Roxanne Posted October 14, 2016 Author Share Posted October 14, 2016 ok, this may sound confusing, so here is full code. 1. Add this code at the beginning of M_EET.lua by hand (it will be part of next release since it fixes Prologue page, so you should not add it via mod) --increase chapter variable function incrChapter(amount) if ( ((chapter + amount) > Infinity_GetMaxChapterPage()) or ((chapter + amount) < 0 ) ) then return end chapter = chapter + amount end 2. And paste this to your tp2: COPY_EXISTING ~UI.MENU~ ~override~ REPLACE_TEXTUALLY ~chapter = math\.max(0,Infinity_GetMaxChapterPage());~ ~if (Infinity_GetMaxChapterPage() > 29) then chapter = 29 else chapter = math.max(0,Infinity_GetMaxChapterPage()) end~ BUT_ONLY COPY_EXISTING ~M_EET.lua~ ~override~ REPLACE_TEXTUALLY ~chapter = chapter \+ amount~ ~if ((chapter + amount) > 29) then chapter = 29 else chapter = chapter + amount end~ SET chapter23 = RESOLVE_STR_REF (~@1~) SET chapter24 = RESOLVE_STR_REF (~@2~) SET chapter25 = RESOLVE_STR_REF (~@3~) SET chapter26 = RESOLVE_STR_REF (~@4~) SET chapter27 = RESOLVE_STR_REF (~@5~) SET chapter28 = RESOLVE_STR_REF (~@6~) SET chapter29 = RESOLVE_STR_REF (~@7~) SET chapterToT = RESOLVE_STR_REF (~@8~) REPLACE_TEXTUALLY ~\(return Infinity_FetchString(71000 \+ chapter)\)~ ~\1 elseif (chapter == 23) then return Infinity_FetchString(%chapter23%) elseif (chapter == 24) then return Infinity_FetchString(%chapter24%) elseif (chapter == 25) then return Infinity_FetchString(%chapter25%) elseif (chapter == 26) then return Infinity_FetchString(%chapter26%) elseif (chapter == 27) then return Infinity_FetchString(%chapter27%) elseif (chapter == 28) then return Infinity_FetchString(%chapter28%) elseif (Infinity_GetMaxChapterPage() == 29) then return Infinity_FetchString(%chapter29%) elseif (Infinity_GetMaxChapterPage() > 29) then return Infinity_FetchString(%chapterToT%)~ BUT_ONLY change TRA references (@) to correct ones GREAT!! I did that, implemented and tested it. (Loaded a save from chapter 36, a new journal entry was made, Journal Page *Time of Troubles* appears with the entry.) For me this will do without a need to break the 30 chapter barrier - since my mod is the only one to add to this part anyhow and the chapter progression behind it is not essential for the player to know, a single journal for the campaign works well. Link to comment
Roxanne Posted October 20, 2016 Author Share Posted October 20, 2016 Something has been broken in RC7 with respect to TextScreen function. This well-tested scene: IF~~THEN DO~ClearAllActions() SmallWait(2) SetInterrupt(FALSE) TextScreen("JenliN1")SmallWait(2) RestParty()~EXITEND does no longer result in the display of JenliN1.2da but instead shows the SoD Bean dog end credits screen. I assume it maybe because my 2da file uses 2DA V1.0*JenligE 0 1SWITCH DEFAULT DEFAULTDEFAULT 359725 359725 In all game versions up to now,(BGT and EET until RC4) this code called up a mos similar to the ToB endscreens where your large portrait (here JenligE) would be displayed and the referenced string would scroll down. Tested and tested again and used also on many other occasions by my mod. Now without any change in the mod I get default endscreen instead. Edit - I did further testing on the issue replacing my own screen with others from the game in the action block, e.g. using vanilla creatures endscreens (Jaheirad1.2da...). Result is always the same. Additional information - I am still in the BG1 campaign of an EET game (this never was any issue in the past however). Edit2 - after further testing in ar6200 and starting SetGlobal("StartEndBios","AR6200",1) all I get is the SoD screen as well. After additional testing it looks like no end screens work at all - so it seems to be a new bug. Last version I tested up to ToB end was RC4 and everything was okay with that one. I have Viconia and Imoen in the party besides my own NPCs, so even if something would be wrong in my own mod there should have been those two. It looks like any text screen which refers to the *(BMP_Filename) in the 2da results in that endcredits display. Link to comment
argent77 Posted October 21, 2016 Share Posted October 21, 2016 Bios and credits were shown correctly in my last run (EET 1.0 RC6).Manually executing "TextScreen()" for either Bioware NPCs or mod NPCs works as expected and shows their respective portrait and text in EET 1.0 RC7.It might be a mod-related issue on your end. Maybe the code in UI.MENU has been modified by some GUI mod? Link to comment
Roxanne Posted October 21, 2016 Author Share Posted October 21, 2016 Bios and credits were shown correctly in my last run (EET 1.0 RC6). Manually executing "TextScreen()" for either Bioware NPCs or mod NPCs works as expected and shows their respective portrait and text in EET 1.0 RC7. It might be a mod-related issue on your end. Maybe the code in UI.MENU has been modified by some GUI mod? This may be the issue, I have added to UIMENU the code proposed by K4thos in this post http://gibberlings3.net/forums/index.php?showtopic=28179&page=3&do=findComment&comment=247683 I have removed it now and tested again - but no different result. Edit After some more testing it looks like this: The issue appears when I apply the above modification AND use the alternative EET SoD based GUI from EET_end. Everything works fine when I uninstall the alternative GUI from EET_end. PS - it looks like the earlier UI.Menu modifications are lost anyway, they are overwritten when the alternate GUI is installed. Link to comment
K4thos Posted October 22, 2016 Share Posted October 22, 2016 there is missing code in SoD GUI indeed. Beamdog didn't need it for expansion and vanilla BG:EE, so it's not present at all. You can fix it by pasting this code: menu { name 'EPILOGUE' align center center ignoreEsc label { area 0 0 1024 768 mosaic "NPCCHAP" } label { area 106 230 210 330 bitmap lua "epilogueImage" } text { name "text_CHAPTERSCROLL_item" area 424 128 540 534 text lua "text_CHAPTERSCROLL" text style 'normal_sod' scrollbar 'GUISCRC' scrollbar func 'UpdateChapterScroll' scrollbar hide lua 'text_CHAPTERSCROLL_auto == 1' action " text_CHAPTERSCROLL_auto = 0 " } button { area 590 708 234 44 bam GUIBUTMT text "DONE_BUTTON" text style 'button_sod' clickable lua "chapterScreen:IsDoneButtonClickable()" action " chapterScreen:OnDoneButtonClick() " } button { area 252 708 234 44 bam GUIBUTMT text "REPLAY_BUTTON" text style 'button_sod' clickable lua "chapterScreen:IsReplayButtonClickable()" action " chapterScreen:OnReplayButtonClick() " } } right above this in UI.MENU: menu { name 'CHAPTER_WAITING_FOR_PROVIDER' This is a code from BG2:EE GUI so not everything will look as expected. I'd appreciated if someone would be interested in finding proper values in relation to SoD GUI art for this line that is responsible for text placement: 424 128 540 534 or other tweaks for this screen if it need changes to look correctly with SoD graphics in-game console code for testing: C:Eval('TextScreen("jannd")') Link to comment
Roxanne Posted October 22, 2016 Author Share Posted October 22, 2016 there is missing code in SoD GUI indeed. Beamdog didn't need it for expansion and vanilla BG:EE, so it's not present at all. You can fix it by pasting this code: menu { name 'EPILOGUE' align center center ignoreEsc label { area 0 0 1024 768 mosaic "NPCCHAP" } label { area 106 230 210 330 bitmap lua "epilogueImage" } text { name "text_CHAPTERSCROLL_item" area 424 128 540 534 text lua "text_CHAPTERSCROLL" text style 'normal_sod' scrollbar 'GUISCRC' scrollbar func 'UpdateChapterScroll' scrollbar hide lua 'text_CHAPTERSCROLL_auto == 1' action " text_CHAPTERSCROLL_auto = 0 " } button { area 590 708 234 44 bam GUIBUTMT text "DONE_BUTTON" text style 'button_sod' clickable lua "chapterScreen:IsDoneButtonClickable()" action " chapterScreen:OnDoneButtonClick() " } button { area 252 708 234 44 bam GUIBUTMT text "REPLAY_BUTTON" text style 'button_sod' clickable lua "chapterScreen:IsReplayButtonClickable()" action " chapterScreen:OnReplayButtonClick() " } } right above this in UI.MENU: menu { name 'CHAPTER_WAITING_FOR_PROVIDER' This is a code from BG2:EE GUI so not everything will look as expected. I'd appreciated if someone would be interested in finding proper values in relation to SoD GUI art for this line that is responsible for text placement: 424 128 540 534 or other tweaks for this screen if it need changes to look correctly with SoD graphics in-game console code for testing: C:Eval('TextScreen("jannd")') Installed and tested - works for vanilla and my own stuff just like it should. Thanks once more. Link to comment
Roxanne Posted January 28, 2017 Author Share Posted January 28, 2017 RC 8.2 lists this - Minor transition code adjustments (nothing needs to be changed in mods) Since I do not use the default transition code in my mod, can you enlighten me what the adjustment is? Just to check if it is relevant for my mod as well. Link to comment
K4thos Posted January 28, 2017 Share Posted January 28, 2017 RC 8.2 lists this - Minor transition code adjustments (nothing needs to be changed in mods) Since I do not use the default transition code in my mod, can you enlighten me what the adjustment is? Just to check if it is relevant for my mod as well. you don't need to change anything. It's just updated code that you don't use. Link to comment
Roxanne Posted January 28, 2017 Author Share Posted January 28, 2017 RC 8.2 lists this - Minor transition code adjustments (nothing needs to be changed in mods) Since I do not use the default transition code in my mod, can you enlighten me what the adjustment is? Just to check if it is relevant for my mod as well. you don't need to change anything. It's just updated code that you don't use. Thanks. Link to comment
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