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[UI] Lefreut's enhanced UI (BGEE, SoD, BG2EE and EET)


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I'm doing an installation where I just wanted to play the Black Pits with new stuff from Talents of Faerun... but I love your UI so much that I can't resist trying both, specially seeing that you are adding compatibility here and there. :) It's very much appreciated!

I've found another incompatibility with Talents of Faerun, though. With the "Characters choose minor new abilities every three levels", the abilities screen gets "dead locked" on level up. I tried to press any of the buttons, but it only highlights the ability, and it never increases, so you can't go back or forward.

This is the weidu.log with the choice of components, and I've pasted also the full UI.menu in case it's useful.

https://gist.github.com/suy/e4771a6629325774a75f7b37b93db8e4

Note that, while I installed v4.7 of LeUI, and that's what shows on the log, I noticed your commit and release for 4.8 layer yesterday, so I've also applied the patch manually with the `patch` tool. The patch applied cleanly, and the UI.menu of the link should have the changes properly applied, but both with 4.7 and 4.8 I seem to have the issue.

Let me know if I can dig into this and help out somehow.

Thank you again!

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On 2/12/2024 at 9:37 PM, lefreut said:

Sorry but I don't understand your question.

Taking a wild guess: he is probably asking if he can have a different skin for each game by installing the various UI versions (that's why he is talking about skin "packages" rather than mod). Maybe he is using EET?

So basically, he would like to play with the "appropriate" skin for each game you've written, rather than having one skin for everything.

Edited by Morgoth
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On 2/13/2024 at 5:57 AM, suy said:

I've found another incompatibility with Talents of Faerun, though. With the "Characters choose minor new abilities every three levels", the abilities screen gets "dead locked" on level up. I tried to press any of the buttons, but it only highlights the ability, and it never increases, so you can't go back or forward.

It is probably easier to address these issues my side than Lefreut's, so do report them on ToF's site. It would also be good to confirm which game this is and exactly which version of the UI (the weidu.log doesn't seem to be attached to your post).

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1 hour ago, DavidW said:

It is probably easier to address these issues my side than Lefreut's, so do report them on ToF's site. It would also be good to confirm which game this is and exactly which version of the UI (the weidu.log doesn't seem to be attached to your post).

Thank you, David. I thought it would be better to report it the other way around, since lefreut was explicitly making commits for ToF compatibility.

The weidu.log was on the URL of the link in my post (to Github's Gist, a paste bin), though I added the UI.menu, and since it sorts alphabetically, and the UI.menu is huge, you need to scroll down a lot to find the weidu.log. Anyway, here is pasted for convenience, as it's not that long (and the game was BG1EE, and Lefreut's version of the UI is for BG1EE as well):

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~LEUI-BG1EE/LEUI-BG1EE.TP2~ #0 #0 // lefreut's Enhanced UI (BG1EE skin) - Core component: 4.7
~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 4.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3355 // Create Interval Saves [argent77] -> Every 30 minutes (cycle through four saves): v16
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2500 // Add 9 new arcane spells: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2520 // Revised Elementals: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #20000 // Introduce new races and subraces: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40100 // Revised class alignment rules: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40200 // Icewind Dale-style paladins: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40300 // Revised Smite Evil: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40470 // Rebalanced thief and bounty hunter traps at low levels: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40500 // Revised favored enemy for rangers: new enemy groups, and rangers reselect their favored enemy at 4th level and every third level thereafter: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40650 // Revised speciality priests of Lathander/Helm/Talos/Tempus/Tyr: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40700 // Allow monks to use staffs: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40800 // Require speciality mages to memorize at least one spell per level from their speciality school: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40850 // Speciality mages automatically get one speciality spell at each level (where possible): Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40900 // Allow multiclassed and dual-classed mages to become specialists and wild mages: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40925 // Bloodlines for sorcerers: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40950 // Dragon Disciples can be disciples of any chromatic dragon (Red/Blue/Green/Black/White): Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #41000 // Rebalanced and revised kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50000 // New wizard specializations: elemental specialists: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50100 // New wizard specialization: Force Mage: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50200 // New wizard kits: Militant Wizards: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50300 // New sorcerer kit: Bloodrager: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50400 // New choices of god / goddess for speciality priests: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50500 // New class: Favored Soul: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55000 // Allow druids to multiclass as mages, rangers, and thieves: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55100 // Multiclass/dual-class fighter/cleric kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55200 // Multiclass/dual-class fighter/druid kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55300 // Multiclass/dual-class fighter/mage kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55400 // Multiclass/dual-class fighter/thief kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55500 // Multiclass/dual-class cleric/mage kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55600 // Multiclass/dual-class cleric/ranger and druid/ranger kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55700 // Multiclass/dual-class cleric/thief and druid/thief kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55800 // Multiclass/dual-class mage/thief kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55900 // Multiclass fighter/mage/cleric kits: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60100 // Characters choose minor new abilities every three levels: Beta 7
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60300 // Improved NPC customisation and management: Beta 7

 

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22 hours ago, Morgoth said:

When I start the game after having installed the remastered spell icons (https://forums.beamdog.com/discussion/88266/mod-remastered-spell-icons-v1-0#latest) I get the following error:

image.png

Hello,

I have made a change to fix this error. But you will still get too big spell icons in mage and priest books. I have made a merge request on Pecca github repo to make it fully compatible with LeUI.

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On 1/30/2024 at 12:49 PM, ktchong said:

I'm testing out and comparing different UI mods at the moment.  Seems like very UI mod has some problems.

A problem with Lefreut's Enhanced UI: 

I am not using any portrait mod.  When my player character talks to an NPC, the dialogue box has a blank space on the left side where the portrait is supposed to be. Is there anyway to eliminate that blank space for NPC that does not have a portrait?

In dialogue where some NPCs have a portrait and some don't, it may be strange to have the dialog box position switch between lines. Another solution would be to set a default portrait image. You can try that by putting a NONE.bmp file in the override folder.

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46 minutes ago, lefreut said:

Hello,

I have made a change to fix this error. But you will still get too big spell icons in mage and priest books. I have made a merge request on Pecca github repo to make it fully compatible with LeUI.

Merged and released, thanks.

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31 minutes ago, Parys said:

After having installed the remastered spell icons v 1.1, I get the following error:

image.jpeg.e35dd47540e64f2156fa6f655500a5ce.jpeg

The game start normally and the spell icons in mage and priest books are scaled properly.

As you have noticed, it is mostly harmless.

It is already fixed in the master repository, so you could just download it (the change is not yet in the current release, 4.8) OR fix it by yourself for your current install, it is quite an easy one:

1) Open the file "UI.MENU" in your ovveride folder with a text editor (notepad++ or similar)

2) Search for the invalid line, in your case line 9360.

You should have a code block like this:

 

	{
		area 95 70 52 52
		bam lua "PopupDetails.icon" scaleToClip text
		sequence 0
		align center center
	}

3) Just cut "sequence 0" and paste it under "align center center", like this:
 

	{
		area 95 70 52 52
		bam lua "PopupDetails.icon" scaleToClip text
		align center center
		sequence 0
	}


Save and you should be OK!

Edited by Frenzgyn
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@lefreut I normally play with your Ui mod (honestly it's a must since I require it to play EET on android) but it seems to have some incompatibility with IWD_EET Intergration by SubtleDoctor. 

He did give a sort of manual fix here but even so there's another issue of your mod not allowing the proper IWD logos to be seen in the main campaign selection menu.

Not really a major issue but if you could look into it since SubtleDoctor said he doesn't know how your mod interacts with his mod to cause the issue so he's not equipped to solve it; it would be appreciated .

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On 4/1/2024 at 3:09 PM, DraikenWeAre said:

@lefreut I normally play with your Ui mod (honestly it's a must since I require it to play EET on android) but it seems to have some incompatibility with IWD_EET Intergration by SubtleDoctor. 

He did give a sort of manual fix here but even so there's another issue of your mod not allowing the proper IWD logos to be seen in the main campaign selection menu.

Not really a major issue but if you could look into it since SubtleDoctor said he doesn't know how your mod interacts with his mod to cause the issue so he's not equipped to solve it; it would be appreciated .

As a quick workaround, you can delete the files BIGLOGO.BAM and TITLE.BAM from the override folder.

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On 4/3/2024 at 1:22 PM, DraikenWeAre said:

@lefreut actually semi works.

Icewindale has it's own Logo showing.

Icewindale 2 also has it's logo but for some reason the Title at the Top is saying Planescape Torment and I was just puzzled by that.

What's the content of the startCampaignData object in the M_K#TBL.lua file?

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