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Posts posted by lefreut
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It should be the same rules as with the default UI for the custom portraits. The only addition is that you can prefix your files with m# or f# so that the portraits are automatically sorted into the male or female listing (instead of appearing in both).
M_STYLES.lua is in the copy folder and should be copied into the override folder at install.
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Do you have a screenshot that shows the problem ?
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Small v4.4.1 update with the fixes from the 2.6.6 beta (Prevented extra button click noises from playing in the UI) and similar fixes in a few other places.
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Same compatibility update for 2.6 as my other UI mods.
For EE version 2.6, use the v1.9 version of this mod.
For EE version 2.5, use the v1.8.1 version of this mod.
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I released a new version (v4.4) for all three mods for better compatibility with 2.6. If you encounter any bug, do not hesitate to report it.
This new version is no longer compatible with 2.5, you must use the previous version v4.3.2 for that.
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Like I said a few posts above, the options have been moved from install to in game. You can change them in the Graphics options screen
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For my UI mods, they will only be compatible with one version. The current versions are for 2.5 and the updates will require 2.6.
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You can find some documentations here.
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It will probably mostly work but from what I have seen so far, there are some minor issues : some new options will not be available in game and double sounds will be played when opening/closing item description for example. I need to check if there are more issues and if I can fix them.
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They are compatible.
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On 3/19/2021 at 5:55 PM, coredumped said:
Hello.
First of all, thank you very much for the work you have done on this mod. After having installed SOD my BG1 experience was never the same because I hate the black UI that gets imposed on the player with the dlc.
I have a couple of questions, probably due to me being a noob, but in your first post you mention several components, but when I'm installing the BG1EE skin, I only get asked 3 questions during the setup. Is there any way to access the remaining options?
Also, is there a way for me, while using the BG1EE skin, to have the inventory screen unchanged by the mod?
(I'm installing the mods on BG1EE btw)
Thanks!
The options have been moved from install to in game. You can change them in the Graphics options screen. I forgot to edit the first post.
With this mod, you can't choose to skip some screens. If you want only a subset of the UI changes, you can try EEUITweaks and only select the components you want. It will not be exactly the same as this mod as some minor tweaks are not available in EEUITweaks.
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Hello,
@Morgoth @temnix or anyone else that have issues with the dialog box from my UI mod, if you could try this change to see if it's better (or worse).
Open the UI.menu file in the overwrite folder and search for this:
text { enabled "rowNumber == 1" opacity lua "step == 1 and 0 or 255" area 0 0 -1 -1 text lua "getDialogText(1)" text style "normal" } text { enabled "rowNumber == 2" area 0 0 -1 -1 pad 0 0 0 12 text lua "getDialogText(2)" text style "normal" }
And replace it with this (area 0 0 752 -1 instead of area 0 0 -1 -1 in the these two texts section):
text { enabled "rowNumber == 1" opacity lua "step == 1 and 0 or 255" area 0 0 752 -1 text lua "getDialogText(1)" text style "normal" } text { enabled "rowNumber == 2" area 0 0 752 -1 pad 0 0 0 12 text lua "getDialogText(2)" text style "normal" }
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10 hours ago, Guest Ragnar said:
Does anyone know how can i install lefreut ui and restore the vanilla dialogue box so i dont get the skipped text?
You can use EEUITweaks to install individual component (and skip the dialog one).
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11 hours ago, marcnivar said:
Corrected
in game option will change all fonts together. But I prefer to change each type of font separately. For example, bigger for dialogue, smaller for item description etc
It's doable but it's not straightforward. The styles section in BGEE.lua defines categories with font and size that you can change. But in my mod, the dialog and combat log use the "normal" style which is also used by a lot of other element so if you change it it will change the size of other texts. You will also need to edit the UI.menu to do what you want.
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The issue is caused by the code that emulates the 1.3 dialog box. You only need to skip this component (lefreut's 1.3ish dialog box).
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Sometimes (depending on the font size settings), the engine decides to draw the first portion of the text at a smaller size than what it should. This produces the space between the line. And it seems that in some other situations, the engine decide to not draw all the text (or a least the text overflows the box content and the text is cropped).
I think both of these issues are engine bugs and I don't have any bypass.
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5 hours ago, Cahir said:
I see. Out of curiosity, is this a permanent decision, or it can be changed if Beamdog decides to update UI in future patches?
I think it's way to soon to think about any future patches.
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I will look at it after the release and then decides if it's worth spending my time on it depending on the amount of work needed.
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Yes the description/documentation are not very good but it's very time consuming (and also kind of boring) to write good ones. And now that I no longer actively maintain my mods, it most likely will not change.
Box 5 change the texture of the dialog box.
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This mod is an UI overwrite so yes it's all or nothing.
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Do you have an example of how to reproduce this bug ?
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Did you try with the latest version (v4.3.1) ? There is a fix for an issue like this.
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It should be frame 73-76 in GUIBTACT.BAM.
[UI] Lefreut's enhanced UI (BGEE, SoD, BG2EE and EET)
in Miscellaneous Released Mods
Posted
The order should be DEFAULT, then normal alphabetically, then AoN alphabetically which should be the same as the 2.6 UI.