swit
swit
Reactions
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Re: The New UI System: How to Use It
this can be already done without EEex. You can find the example code in EET: https://github.com/K4thos/EET/blob/master/EET/lib/bg2_GUI.tph It will be easier for you to compare vanilla BG2:EE UI.MENU … (View Post)Post edited by swit on3 -
Re: [MOD] EEex (v0.10.2-alpha)
I'm finishing up the Lua code that re-writes hardcoded portion of the engine related to character creation and level-up progression. When character is created without using hardcoded functions we're … (View Post)6 -
Re: General mod Questions thread
@Raduziel, I would add it as 2 318 effects: - str >= 19 - exceptional >= 75 (just to be sure you could add additional str == 18 check here and take 2 rows into account at the same time via 0x10… (View Post)1 -
Re: [MOD] EEex (v0.10.2-alpha)
@Djinn, yes, here are some wip screens: https://imgur.com/a/teitafp Keep in mind though that this is not a GUI mod for vanilla EE games but part of a project that brings whole IWD2 content into EE en… (View Post)12 -
Re: [MOD] EEex (v0.10.2-alpha)
sweet, my proposed implementation couldn't differentiate between "Cast Spell" submenu and "Internal List" (Opcode #214), so in the end it wouldn't work reliably for the purpose I … (View Post)Post edited by swit on2