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lefreut

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Posts posted by lefreut

  1. On 3/22/2022 at 10:55 AM, Mordekaie said:

    1/ "2120 - CLUAConsole for mobile" : How do i activate it ? Is it of any use to install this component on a computer 

    It let you open the console with right click or long tap on the first button of the left sidebar. It's not mandatory for PC as you can open the console with Ctrl+space but if you often use the console and find this easier to open it this way, you can install it.

    On 3/22/2022 at 10:55 AM, Mordekaie said:

    2/ "2010 - Feedback Message Box Buttons Hack": For my usage, this component seems almost irrelevant as i can just click on the Message Box to change its size.

    Is there any alternative solution to implement a "Button" whether to expand the Box "completely" in order to read  (to show all the "active" messages),  or to "collapse" the message box (to make it as small as possible) ?

    The is no component that does that.

    On 3/22/2022 at 10:55 AM, Mordekaie said:

    3/ 5020 - lefreut's Box 5 (Dialog Box) Override i can't find how this component changes the game interface ? Any clue. or a visual ?

    It change the texture of the dialog box:

    Baldr000.thumb.png.c7f862371e6dae1a7f9d44932bafb457.png

    On 3/22/2022 at 10:55 AM, Mordekaie said:

    5/ 4040 - Kilivitz's Classic Spellbooks : i can't see any difference with the "vanilla" leUI spellBooks. After checking this component is a variation of leUI spellbook (if iam right) ? So i guess there is no point to select this component with leUI ?

    I don't remember the change made by this component but yes I don't think it's useful on top of LeUI.

  2. 4 hours ago, Guest Nym said:

    1- Is it possibile to move the dialogue box on the bottom instead on the middle? I think there's a command to do that but i dont remember, maybe i used another ui time ago. Actually my dialogue box is like in the screenshot. If it is not possible to do it, it's fine, even if I was always used to having it at the bottom

    With LeUI, the dialog box is at the bottom. If it's centered, it means you have installed the EEUItweaks components that does it.

    4 hours ago, Guest Nym said:

    The other my question is this: looking my cleric/mage spellbook i noticed that the symbols of the spells have something strange, it seems that they are like traced, that they have an additional outline. It's a normal thing?

    It's the component 'lefreut's Enhanced UI - BG2 vanilla bams for spells' that change the spells icons (to use the BG2 ones). You can skip this component if you prefer the EE spells icons.

  3. On 2/20/2022 at 5:45 PM, yota13 said:

    When will you traify the mod and it will be available for translation?

    This mod modify the UI, it does not add any new lines to the dialog.tlk. Most components either use no strings or use string ref so they are language agnostic.

    There are some components that use new string and they come with a/some lua file(s) (in the form of en_XXX.lua), that one could translate.

    Oh and the setup is traified.

     

  4. I tried installing it on top of LeUI to see if I can make it work.

    The code that add the subrace string in the record screen tries to patch this line:

    table.insert(statusEffects, v)

    into this:

    		--srText = ""
    			--if ( v.bam ~= 'SRSUBICO' ) then
    						if ( v.strRef == 34039 ) or
    			   ( v.strRef == 26753 ) or
    			   ( v.strRef == 34041 ) or
    			   ( v.strRef == 34042 ) or
    			   ( v.strRef == 34044 ) or
    			   ( v.strRef == 34043 ) or
    			   ( v.strRef == 34045 ) or
    			   ( v.strRef == 24203 ) or
    			   ( v.strRef == 34040 ) or
    			   ( v.strRef == 34046 ) then
    			--	table.insert(statusEffects, v)
    				srText = Infinity_FetchString(v.strRef)
    			else
    			--	srText = Infinity_FetchString(v.strRef)
    				table.insert(statusEffects, v)
    			end

    Fails on top of LeUI because with these UIs, the line looks like this instead:

    table.insert(recordInfos, {2,v})

    And should be patched into this:

    		--srText = ""
    			--if ( v.bam ~= 'SRSUBICO' ) then
    						if ( v.strRef == 34039 ) or
    			   ( v.strRef == 26753 ) or
    			   ( v.strRef == 34041 ) or
    			   ( v.strRef == 34042 ) or
    			   ( v.strRef == 34044 ) or
    			   ( v.strRef == 34043 ) or
    			   ( v.strRef == 34045 ) or
    			   ( v.strRef == 24203 ) or
    			   ( v.strRef == 34040 ) or
    			   ( v.strRef == 34046 ) then
    			--	table.insert(recordInfos, {2,v})
    				srText = Infinity_FetchString(v.strRef)
    			else
    			--	srText = Infinity_FetchString(v.strRef)
    				table.insert(recordInfos, {2,v})
    			end

     

    Also the code that patch the CHARGEN_RACE menu produces an invalid UI.menu, I don't know why.

    There are three occurrences of a double '}}' that should be a single '}'.

    And for these two blocks of code, there is an extra " at the end of the first line that should not be there.

    		action "currSubrace = sbSubraceData[currChargenSubrace][3]; getSubrace = 0"
    			Infinity_PopMenu()
    			createCharScreen:OnDoneButtonClick()
    		"
    		action "currChargenSubrace = nil; getSubrace = 0; currSubrace = 10"
    			Infinity_PopMenu()
    			createCharScreen:OnCancelButtonClick()
    		"

    After manually fixing the UI.menu with these changes, it seems to work as expected but I don't know what needs to be changed in the install code to fix these issues.

    And one small detail, the 'subrace select' button is in an odd position with LeUI.

  5. On 10/4/2021 at 1:07 PM, raimn said:

    Say, is the Quit button in the dialog that pops open when you press "Quit Game" in the ESC-menu missing on purpose? I think that is rather a inconvenient change. The code section from UI.menu in question is in the spoiler.

      Reveal hidden contents

    button
        {
            bam STARTMBT
            sequence 1
            area 32 354 236 84
            pad 10 8 10 8
            text style "button"
            text "QUIT_GAME_BUTTON"
            action
            "
                popup3Button(16456,
                'CANCEL_BUTTON', nil,
                'MAIN_MENU_BUTTON', function() optionsScreen:QuitGame() end,
                'SAVE_BUTTON', function() optionsScreen:SaveGame(0) end
                )
            "
        }

     

    Cheers, Raimn

    It's by design as I reuse the texture from vanilla BG2 that only have three slots for buttons.

    On 10/24/2021 at 7:59 AM, Endarire said:

    @lefreut
    I generally preferred your UI to 2.5's, but I have these requests as install options:

    -Swap the positions of the left and right buttons (accept/cancel, etc.) to EE 2.5 standards.

    -Use the EE 2.5 spell preparation interface.

    Thankee!

    LeUI was designed to be a full UI overwrite. Any new customization option is a lot of work.

    20 hours ago, Baptor said:

    @lefreut Hey this mod is fantastic I just had a couple of questions:

    1. You have a BG, BG2, and SOD skin for this mod - any chance of creating an Icewind Dale skin as well? That would be awesome.
    2. Is there any way to restore the chat window to its original settings? The text is not as smooth in the mod.

    Thank you for your time!

    1. I have a UI mod for Icewind Dale. But if you mean Icewind Dale skin for BG(2)EE, it's probably too much work for not a lot of people using it.

    2. Same answer as for Endarine.

  6. The first thing would be to extract all the resources used by the BGEE UI and to put them in BG2EE. You will have to create some resources as for example the BG2 chapter screens does not exist with the BGEE skin (well I already make them for my UI mods).

    Then you will need to update the BG2EE UI.menu to adjust the size or position of elements that differ between BGEE and BG2EE. Or maybe starts with the BGEE UI.menu and fix the specific BG2EE stuff (strrefs, start menu, HLA menu, ...). I don't know which one is the easiest.

    It's not that hard to have something kind of working but it will be a lot of work to ensure that nothing is missing and that everything is working as expected.

  7. On 9/18/2021 at 9:30 AM, Guest Morgoth said:

    Hello, been trying the mod. I like it, but I would like to be able to personalize it.

    1) How can I restore the buttons "ok, go back" to their original position?
    2) The ui jump to the latest text when any is added. Can this be changed, and if yes, how?

    All the rest is pretty much perfect.

    1) There is no built-in option to do that so sadly there is no easy solution.

    2) I don't think so.

  8. On 7/23/2021 at 8:11 AM, Endarire said:

    I recall subtledoctor and you talking about some UI patch for LeUI on 2.5 that fixed the contingency/sequencer UI but which was fixed in EE 2.6.  What do you recall of this?

    I remember doing some changes/tweaks to the contingency screen. They are included in v4.3.2.

    On 7/23/2021 at 8:11 AM, Endarire said:

    Where can we get screenshots of LeUI shop UI in action?

    Spoiler

    Vanilla UI:

    vanilla.thumb.png.de45c77ac468be4c197e129ee0b0e92f.png

    Modded UI:

    mod.thumb.png.9a14e4cf40545aaa576369392425c818.png

  9. Bug report by @Graion Dilach here but as it's a bug in the default EE UI it can be interesting to fix it in EET.

    The 2.6 patch adds new voices (AoN) and Beamdog uses a custom sorting function (compareCustomSound) in the UI.menu file to put these voices at the end of the list. But this function is buggy (invalid order function for sorting). They didn't notice this as the bug only happens with EET.

    I reimplement the function in LeUI like this (you can use this in EET if you want):

    function compareCustomSound(s1, s2)
    	-- DEFAULT, then normal alphabetically, then AoN alphabetically (result must be strictly less than)
    	if (s1.sound == "DEFAULT" and s2.sound ~= "DEFAULT") then
    		return true
    	elseif (s2.sound == "DEFAULT" and s1.sound ~= "DEFAULT") then
    		return false
    	elseif (string.sub(s1.sound, 1, 4) == "BDTP" and string.sub(s2.sound, 1, 4) ~= "BDTP") then
    		return false;
    	elseif (string.sub(s2.sound, 1, 4) == "BDTP" and string.sub(s1.sound, 1, 4) ~= "BDTP") then
    		return true;
    	end
    	return s1.sound < s2.sound
    end

     

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