frostysh Posted March 14, 2016 Share Posted March 14, 2016 Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition)This is a cosmetic GUI mod for BG2:EE which modifying a font colors, backgrounds for fonts, a side panels. Main purpose was to change white-on-dark to dark-on-light in-game texts. Previews: Side Panels, and Dialogue Box Inventory Character Record Installation: 0. Download links:Thanx to all machine gods *lay on hands*, now the mod is aviable on GitHub, the all releases with descriptions you can find there:Contagion GUI mod releasesNOTE: Push on "Source code", download the archive, and then unpack anything that in folder like "CGUIM_v02beta_BG2EE" to your folder where Chitin.key, basically there must be ContagionGUIMod or ContagionGUIModmini folder +setu.exe file and *.tp2 file, or something like that - a standard stuff for WeiDU-based mods. And the 4shared is now only a mirror. CGUIM_v02beta_BG2EE.7z (~2,5 Mbyte)CGUIM_v02beta_mini_BG2EE.7z (~2,5 Mbyte)NOTE: Mini versions is means the version without modifications to the dialogue box. To install this stuff extract the archive into folder with Chitin.key (i.e. D:\Program Files\Baldur's Gate 2: Enhanced Edition) , and then start to execute ContagionGuiMod_setup.exe.Uninstallation0. Just run again ContagionGuiMod_setup.exe, and follow instructions. Compability This mod can be installed on the any stage of the game, and no need to restart the game from beginning. This mod touching only cosmetic changes of GUI, not gameplay. Compability with other GUI modes - well, nope. In this case you need to make modifications manually, - look at Readme. NOTE: Dialogbox content is only in the test stage, if we do not want to install that, we must extract archive, and then delete ~/ContagionGuiMod/CGUIMOD/BOX5.PVRZ , and then replace modified fields from ~/ContagionGuiMod/CGUIMOD/UI.MENU, by default one - look at Readme. Any help with moddinf of those crazy Dialogue Box appreciated. .CGUIM for Siege of Dragonspear0. Download links:Contagion GUI mod releases - on GitHub, look for a note in a section about BG2EE. 4shared mirrors. CGUIM_v02beta_SoD.7z (~1,8 Mbyte)CGUIM_v02beta_mini_SoD.7z (~1,8 Mbyte)NOTE: Mini version is the version without modification of dialogue box! 0.a Previews:Dialogue box Inventory https://s25.postimg.org/3ndecdbij/So_D_Inventor_modified.jpg Character record https://s25.postimg.org/f0zxnkm17/So_D_Charec.jpg https://s25.postimg.org/5uhn0agsr/So_D_Charec_modified.jpg1. Installation : just extract the stuff from the archive-file to the directory where Chitin.key, usually the root directory of the game. And then run ...2. Unistallation: run ... again, and follow instruction. It is WeiDU program. Manual configuring and compability with the other mods: Of course SoD UI is impressive, much more impressive than BG2:EE, but as for myself I liked old school black on white text-styles. So I decide to modify SoD UI too. This mod can be installed any time during game progress, because this mod is only cosmetic and not changes anything that is not connected ti the graphical user interface, game parameters, save-game files, etc obviously including. But this mod in the default installation just copying to "override" folder next files: BGEE.LUA, UI.MENU, INVENTOR.MOS + MOS57000.PVRZ, invstats.MOS, GUIREC2.MOS + MOS57001.PVRZ . So this mod will delete the all other UI mods ! To prevent this. if you want to use this mod with the other UI-mods, you need to install this mod, making a manual modification. I have listed the all modification that I have done in the files.NOTE: *.MOS v2, is just a small "link" to the *.PVRZ data file, that is an image data-file that can carry an information about transparency. The game have limited numbers of *.PVRZ file-indexes. In the CGUI mod I have used the next indexes - MOS57000, and MOS57001, if the any other mod will use the same indexes for *.PVRZ data-files - will happens something horrible... Basically there is the same changes in Baldur.lua, and in BGEE.LUA, as in the case of Baldur's Gate 2: EE. Readme data file --------------- INTRODUCTION ---------------Readme file for Contagion GUI mod for Baldur's Gate 2: Enhanced Edition v 2.3672 (or 2+ idk).The main goal of the mod - return old-school "black on white" fonts. Contagion GUI is a comsetic GUI mod for BG2:EE based on the WEIDU (https://github.com/WeiDUorg/weidu)installer.Mostly it will replace some MOS (graphics) and *.LUA (configuration) files that will slightly changethe background for text areas and the text's font colors. Modified files: BGEE.LUA, UI.MENU, BOX5.PVRZ (only standard version), GUIREC2.MOS, INVENTOR.MOS, INVSTATS.MOS, GUIWLSP.MOS, GUIWRSP.MOSActually this mod will replace this files, but I hope I will fix it in the future.--------------- INSTALLATION ---------------1. Unpack the archive content in your game-root directory( i.e. D:\Program Files\Baldur's Gate 2: Enhanced Edition)in this directory must be chitin.key file, if there not, find chitin.key file and unpack an archivein the same location.2. Execute the ContagionGuiMod_setup.exe, this actually WeiDU program for BG modding3. If all is fine you will see console and then 'Done .. Press Enter'--------------- UNINSTALL ---------------To uninstall mod just run ContagionGuiMod_setup.exe again, and follow instructions. Inventory fonts and background - INVENTOR.MOSCharacter record, biography/kit_description, player statistics - and GUIREC2.MOS Left and right sided panels backgrounds - GUIWLSP.MOS and GUIWRSP.MOSThe dialogue box - BOX5.PVRZ--------------- COMPABILITY, configuring ---------------Tested on Baldur's Gate 2: Enhanced Edition v 2.673 or something like that. This mod can be installed during game in progress, this mod does not interact with save-game files, I hope so. So it can be easily installed and removed, whatever you want. This mod by default, overrides UI.MENU, and BGEE.LUA, which is means this mod will undo any other GUI mods, so if you want to install this mod along with other, in this case you can find helpful information about manual changes - To check for detailed inforamtion looat at *.DEBUG and WeiDU.log files in the directory with Chitin.key (usually root directory of the game). === Baldur.lua (where saves) ===Add this string - SetPrivateProfileString('Program Options','UI Edit Mode','1') - this will place UI.MENU file into "override" folder in the same folder where Chitin.key file, and allow you to use <F11> (be careful, when using it... it can make changes that may be hard to find in the UI.MENU) key to enter into UI-editing mode, and <F5> to reload UI.MENU without restarting the entire game program, if UI.MENU edited (very useful) .Use Nearinfinity (link to download in "USED PROGRAMS" section) - find BGEE.LUA in the LUA section , export it to override folder in your root game directory (or in the directory where Chitin.key file exist, read manuals about installing WeiDU mods on BG).=== BGEE.LUA ===search for "styles = ", right above you will see "fontcolors = ()" , add this string in the fontcolors stack. fontcolors['Y'] = '21030401' -- Contagion Gui mod Blackin the end of "styles = " column, before closing parenthesis, add this CGuiMod = { color = 'Y', font = 'NORMAL', point = 12, valign = 'top', halign = 'left', useFontZoom = 1, }This will create a new program for font. detailed modification can be found in "BG2:EE - UI.MENU .." section --------------- BG:EE + DLC: Siege of Dragonspear ---------------0. Download link. 1. Installation : just extract the stuff from the archive-file to the directory where Chitin.key, usually the root directory of the game. And then run ...2. Unistallation: run ... again, and follow instruction. It is WeiDU program. Manual configuring and compability with the other mods: Of course SoD UI is impressive, much more impressive than BG2:EE, but as for myself I liked old school black on white text-styles. So I decide to modify SoD UI too. This mod can be installed any time during game progress, because this mod is only cosmetic and not changes anything that is not connected ti the graphical user interface, game parameters, save-game files, etc obviously including. But this mod in the default installation just copying to "override" folder next files: BGEE.LUA, UI.MENU, INVENTOR.MOS + MOS57000.PVRZ, invstats.MOS, GUIREC2.MOS + MOS57001.PVRZ . So this mod will delete the all other UI mods ! To prevent this. if you want to use this mod with the other UI-mods, you need to install this mod, making a manual modification. I have listed the all modification that I have done in the files.NOTE: *.MOS v2, is just a small "link" to the *.PVRZ data file, that is an image data-file that can carry an information about transparency. The game have limited numbers of *.PVRZ file-indexes. In the CGUI mod I have used the next indexes - MOS57000, and MOS57001, if the any other mod will use the same indexes for *.PVRZ data-files - will happens something horrible... Basically there is the same changes in Baldur.lua, and in BGEE.LUA, as in the case of Baldur's Gate 2: EE. === Baldur.lua (where saves) ===added string:SetPrivateProfileString('Program Options','UI Edit Mode','1')=== BGEE.LUA ===section "fontcolors = ()" , added:fontcolors['Y'] = '21030401' -- Contagion Gui mod Blackthen in the section "styles = " (in the end of the section) added this stuff (dont forgot about comma "," after the "}" , before the "CGuiMod): CGuiMod = { color = 'Y', font = 'NORMAL', point = 12, valign = 'top', halign = 'left', useFontZoom = 1, }, CGuiModl = { color = 'Y', font = 'MODESTOM', point = 14, useFontZoom = 0, valign = 'center', halign = 'center', }, CGuiModlg = { color = 'Y', font = 'POSTANTI', point = 12, useFontZoom = 1, valign = 'top', halign = 'left', } CGuiMod - mod of "normal" font, CGuiModl - mod of "label" font, CGuiModlg - mod of "gamelog" font (only for standard version, with modifications of dialogue box stuff)For detailed modification, look in "SOD - UI.MENU.." section. === BG2:EE - UI.MENU (which also will be in your override folder!) === NOTE: The changes only in two fields "text style" and "area" which is means the used font, default font usually was "normal" and we changed it to our "CGuiMod", and the are field means a position and size of the elements. NOTE: "area" field - first two numbers is a coordinates of top left corner of the respective element, first number (from the left) - is HORIZONTAL coordinate, second number is VERTICAL coordinate the origin point of the coord. system is a top-left corner of the screen, so if you want move up your element, you must decrease second number for some value, if you want move right your element, you need to increase first number by some value. Number of line - 794, this is information table in Charrec menu. Changed font, and the size (and obviously this changed a position of the top left corner too) a little bit.NOTE: Upper fields - changed, lower default!NOTE: I can miss something, if that may haps - me sorry. Line 794 - Biography sections stuff, Charec menu. text { enabled "showJustText" area 54 176 342 428 text lua "helpTextString" text style 'CGuiMod' text align left top scrollbar 'GUISCRC' }text { enabled "showJustText" area 54 186 342 408 text lua "helpTextString" text style 'normal' text align left top scrollbar 'GUISCRC' }Number of line - 640, this is class table in Charrec menu. text { enabled "showClassInfo" area 54 176 342 428 text lua "getClassString()" text style 'CGuiMod' scrollbar 'GUISCRC' } text { enabled "showClassInfo" area 50 182 342 412 text lua "getClassString()" text style 'normal' scrollbar 'GUISCRC' }Number of line - 651, this is abilities table in Charrec menu. -- ability bonus stuff list { column { width 100 label { area 0 0 -1 -1 text lua "listItems[rowNumber][2]" text style 'CGuiMod' text align left center } } area 54 176 342 428 enabled "showAbilityBonuses" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } list { column { width 100 label { area 0 0 -1 -1 text lua "listItems[rowNumber][2]" text style 'normal' text align left center } } area 50 182 342 418 enabled "showAbilityBonuses" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } Number of line - 680, this is statistics table in Charrec menu. -- Stats screen stuff list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(otherlist[rowNumber][1])" text style 'CGuiMod' text align left center } } column { width 35 label { area 0 0 -1 -1 text lua " otherlist[rowNumber][2]" text style 'CGuiMod' text align center center } } area 50 182 346 186 enabled "showStats" rowheight 45 table "otherlist" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } -- Stats screen stuff list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(otherlist[rowNumber][1])" text style 'normal' text align left center } } column { width 35 label { area 0 0 -1 -1 text lua " otherlist[rowNumber][2]" text style 'normal' text align center center } } area 50 182 346 186 enabled "showStats" rowheight 45 table "otherlist" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " }Number of line - 721, this is "Game" label in STATS screen in Charrec menu.label { enabled "showStats" area 338 368 54 38 text "GAME_LABEL" text style 'CGuiMod' text align center center } label { enabled "showStats" area 338 368 54 38 text "GAME_LABEL" text style 'label' text align center center }Number of line - 729, this is "Chapter" label in the Stats screen in Charrec menu. label { enabled "showStats" area 262 368 76 38 text "CHAPTER_LABEL" text style 'CGuiMod' text align center center } label { enabled "showStats" area 262 368 76 38 text "CHAPTER_LABEL" text style 'label' text align center center }Number of line - 738, this is bottom list in Stats screen in Charrec menu. list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(listItems[rowNumber][1])" --lua " '^M' .. Infinity_FetchString(listItems[rowNumber][1]) .. '^-' .. '\n' .. trunc(Infinity_FetchString( listItems[rowNumber][3]), 140)" text style 'CGuiMod' text align left center } } column { width 20 label { area 0 0 -1 -1 text lua " listItems[rowNumber][2]" text style 'CGuiMod' text align center center } } column { width 15 label { area 0 0 -1 -1 text lua " listItems[rowNumber][3]" text style 'nCGuiMod' text align center center } } area 54 406 350 188 enabled "showStats" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(listItems[rowNumber][1])" --lua " '^M' .. Infinity_FetchString(listItems[rowNumber][1]) .. '^-' .. '\n' .. trunc(Infinity_FetchString( listItems[rowNumber][3]), 140)" text style 'normal' text align left center } } column { width 20 label { area 0 0 -1 -1 text lua " listItems[rowNumber][2]" text style 'normal' text align center center } } column { width 15 label { area 0 0 -1 -1 text lua " listItems[rowNumber][3]" text style 'normal' text align center center } } area 54 406 350 188 enabled "showStats" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " }Number of line - 543, this is list of parameters (INT, CHR etc) table in Charrec menu.list { column { width 65 label { area 0 0 -1 36 text lua "Infinity_FetchString( attributeItems[rowNumber][1].strRef)" text style 'CGuiMod' text align left center } } column { width 35 label { area 0 0 -1 36 text lua "displayAttr(rowNumber)" --"listItems[rowNumber][1].current" text style 'CGuiMod' text align right center text shadow lua "isStatModified(rowNumber)" } } area 426 144 152 216 rowheight 36 table "attributeItems" var currentItem hidehighlight action " helpTextString = Infinity_FetchString( attributeItems[currentItem][2]) " } list { column { width 65 label { area 0 0 -1 36 text lua "Infinity_FetchString( attributeItems[rowNumber][1].strRef)" text style 'normal' text align left center } } column { width 35 label { area 0 0 -1 36 text lua "displayAttr(rowNumber)" --"listItems[rowNumber][1].current" text style 'label' text align right center text shadow lua "isStatModified(rowNumber)" } } area 426 144 152 216 rowheight 36 table "attributeItems" var currentItem hidehighlight action " helpTextString = Infinity_FetchString( attributeItems[currentItem][2]) " }Number of line - 582, this is applied effects list in Charrec menu. list { column { width 13 label { area 0 0 22 -1 bam lua "statusEffects[rowNumber].bam" sequence lua "statusEffects[rowNumber].current" text align center center } } column { width 87 label { area 0 0 -1 -1 text lua "Infinity_FetchString(statusEffects[rowNumber].strRef)" text style 'CGuiMod' text align left center } } area 420 486 164 94 rowheight dynamic table "statusEffects" var notrealValue scrollbar 'GUISCRC' hidehighlight } list { column { width 13 label { area 0 0 22 -1 bam lua "statusEffects[rowNumber].bam" sequence lua "statusEffects[rowNumber].current" text align center center } } column { width 87 label { area 0 0 -1 -1 text lua "Infinity_FetchString(statusEffects[rowNumber].strRef)" text style 'normal' text align left center } } area 420 486 164 94 rowheight dynamic table "statusEffects" var notrealValue scrollbar 'GUISCRC' hidehighlight }Number of line - 629, this is Char description label in Charrec menu. label { area 610 492 194 92 text lua "characterDescString(characters[currentID])" text style 'CGuiMod' text align center center } label { area 610 492 194 92 text lua "characterDescString(characters[currentID])" text style 'normal' text align center center }Number of line 615 - Char photo from Char Record screen, changed position for little bit button { name "BUTTON_2_2" area 619 144 180 279 --text lua "characters[currentID].portrait" text align center center text point 10 text color B bitmap lua "characters[currentID].portrait" action " Infinity_Log(dump(characters, 0)) " } button { name "BUTTON_2_2" area 618 147 180 279 --text lua "characters[currentID].portrait" text align center center text point 10 text color B bitmap lua "characters[currentID].portrait" action " Infinity_Log(dump(characters, 0)) " }Number of line 5467 - Armory stats text details main, Inventory screen, changed position and font for a little bit. text { enabled "tempStats[id] == nil" area 609 55 248 79 text lua "characters[id].AC.details" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 605 55 248 79 text lua "characters[id].AC.details" text style "normal" scrollbar 'GUISCRC' } Number of line 5483 - HP stats text main, Inventory screen text { enabled "tempStats[id] == nil" area 609 150 248 76 text lua "characters[id].HP.details" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 605 150 248 76 text lua "characters[id].HP.details" text style "normal" scrollbar 'GUISCRC' }Number of line 5500 - THACO stats main, Inventory screen text { enabled "tempStats[id] == nil" area 609 244 248 72 text lua "getInventoryTHAC0Details()" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 605 244 248 72 text lua "getInventoryTHAC0Details()" text style "normal" scrollbar 'GUISCRC' }Number of line 5517 - Damage stats main, Inventory screen text { enabled "tempStats[id] == nil" area 609 332 248 74 text lua "getInventoryDamageDetails()" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 605 332 248 74 text lua "getInventoryDamageDetails()" text style "normal" scrollbar 'GUISCRC' }Number of line 5675 - Character color button, button { area 460 96 50 52 bam INVBUT colordisplay 1 action " Infinity_PushMenu('CHARACTER_COLOR', 0, 0) " } button { area 458 98 50 52 bam INVBUT colordisplay 1 action " Infinity_PushMenu('CHARACTER_COLOR', 0, 0) " }Number of line 5453 - INVENTORY stats details main rectangle, label { enabled "tempStats[id] == nil" area 516 44 349 376 mosaic "INVSTATS" } label { enabled "tempStats[id] == nil" area 512 44 349 376 mosaic "INVSTATS" }Number of line 5459 - Armor text label (inside the Shield). label { enabled "tempStats[id] == nil" area 544 70 38 40 text lua "characters[id].AC.current" text style "label" align center center } label { enabled "tempStats[id] == nil" area 540 70 38 40 text lua "characters[id].AC.current" text style "label" align center center }Number of line 5475 - Hit Points (circle). label { enabled "tempStats[id] == nil" area 538 159 44 42 text lua "characters[id].HP.current .. '/' .. characters[id].HP.max" text style "label" align center center } label { enabled "tempStats[id] == nil" area 534 159 44 42 text lua "characters[id].HP.current .. '/' .. characters[id].HP.max" text style "label" align center center }Number of line 5492 - Thaco. label { enabled "tempStats[id] == nil" area 544 254 34 42 text lua "getInventoryTHAC0()" text style "label" align center center } label { enabled "tempStats[id] == nil" area 540 254 34 42 text lua "getInventoryTHAC0()" text style "label" align center center }Number of line 5509 - Damage. label { enabled "tempStats[id] == nil" area 540 348 42 39 text lua "getInventoryDamage()" text style "label" align center center } label { enabled "tempStats[id] == nil" area 536 348 42 39 text lua "getInventoryDamage()" text style "label" align center center }Number of line 5626 (not modified) - Shiled slot, inventory. NOTE: buged slot Identifier in the f11 menu, is less by unit than real one slot {name "slot_inv_25" area 338 361 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.boots" } slot {name "slot_inv_25" area 338 361 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.boots" }Number of line 5618 - Amulet slot, slot {name "slot_inv_14" area 404 96 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.amulet" } slot {name "slot_inv_14" area 398 98 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.amulet" }Number of line 5617 - Helmet Slot, slot {name "slot_inv_13" area 350 96 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.helmet" } slot {name "slot_inv_13" area 346 98 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.helmet" }Number of line 5616 - Gauntlets slot. slot {name "slot_inv_12" area 296 96 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.gauntlets" } slot {name "slot_inv_12" area 294 98 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.gauntlets" }Number of line 5615 - Armor slot, slot {name "slot_inv_11" area 242 96 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.armor" } slot {name "slot_inv_11" area 242 98 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.armor" }Number of line 5627 - Shield Slot, slot {name "slot_inv_26" area 462 243 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.shield" } slot {name "slot_inv_26" area 461 244 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.shield" }Number of line 5623 - Left Ring Slot, slot {name "slot_inv_22" area 217 302 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.ringleft" } slot {name "slot_inv_22" area 218 302 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.ringleft" }Number of line 5613 - Personal Slot right, slot {name "slot_inv_7" area 132 347 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.personal2" } slot {name "slot_inv_7" area 130 347 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.personal2" }Number of line 5612 - Personal Slot middle, slot {name "slot_inv_6" area 79 347 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.personal1" } slot {name "slot_inv_6" area 78 347 52 52 bam "STONSLOT" slotinfo "characters[id].equipment.personal1" }NOTE: Dialoguebox modification is on the testing stage, I do not know what they actually do, I mean - what kind of fonts its changing. Dialogbox modifications is only aviable for "standard version", in the "mini version" is not such modifications. Number of line 11751 - Dialoguebox stuff main. text { name "worldMessageBox" area 28 135 816 102 text lua "worldMessageBoxText" text style "CGuiMod" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" } text { name "worldMessageBox" area 28 135 816 102 text lua "worldMessageBoxText" text style "normal" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }Number of line 11965 - Dialoguebox stuff text { name "worldNPCDialog" area 84 22 749 38 text lua "worldNPCDialogText" text style "CGuiMod" scrollbar 'GUISCRC' } text { name "worldNPCDialog" area 84 22 749 38 text lua "worldNPCDialogText" text style "normal" scrollbar 'GUISCRC' }Number of line 11973 - Dialoguebox stuff. text { name "worldDialogMessageBox" enabled "showWorldMessages" area 20 -124 813 124 text lua "worldMessageBoxText" text style "CGuiMod" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" } text { name "worldDialogMessageBox" enabled "showWorldMessages" area 20 -124 813 124 text lua "worldMessageBoxText" text style "normal" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }Number of line 12023 - Dialoguebox. text { area 0 0 -1 -1 text lua "getDialogEntryText(rowNumber)" text style "CGuiMod" } text { area 0 0 -1 -1 text lua "getDialogEntryText(rowNumber)" text style "normal" } === SoD - UI.MENU, inventory field ===First is the modified stuff, second is the default stuff, from up to down. NOTE: About the coordinate system and connected stuff, that game using, you can read in the "COMPABILITY" section for BG2:EE. Basically orign of coords. is in the top-left corner of the game-screen. Line 5413 - AC details, text main stats. Text color, and moving little bit right. Little bit resizing in width. etc text { enabled "tempStats[id] == nil" area 598 55 246 95 text lua "characters[id].AC.details" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 594 57 246 97 text lua "characters[id].AC.details" text style "normal" scrollbar 'GUISCRC' }Line 5429 - Hit Points text stuff, main stats. Color, moving down and resizing for little bit. text { enabled "tempStats[id] == nil" area 598 162 244 102 text lua "characters[id].HP.details" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 598 160 244 104 text lua "characters[id].HP.details" text style "normal" scrollbar 'GUISCRC' }Line 5446 - Thaco text stuff main stats. Color, moving down, and resize. text { enabled "tempStats[id] == nil" area 598 276 244 104 text lua "getInventoryTHAC0Details()" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 598 272 244 106 text lua "getInventoryTHAC0Details()" text style "normal" scrollbar 'GUISCRC' } Line 5463 - Damage text stuff, main stats. Just a color. text { enabled "tempStats[id] == nil" area 598 386 244 98 text lua "getInventoryDamageDetails()" text style "CGuiMod" scrollbar 'GUISCRC' } text { enabled "tempStats[id] == nil" area 598 386 244 98 text lua "getInventoryDamageDetails()" text style "normal" scrollbar 'GUISCRC' }Line 5272 - Item name label, item-bonus panel. Color. label { area 524 50 330 56 text lua "getStatsTitle()" text style "label" text color 'Y' } label { area 524 50 330 56 text lua "getStatsTitle()" text style "label" text color 'D' }Line 5280 - "Current" label, item bonus menu. Color. label { enabled "tempStats[id] ~= nil" area 674 110 84 28 text "CURRENT_LABEL" text style "label" text color 'Y' text point 10 } label { enabled "tempStats[id] ~= nil" area 674 110 84 28 text "CURRENT_LABEL" text style "label" text color 'D' text point 10 }Line 5289 - "New" label, item bonus menu. Color label { enabled "tempStats[id] ~= nil" area 758 110 84 28 text "NEW_LABEL" text style "label" text color 'Y' text point 10 } label { enabled "tempStats[id] ~= nil" area 758 110 84 28 text "NEW_LABEL" text style "label" text color 'D' text point 10 }Line 5298 - "Armor Class" label, item bonus menu. Color. text { area 534 148 134 58 text "ARMOR_CLASS_LABEL" text style "CGuiModl" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].AC.details" text align left center } text { area 534 148 134 58 text "ARMOR_CLASS_LABEL" text style "label" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].AC.details" text align left center }Line 5307 - Value of AC, without item, item bonus menu. Color. label { area 674 143 84 63 text lua "getStat(characters[id].AC.current,'AC',-1)" text style "CGuiModl" align center center } label { area 674 143 84 63 text lua "getStat(characters[id].AC.current,'AC',-1)" text style "label" align center center }Line 5323 - Hit points label, item bonus menu. Color text { area 534 216 134 76 text "HIT_POINTS_LABEL" text style "CGuiModl" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].HP.details" text align left center } text { area 534 216 134 76 text "HIT_POINTS_LABEL" text style "label" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].HP.details" text align left center }Line 5332 - HP without item, item bonus menu. Color label { area 674 216 84 71 text lua "characters[id].HP.current .. '/' .. getStat(characters[id].HP.max, 'HP', 1) " text style "CGuiModl" align center center } label { area 674 216 84 71 text lua "characters[id].HP.current .. '/' .. getStat(characters[id].HP.max, 'HP', 1) " text style "label" align center center }Line 5348 - Thaco lable, item bonus menu. Color. text { area 534 290 134 74 text "THAC0_LABEL" text style "CGuiModl" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].THAC0.details" text align left center } text { area 534 290 134 74 text "THAC0_LABEL" text style "label" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].THAC0.details" text align left center } Line 5357 - Thaco without item, item bonus menu. Color. label { area 674 290 84 77 text lua "getStat(characters[id].THAC0.current,'THAC0', -1)" text style "CGuiModl" align center center } label { area 674 290 84 77 text lua "getStat(characters[id].THAC0.current,'THAC0', -1)" text style "label" align center center }Line 5373 - Damage label, item bonus menu. Color text { area 534 367 134 70 text "DAMAGE_LABEL" text style "CGuiModl" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].damage.details" text align left center } text { area 534 367 134 70 text "DAMAGE_LABEL" text style "label" enabled "tempStats[id] ~= nil" tooltip lua "characters[id].damage.details" text align left center } Line 5382 - Damage without item, item bonus menu. Color label { area 674 367 84 70 text lua "getStat(characters[id].damage.min,'dmgMin',1) .. ' - ' .. getStat(characters[id].damage.max, 'dmgMax', 1)" text style "CGuiModl" align center center } label { area 674 367 84 70 text lua "getStat(characters[id].damage.min,'dmgMin',1) .. ' - ' .. getStat(characters[id].damage.max, 'dmgMax', 1)" text style "label" align center center }=== SoD - UI.MENU, Charrec field ===Line 794 - Information field. Moving up and increasing heigh, text color. text { enabled "showJustText" area 92 202 342 428 text lua "helpTextString" text style 'CGuiMod' text align left top scrollbar 'GUISCRC' } text { enabled "showJustText" area 92 208 342 412 text lua "helpTextString" text style 'normal' text align left top scrollbar 'GUISCRC' } Line 640 - Class field. Same modification as previous one. text { enabled "showClassInfo" area 92 202 342 428 text lua "getClassString()" text style 'CGuiMod' scrollbar 'GUISCRC' } text { enabled "showClassInfo" area 92 208 342 412 text lua "getClassString()" text style 'normal' scrollbar 'GUISCRC' }Line 651 - Abilities stuff. Resizing as previous. list { column { width 100 label { area 0 0 -1 -1 text lua "listItems[rowNumber][2]" text style 'CGuiMod' text align left center } } area 92 202 342 428 enabled "showAbilityBonuses" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } list { column { width 100 label { area 0 0 -1 -1 text lua "listItems[rowNumber][2]" text style 'normal' text align left center } } area 92 208 342 418 enabled "showAbilityBonuses" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " }Line 681 - Stats screend stuff. Only colors. ("text style" field : "normal" => "CGuiMod", "label" => "CGuiModl") list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(otherlist[rowNumber][1])" text style 'CGuiMod' text align left center } } column { width 35 label { area 0 0 -1 -1 text lua " otherlist[rowNumber][2]" text style 'CGuiMod' text align center center } } area 92 204 346 186 enabled "showStats" rowheight 45 table "otherlist" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " } label { enabled "showStats" area 370 402 64 28 text "GAME_LABEL" text style 'CGuiModl' text align center center } label { enabled "showStats" area 300 402 70 28 text "CHAPTER_LABEL" text style 'CGuiModl' text align center center } list { column { width 65 label { area 0 0 -1 -1 text lua "Infinity_FetchString(listItems[rowNumber][1])" --lua " '^M' .. Infinity_FetchString(listItems[rowNumber][1]) .. '^-' .. '\n' .. trunc(Infinity_FetchString( listItems[rowNumber][3]), 140)" text style 'CGuiMod' text align left center } } column { width 20 label { area 0 0 -1 -1 text lua " listItems[rowNumber][2]" text style 'CGuiMod' text align center center } } column { width 15 label { area 0 0 -1 -1 text lua " listItems[rowNumber][3]" text style 'CGuiMod' text align center center } } area 92 430 350 196 enabled "showStats" rowheight 45 table "listItems" var currentItem scrollbar 'GUISCRC' hidehighlight action " --helpTextString = Infinity_FetchString( listItems[currentItem][1].helpStrRef) " }Line 543 - Attributes stuff, only colors. ("text style" field : "normal" => "CGuiMod", "label" => "CGuiModl") list { column { width 65 label { area 0 0 -1 36 text lua "Infinity_FetchString( attributeItems[rowNumber][1].strRef)" text style 'CGuiMod' text align left center } } column { width 35 label { area 0 0 -1 36 text lua "displayAttr(rowNumber)" --"listItems[rowNumber][1].current" text style 'CGuiModl' text align right center text shadow lua "isStatModified(rowNumber)" } } area 456 162 162 218 rowheight 36 table "attributeItems" var currentItem hidehighlight action " helpTextString = Infinity_FetchString( attributeItems[currentItem][2]) " }Line 629 - Character description stuff. label { area 644 512 194 92 text lua "characterDescString(characters[currentID])" text style 'CGuiMod' text align center center } label { area 644 512 194 92 text lua "characterDescString(characters[currentID])" text style 'normal' text align center center }=== SoD - UI.MENU, Message box stuff (only in standard version) ===NOTE: I do not know, how my modification taking effect in game. in this case. Line 11746 - Something connected to Message Box text { name "worldMessageBox" area 28 66 816 171 text lua "worldMessageBoxText" text style "CGuiModlg" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" } text { name "worldMessageBox" area 28 66 816 171 text lua "worldMessageBoxText" text style "gamelog" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }Line 11960 - Perhaps dialogues with npc text??? text { name "worldNPCDialog" area 86 -25 758 111 text lua "worldNPCDialogText" text style "CGuiModlg" scrollbar 'GUISCRC' } text { name "worldNPCDialog" area 86 -25 758 111 text lua "worldNPCDialogText" text style "gamelog" scrollbar 'GUISCRC' } Line 11969 - Do not know what is that text { name "worldDialogMessageBox" enabled "showWorldMessages" area 20 -175 824 124 text lua "worldMessageBoxText" text style "CGuiModlg" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" } text { name "worldDialogMessageBox" enabled "showWorldMessages" area 20 -175 824 124 text lua "worldMessageBoxText" text style "gamelog" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }Line 12007 - I do not know what is that. perhaps connected to dialogue stuff. "text style" : "gamelog" => "CGuiModlg" list { column { width 100 label { area 0 0 -1 -1 enabled "dialogEntryGreyed()" rectangle 1 rectangle opacity 100 } text { area 0 0 -1 -1 text lua "getDialogEntryText(rowNumber)" text style "CGuiModlg" } } name "worldPlayerDialogChoicesList" area 86 86 758 151 rowheight dynamic hideHighlight table "worldPlayerDialogChoices" var "worldPlayerDialogSelection" scrollbar 'GUISCRC' actionEnter " if(gameOptions.m_bConfirmDialog == true) then return end glowTest = mouseoverRow worldPlayerDialogSelection = mouseoverRow " actionExit " if(gameOptions.m_bConfirmDialog == true) then return end glowTest = nil worldPlayerDialogSelection = 0 " action " --In confirm mode, just highlight the choice. if(gameOptions.m_bConfirmDialog == true) then return end worldScreen:OnDialogReplyClick(worldPlayerDialogChoices[worldPlayerDialogSelection].marker) worldPlayerDialogSelection = 0 " }--------------- USED PROGRAMS ---------------NotePad++ - https://notepad-plus-plus.orgWeiDU - https://github.com/WeiDUorg/weiduNearInfinity - https://github.com/Argent77/NearInfinity/releasesGIMP - https://www.gimp.org/ImageMagick - www.imagemagick.org (i.e. %pugrify [optins] *.PNG)Blender - https://www.blender.orgFree Hex Editor Neo - http://www.hhdsoftware.com/free-hex-editorLunix tools such as : mv, mkdir, rename, ls, ImageMagick, and others. --------------- THNAKS TO ---------------G3 community - gibberlinds3.net/forums , and especially to Jarno Mikkola, argent77, lynx, agb1, Fiann of the Silver Hand,Beamdog Forums - forums.beamdog.com , to user lefreut for exposing the dialogue-box background image data file. Deviant Art - deviantart.com , there I have found many muse-inspiring-pictures for the mod ^^ . --------------- VERSIONS HISTORY ---------------v 0,2beta - tested on BG2:EE v 2.3672, updated README file, the single program divided into two version. 1) Standard , 2) mini (without modifications to dialogue-box), 4shared data-host service changed to GitHub. Added mod for Siege of Dragonspear, and tested on BG:EE + SoD DLC v 2.3673v 0,2alpha - adaptation for BG2:EE v2+, deleted contrast BAM for spells, and Spell Description. v 0,1alpha - initial release without transparency of the dialogue boxes ;./ for BG2:EE v1.3.2--------------- LICENSE ---------------You can freely modify and redistribute the any parts of this mod, but try to do not forget scribe about the initial author in your credits or something like that . frostysh , 2017 year AD. Version History: Version 0.3 for SoD - 02272017Fixed bug, UI.MENU -- line 602: text style "normal" ---> text style "CGuiMod", there was Charrec panel, resistence, effects, etc field. Version 0.2beta - 02212017--- Added CGUIM for BG:EE + DLC "SoD", tested on version SoD 2.3673 or something like that.--- Revised Readme file. --- Added "mini" versions for both CGUIM, (mini - without modification too dialogue box). --- Updated installer to WeiDU v2.4000 or something like that. Version 0.2alpha - 01032017Configured for BG2EE v2+ *.LUA stuff, minor changed to background images, deleted *.BAM content for spell icons. Upgraded Readme-file.Version 0,1alpha initial release for version BG2EE 1.3.2, many *.BAM file also changedFurther improvements in the future: - - The main future improvements is to create a single mod with an options of components installation and adding the indivisible/green blood component. - - I will create a dialogue boxes backgrounds with proper transparency, if I will realize how... - - Changing dialogue's subtitle colors, for now I do not know how too...- - Adding cool Blender-like effects for GUI. - - Changing the filehost server for a modSpecial thanks to G3 community, and Jarno Mikkola, argent77, lynx, agb1, Fiann of the Silver Hand, without yours help I will never finish that stupid mod . Also thanx to user lefreut from forums.beamdog.com, for exposing the file of dialoguebox background image "box5.pvrz", or something like that.Further information in README_contagionguimod.txt----UPDATE1----Added Screenshots with high resolution for mod's previews . ----UUPDATE2----OMG! After ~4 hours of uploading 10mb to the file host server it is DONE at last! .----UUUPDATE3----Deleted information about bad way to install mod, added the future improvements (in the text not in the mod )----UPDATE4----I have spent money to bought SoD ~20 cahsi dollars, this money was enough to support me for a few months . And ~150 hours of downloading, that was awesome... P.S. I am not a "coder/modder" or something, and this mod is mainly - Just for myself, so probably will be a many "bugs". Link to comment
frostysh Posted March 14, 2016 Author Share Posted March 14, 2016 I have found interesting thing, maybe it will help to someone else. This is MOS V2 file created by myself with MOS57000.PVRZ data linked file in Free HEX Editor Neo. HEX A8DE ----> HEX DEA8 ====> DEC 57 000 And this is a GUIWRSP.MOS V2 in HEX HEX 5E00 ----> HEX 005E ====> DEC 94 , so if you will look in NearInfinity (%java -jar NearInfinity.jar) for MOS0094.PVRZ you will find a proper graphic data for the game right side panel. Link to comment
Mike1072 Posted March 14, 2016 Share Posted March 14, 2016 I like the spell description UI, but I'm not so keen on the others. 4shared is a pretty awful filehost - I got to a screen that wanted me to wait 60 seconds before I gave up trying to download it. I'm not sure what other filehost would be a better choice. If you can figure out how to use GitHub, it is nag-free and has the benefit that when you want to upload a new version, only the files that actually changed have to be uploaded. I recommend excluding the mod installation information about copying files directly into the override - that's not a good practice for people to get into again. Using the WeiDU installer is easy enough and it gives you the ability to properly uninstall the mod as well. Link to comment
frostysh Posted March 17, 2016 Author Share Posted March 17, 2016 Thanx for the answer and the advices . I like the spell description UI, but I'm not so keen on the others. I do no know, I playing with this GUI and feeling myself very fine , at least much more fine rather then with default GUI (for now my party in the Athankctla and ,moving to the de'Arnise Castle ;P). Suddenly I have a low contrast and a low resolution monitors. ;/ But yeah, I think left side of the INVENTOR is need for little bit redrawing, maybe I will change RIGHT_SIDE_PANEL to something aaa little bit less purple and yeah DIALOGUE_BOX is little bit sux, because I DO NOT KNOW HOW TO CHANGE FONT COLORS and add a proper transparency not ZERO or FULL like it is now. And I will add priest spells with improved contrast in the quick panel too. 4shared is a pretty awful filehost - I got to a screen that wanted me to wait 60 seconds before I gave up trying to download it. I'm not sure what other filehost would be a better choice. If you can figure out how to use GitHub, it is nag-free and has the benefit that when you want to upload a new version, only the files that actually changed have to be uploaded. 60 seconds! Whuhahhaha. This is a nothing if it comparing to the frikin` 4 hours! (and two frikin' days for finding of the filehost...) that I spent to uploading it! . I will try to use that GitHUB but I think that GitHub is forbidden for the Tor Network users.I recommend excluding the mod installation information about copying files directly into the override - that's not a good practice for people to get into again. Using the WeiDU installer is easy enough and it gives you the ability to properly uninstall the mod as well.Okey-dokey smoky Thanx again , advices are useful. Link to comment
frostysh Posted February 1, 2017 Author Share Posted February 1, 2017 Does anybody have a simple recipe how I can modify in such way new 2+ version of BG2EE? I need to change backgrounds and font colors, like in ma mod for version 1.3. There is still the same *.MOS and *.BAM, and *.CHU ? Thanx. Link to comment
K4thos Posted February 2, 2017 Share Posted February 2, 2017 Does anybody have a simple recipe how I can modify in such way new 2+ version of BG2EE? I need to change backgrounds and font colors, like in ma mod for version 1.3. There is still the same *.MOS and *.BAM, and *.CHU ? Thanx. https://forums.beamdog.com/discussion/48994/the-new-ui-system-how-to-use-it/p1 Link to comment
frostysh Posted February 3, 2017 Author Share Posted February 3, 2017 https://forums.beamdog.com/discussion/48994/the-new-ui-system-how-to-use-it/p1Tank you for this very helpful thread, but my browser cannot normally download it because of many large images there . I will ask questions in the Q&A Modes thread. I almost done Contagion GUI for v2+, only left this stupid dialog box with which I need some tips. Link to comment
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