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lefreut

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Posts posted by lefreut

  1. 6 hours ago, AL|EN said:

    # 1.1.2

    • the case of the letter 's' in 'setup-' prefix for Windows WeiDU executable will match the first letter of mod tp2 name
    • example: if the mod tp2 is Abc.tp2, the 'Setup-' prefix will have uppercase 'S'
    • macOS WeiDU executable and .command file will not be altered

    This may be a stupid question, but why ? My mod name starts with an uppercase letter and uses a lowercase setup with no problem.

  2. 13 hours ago, kjeron said:

    The lines most likely failing are these two (from comp/setup_metamagic.tpa, line 379-380):

      Hide contents

     

    REPLACE_TEXTUALLY ~mageScreen:SequenceSpell( bookSpells\[currentBookSpell\].resref, bookSpells\[currentBookSpell\].masterResref )~ ~mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref, 'DEFAULT' )~

    REPLACE_TEXTUALLY ~mageScreen:UnSequenceSpell( bottomSpells\[currentBottomSpell\].resref, bottomSpells\[currentBottomSpell\].masterResref )~ ~mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref, 'DEFAULT' )~

     

    The first parts of each replacement (mageScreen:SequenceSpell / mageScreen:UnSequenceSpell) shouldn't have changed even with LeUI, so it's likely the latter part (in the parenthesis) that has changed (the same part that my code changes).  Each has two entries separated by a comma, the first part can be left as is, only the second entry in each should need changing to 'DEFAULT'.

    If you do a text search for them in UI.menu, you might be able to manually edit it to work. They're are multiple instances of each in the default file, so they're may still be multiple instances to look for with LeUI.

    The only changes made by LeUI is to remove the spaces after '(' and before ')'.

    I had a bad habit of tidying up the code to make is more readable for me when I start working on my UI (back when it was only for me and not designed as a mod that will have to interact with other mods).

  3. 5 hours ago, subtledoctor said:

    (Hint to UI modders like @lefreut and @Pecca: I’d be way more motivated and better able to put in effort on inter-mod compatibility if the UI mods could work on my 1024x768 screen resolution...)

    By design my UI mods use the same size for UI elements as the default UI so that it works with all screen resolution (at least the same set of resolutions that are supported by the default UI). Do you have example where it does not work well on 1024*768?

  4. 8 hours ago, subtledoctor said:

    Maybe... maybe not.  I'm  not sure if the current value is exposed to the UI when you're in the level-up screen.  @Bubb or @lefreut might know.  It's certainly outside my wheelhouse though.

    You can disable the '+' button once a skill hit a certain value. The only thing is to properly detect which one is the skill you want to limit.

  5. Well v3.5.1 was buggy due to a copy/paste error.

     

    I have released v3.6 with the correct fix and with some other fixes based on feedback by @Caedwyr.

    • Fix in Faydark's Autoroller.
    • Fix lefreut's Keep Dialog Box active after death.
    • Make lefreut's Character Creation Screens compatible with SCS Thieves assign skill points in multiples of five.
    • lefreut's Inscribed Arcana: Tweak contingency screen.
    • lefreut's Character Creation Screens: Disable cancel in HLA screen.
  6. On 7/29/2020 at 8:02 AM, Caedwyr said:
    • The character record screen lists the following information that I don't normally remember seeing: Max Known Spells/Level, Highest Learnable Spell Level.  It doesn't show arcane miscast magic % which I thought was something that showed. @lefreut.

    Max Known Spells/Level, Highest Learnable Spell Level have been added by one of the previous patches (maybe 2.5?).

    I don't remember seeing arcane miscast magic % in the default UI (I'm not even sure what it is exactly :p). As a general rule, if something is not shown in the default UI, it's probably not exposed to the UI so UI mods can't display it either. The UI don't have a direct access to the game files to extract any extra information (sadly).

  7. On 7/28/2020 at 4:47 AM, Caedwyr said:
    • The x2 backstab multiplier doesn't show up on the character record page.  I suspect this might be due to LEUI @lefreut, this has also come up for other mod kits that add backstab as something the kit can do.

    This is a game engine bug/limitation. This is not shown in the default UI either. And the information is not exposed to the UI so it can't be displayed.

  8. On 7/25/2020 at 7:26 PM, Caedwyr said:

    @lefreut I guess this one is over to you since I'm using LEUI.  I understand the right click behaviour, since the regular spell selection menu also has this option, but I think it would be best to also show text for what you've selected with left click (like the spell selection menu at level up) since the current behaviour comes across as buggy.  Having the hover tooltips would also be an expected feature.  Just a couple of things I think would up the polish on the UI mod.

    I will try to look at this.

  9. 15 hours ago, Caedwyr said:

    This one has been around for a long time, but when you are at the screen to select a HLA clicking back after you've already selected a proficiency and invested points in thief skills means that you can't cancel out of the level up screen.  Furthermore you can actually take points out of any of the proficiencies you've already bought (though since you can't cancel out of this screen or if you reinvest the points go back and buy a HLA this is not really all that useful).  It's possible this is due to @lefreut LEUI or EEUI_Tweaks, but I remember this bug existing back years ago.

    The default UI does not let you cancel once you start leveling up. I was able to make it work for basic level up so I re-enable the button. But when you reach levels with HLA, cancelling mess up the engine and afaik there is no bypass this time. I should probably disable then cancel button in these cases.

  10. 11 hours ago, subtledoctor said:

    Just downloaded the 2.6 beta.  The game doesn't start in MacOS, but I can check out the files with Near Infinity.  A cursory inspection reveals... still no apparent way to modify the OriginalClass value in-game.

    After all this wait, they finally release a beta for the patch... and it didn't even start on MacOS 🤣 Good job guys.

    10 hours ago, Sam. said:

    a) 2.6 is likely to be the last significant patch for the IE games from Beamdog.  If there's anything you want to be included, this is your last chance to push/beg for it.

    Considering that they still haven't fixed some regressions that they introduced themselves, I don't know if it's worth your time to beg for new features that they will likely completely ignore.

    10 hours ago, Sam. said:

    c) While there will be significant modifications to the underlying codebase and probably a long list of bug-fixes, I doubt there will be very much top-level content that will break mods.

    Every single patch since 2.0 has changes that breaks UI mods (in addition of new regressions...).

  11. The autoroller only calls repeatedly the function to generate new rolls. I don't know how this function is implemented internally but it should not depend on most modification made by other mods (but with the Infinity Engine, you never know...). This function only need to roll dice, it should always be pretty fast.

    I don't see how a change in spells or in the UI.menu can interact with the autoroller.

    @Caedwyr If you still have the installation, you could try editing the UI.menu file, search for this:

    for index = 1, 1000, 1 do

    You can then change the 1000 to a lower number to generate less rolls each frame. The autoroller will be slower but hopefully it can help with the hang.

  12. 10 hours ago, Caedwyr said:

    Separate from that, I've noticed that leveling up thief characters I can still spend points in single increments.  It appears as though

    Doesn't do anything.  Is there any file I can check to see if it is installed correctly?

    This component modify the UI.menu file.

    I did a quick test and it seems to not be compatible with LeUI or EEUITweaks.

    The mod looks for the lines:

    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, true)

    and

    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, false)

    To duplicate them.


    But my mods change the line to one of these (yes LeUI and EEUITweaks does not use the same naming convention... but I could fix it if necessary):

    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, reverseButtonPosition)
    
    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, not reverseButtonPosition)
    
    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, chargenReverseButtons)
    
    createCharScreen:OnThiefSkillPlusMinusButtonClick(chargen.thief_skill[currentChargenThiefSkill].id, not chargenReverseButtons)

    So it fails to patch but silently 😢

    @DavidW Do you think you can handle these cases?

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