "chargen.HLAs[rowNumber].icon" count lua "chargen.HLAs[rowNumber].count" } } column { width 56 label { area 4 0 -1 -1 text lua "Infinity_FetchString(chargen.HLAs[rowNumber].name)" text style "normal" align left center } } column { width 14 label { area 0 4 45 42 bam GUIOSW frame lua "chargenHLAPlusMinusFrame(3, rowNumber)" sequence 0 } } column { width 14 label { area 0 4 45 42 bam GUIOSW frame lua "chargenHLAPlusMinusFrame(4, rowNumber)" sequence 1 } } scrollbar 'GUISCRC' rowheight 52 hidehighlight area 42 192 340 414 table "chargen.HLAs" var currentHLASelection action " if cellNumber == 3 and chargenHLAPlusMinusFrame(3, currentHLASelection) ~= 3 then Infinity_PlaySound('GAM_09') createCharScreen:OnHLAButtonClick(currentHLASelection, 1) elseif cellNumber == 4 and chargenHLAPlusMinusFrame(4, currentHLASelection) ~= 3 then Infinity_PlaySound('GAM_09') createCharScreen:OnHLAButtonClick(currentHLASelection, -1) end cellNumber = nil " } button { on enter bam GUIBUTMT area 210 653 234 44 text style "button" text "DONE_BUTTON" clickable lua "createCharScreen:IsDoneButtonClickable()" action " createCharScreen:OnDoneButtonClick() createCharScreen:OnDoneButtonClick() " } button { on escape bam GUIBUTMT area 464 653 234 44 text style "button" text "CANCEL_BUTTON" action " Infinity_PopMenu() createCharScreen:OnCancelButtonClick() " } }Thank you for your helping.
I'm using your ImprovedUI in EET...
But
Unfortunately, I don't know modding.
I can't find UI.menu.
Otherwise, the easiest way to extract the file is to use NearInfinity.
I edited ui.menu by NI, and "Done" was abled.
But after select HLAs, game screen was not changed.
Something is wrong. but I don't know what is wrong.
I am waiting your tweak.
Many players in my community want using HLAs in IWD.
I will be glad i introduce the tweak.
Thanks.
I already downloaded and I am checking it.
Yes. I can use "use any item"..kk.
Thanks for taking the request.
One other thing is i would also like to use the enhanced HLA options frrom skills and abilities mod in IWDEE but the installer just skips that... Says something like "this feature is not supported for your game".
It would really be great if HLAs were fully available in IWDEE.
Just curious if some modders have it on their minds?
HLAs don't fit well to IWD's slower and more smooth progression either. The whole design of HLAs scream of being an afterthought.
EDIT: There was one mod - I don't remember which - which passively granted a HLA from IRC every fifth level from level 20 onwards. That was probably the most appropriate solution.
EDIT2: This one and from level 15. https://forums.beamdog.com/discussion/37290/house-rules-for-iwd-ee-iwdee-tweaks/p1