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lefreut

Modders
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Everything posted by lefreut

  1. 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.
  2. 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.
  3. v4.0.2 released with the fix for the Kilivitz's Classic Spellbooks crash. https://github.com/r-e-d/EEUITweaks/releases/tag/v4.0.2
  4. Thanks for the bug report. If you remove this block of code from the UI.menu it should fix the crash. mageBookStrings = { SPWI908 = {tip = engine_mode == 0 and 24615 or 55373, title = 'CHAIN_CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"}, SPWI617 = {tip = engine_mode == 0 and 24615 or 55373, title = 'CONTINGENCY_TITLE', action = "ADD_SPELLS_CONTINGENCY_LABEL"}, SPWI809 = {tip = engine_mode == 0 and 24617 or 55372, title = 'SPELL_TRIGGER_TITLE', action = "ADD_SPELLS_TRIGGER_LABEL"}, SPWI710 = {tip = engine_mode == 0 and 24616 or 60420, title = 'SPELL_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"}, SPWI420 = {tip = engine_mode == 0 and 24616 or 60420, title = 'MINOR_SEQUENCER_TITLE', action = "ADD_SPELLS_SEQUENCER_LABEL"}, }
  5. It may be an interaction between the two. LeUI alone works fine.
  6. It seems to be an issue with EEex, without it, it's working fine on my side. I don't know what happens. @Bubb any idea?
  7. This component is skipped if any LeUI is installed as it's already included in them.
  8. @Nathan82 v4.0.1 released with the fix for the Simple Centered Dialog crash. https://github.com/r-e-d/EEUITweaks/releases/tag/v4.0.1
  9. OK I reproduce a crash with only the 'Simple Centered Dialog' component installed on the very first dialog with Imoen I guess a change in 2.6 broke it.
  10. In theory, this component should only change the position of the dialog box nothing else. What's the easiest way to reproduce the crash so I can look at it on my side?
  11. Yes UI mods often uses lua files for text but it is still translatable. These components should be set up to load the correct lua file depending on the language (by providing a ru_ModOp.lua file for example) and fallback to english if there is no translation. It's the way the different authors choose to write these components, I won't change that (I don't have the time anyway). It also has an advantage compare to the tlk. All the translation files are available after the installation so you can switch between languages without having to reinstall the mod. And to be fair, Beamdog also uses lua files for text for the UI. The modders did not invent this technique.
  12. Not all of these could be translated right now, but some of them can. There are these files: EEUITweaks\copy\ModsOptions\en_ModOp.lua EEUITweaks\copy\ModsOptions\en_HideO.lua EEUITweaks\copy\FeedbackHack\en_FeedH.lua EEUITweaks\copy\ProgressBar\en_USPgB.lua
  13. And a new texture for the dialog box by @Parys: https://drive.google.com/file/d/16SBrie_im5ek329rrk8NVDou47YkCBBs/view
  14. This will be in the next release: https://drive.google.com/file/d/1zex6FNQ5ymGPplVaZqJwdFV4ia53kEH8/view https://drive.google.com/file/d/1rIuew_2inD5H7Ue3FZMB8Gs4md0Zo1Nn/view https://drive.google.com/file/d/1cZT-QVeLf7VpqsFrKku0CQKybSpYApec/view
  15. It's still present as it's something that I can't fix on my side. With the current version, not easily as it uses the same style as a lot of other text.
  16. v2.0 has been released. Changelog: Already known spells for Sorcerers have yellow contour to differentiate from what you pick Remove extra space in front of innate abilities in the dialog box Tweak the dialog screen to use slightly bigger portraits Hopefully make the dialog code a little more robust (thanks @Bubb13)
  17. v4.5 is out. Already known spells for Sorcerers have yellow contour to differentiate from what you pick Fix multi-line quest display Remove extra space in front of innate abilities in the dialog box
  18. Version 4.0 is finally out \o/ https://github.com/r-e-d/EEUITweaks/releases/latest Changelog: Add Russian translation for Mr2150's Journal Fixes (from yota13) Fix FayDarkAutoRoll to always extract the exceptional strength value Already known spells for Sorcerers have yellow contour to differentiate from what you pick (lefreut's Character Creation Screens) Fix multi-line quest display (lefreut's Journal) Remove extra space in front of innate abilities in the dialog box (lefreut's 1.3-ish Dialog Box)
  19. There is no component to automatically change this. You can use the UI Edit mode to change things in game or you can tweak the UI.menu file. The dialog box have bigger portraits now but only the BG skins, I forgot to make the change for LeUI-IWDEE.
  20. Some inconsistencies in spell descriptions. Cone of Cold Area of Effect: BGEE/SoD 17-ft. cone with 90-deg. arc, BG2EE 18-ft. cone with 90-deg. arc, IWDEE 20-ft. cone with 60-deg. arc. Glyph of Warding Area of Effect: BGEE/SoD 25-ft. radius, BG2EE/IWDEE 12-ft. radius.
  21. The wiki page for Sun Soulbeam (https://baldursgate.fandom.com/wiki/Sun_Soulbeam) has this note: I didn't check if it's still the case, but if it's true, which one should be fixed, the description or the spell?
  22. Indeed the space at the end of 'Attack Roll ' is necessary. For 'Party AI Off' (and 'Party AI On'), it's used in a tooltip alone so it's ok to strip the extra spaces. For 'Find Trap Mode' and 'Turn Unded Mode', I don't know if these strings are seen in an EE game.
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