szef Posted October 19, 2022 Share Posted October 19, 2022 Hi, As in title... I tried change it via (saving in override with NI) bgee.lua (styles, colors) - nothing happens. Where to look for this ;)? Any advice? Making little ui mod. . Quote Link to comment
argent77 Posted October 19, 2022 Share Posted October 19, 2022 I think they are hardcoded. You could probably use a brute force approach by applying coloring to individual dialog strings (as described here). But that's not something I would recommend, since it requires your mod to be installed last (to catch all dialog strings) and may have undesired side effects. Quote Link to comment
lefreut Posted October 19, 2022 Share Posted October 19, 2022 The color is embedded in the string that the engine build before sending it to the UI. For example: ^0xff75a1b8Morte^- You can't change the way this string is built. But you could post-process it. In the UI.menu file, there is this function: function getDialogEntryText(row) local text = dialogTable[row].text if (row == worldPlayerDialogSelection) then --Color the text white when selected text = string.gsub(text, "%^0xff212eff", "^0xFFFFFFFF") end return text end There is already a post-process that change the red color to white for the selected answer. Quote Link to comment
szef Posted October 20, 2022 Author Share Posted October 20, 2022 (edited) Thanks for the replies!! Hm, I've understood the very basic of this magic, but not enough. It is quite difficult(?). Maybe I will do some research on this, since my knowledge is near 0 (or I'll let it go, since there are might be consequences, sooo). Either way, I know where to look now! Edited October 20, 2022 by szef Quote Link to comment
szef Posted October 20, 2022 Author Share Posted October 20, 2022 (edited) 19 hours ago, lefreut said: The color is embedded in the string that the engine build before sending it to the UI. For example: ^0xff75a1b8Morte^- Question, where can I find this string (or the like this)? Edited October 20, 2022 by szef Quote Link to comment
lefreut Posted October 20, 2022 Share Posted October 20, 2022 11 hours ago, szef said: Question, where can I find this string (or the like this)? You can only see them while running the game. The game files only store the raw texts and the engine dynamically adds the color code. If you add a print_r(text); in the function getDialogEntryText and launch the game from a console, you can see this kind of text. Quote Link to comment
szef Posted October 21, 2022 Author Share Posted October 21, 2022 (edited) Ok, this i get. Thanks. But how i.e. this: ^0xff75a1b8Dak'kon^- - ^0xff7da58cDak'kon obraca w twym kierunku swe czarne niczym węgiel oczy.^- ^0xffd5c885Bezimienny^- - ^0xffd7c8a0„W tej chwili nic, Dak'konie. Kontynuujmy.”^- correspond to i.e. "%^0xff212eff" (red color in the post-process above)? So I must change color for each character separatly? Hm, 100% no, but you know, still no clue how to do it ;). Edit: ^0xffd5c885Bezimienny^- - ^0xffd7c8a0 First is for charname color, second it's the line already said by The Nameless One, and: ^0xff7da58c is the lines, the greenish dialog font color (AABBGGRR ?). ? Edited October 21, 2022 by szef Quote Link to comment
jmerry Posted October 21, 2022 Share Posted October 21, 2022 In the BG (EE) series, the character name's font color in the dialog box comes from the character's outfit colors. I'm pretty sure it's just their "major color". That's not something you set in a UI mod, it's something that's in the creature files. PSTEE may be different, but I expect this point to be the same. Colors for the actual dialogue strings ... that's something else. Quote Link to comment
szef Posted October 21, 2022 Author Share Posted October 21, 2022 (edited) 4 hours ago, jmerry said: In the BG (EE) series, the character name's font color in the dialog box comes from the character's outfit colors. I'm pretty sure it's just their "major color". That's not something you set in a UI mod, it's something that's in the creature files. PSTEE may be different, but I expect this point to be the same. Ok. I'm made (for myself ) quick comparison, the lines that was just said by TNO (after reverse first and last color symbols AABBGGRR > RGB). Edited October 21, 2022 by szef Quote Link to comment
lynx Posted October 21, 2022 Share Posted October 21, 2022 Weren't most of the GUI colors externalized to some lua file? Maybe that was not the case in pst:ee, but I definitely remember it for bgee. Quote Link to comment
szef Posted October 21, 2022 Author Share Posted October 21, 2022 (edited) 36 minutes ago, lynx said: Weren't most of the GUI colors externalized to some lua file? Maybe that was not the case in pst:ee, but I definitely remember it for bgee. You mean in the file: bgee.lua, right? Spoiler fontcolors = {} -- AABBGGRR fontcolors['1'] = 'FFCAE2E9' -- title fontcolors['2'] = 'FFCAE2E9' -- title highlight fontcolors['3'] = 'FFCAE2E9' -- subtitle fontcolors['4'] = 'FFEEFFFF' -- subtitle highlight fontcolors['5'] = 'FF000000' -- parchment fontcolors['6'] = 'FFEEFFFF' -- parchment highlight fontcolors['7'] = 'FF000000' -- alternate parchment fontcolors['8'] = 'FF102526' -- alternate parchment highlight fontcolors['9'] = 'FFCDD6D9' -- semitrans dark background fontcolors['A'] = 'FFFDE6E9' -- semitrans dark background highlight fontcolors['B'] = 'FFdef6f8' fontcolors['C'] = 'FFC8F0C8' -- Minty update color fontcolors['D'] = 'FF96C8FF' -- orangy subtitle color fontcolors['R'] = 'FF000080' -- red fontcolors['G'] = 'FF00FF00' -- green fontcolors['M'] = 'FF000080' -- parchment red fontcolors['N'] = 'FFFDFBFD' -- NOTE: white text fontcolors['Y'] = 'FF01cde5' -- PST yellow fontcolors['$'] = 'FF82E6FF' -- gold yellow/orange fontcolors['P'] = 'FFa67da7' -- purple highlight characters = {} tempStats = {} styles = { normal = { color = 'Y', font = 'bookmani', point = 14, valign = 'top', halign = 'left', useFontZoom = 1, }, ... I tried change that file (styles, colors) - sadly for pstee, doing that, has no affect on the game dialog box (exept the font type, AND colors in i.e. "Quit game" etc.). Edited October 21, 2022 by szef Quote Link to comment
subtledoctor Posted October 21, 2022 Share Posted October 21, 2022 PSTEE's engine is not very much like the BGEE/BG2EE/IWDEE engines. It is much, much less moddable. Quote Link to comment
szef Posted October 21, 2022 Author Share Posted October 21, 2022 (edited) 30 minutes ago, subtledoctor said: PSTEE's engine is not very much like the BGEE/BG2EE/IWDEE engines. It is much, much less moddable. It's seems much more hardcor... um, hardcoded? Edited October 21, 2022 by szef Quote Link to comment
lefreut Posted October 21, 2022 Share Posted October 21, 2022 1 hour ago, lynx said: Weren't most of the GUI colors externalized to some lua file? Maybe that was not the case in pst:ee, but I definitely remember it for bgee. The colors used in other part of the UI are externalized. But for the dialog as this use the color from your character it is dynamically added by the engine. Quote Link to comment
lefreut Posted October 21, 2022 Share Posted October 21, 2022 1 hour ago, subtledoctor said: PSTEE's engine is not very much like the BGEE/BG2EE/IWDEE engines. It is much, much less moddable. The UI engine is mostly the same. Quote Link to comment
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