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Posts posted by lefreut
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You'd have to ask Beamdog for this as it's a bug in the UI that have been there since 2.0 and as far as I know there is no way to bypass it.
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Hello,
You need NearInfinity to extract the file related to the UI (mostly UI.menu) and extract/create resources (BAM/MOS files). Then any text editor as UI.menu is just a regular text file and also probably an image editor to edit/create new texture.
If you already have done some UI modification for BGEE, it's the same for IWDEE.
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I guess I'm in the minority because even if I use capital letter for my mod name, I like it better with a lowercase 's'. But it's not a huge deal anyway
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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.
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v1.8 has been released (the mod is now packaged with Infinity Auto Packager).
Changelog:
- More robust dialog code
- Add option to collapse journal entries
- Add Level Up Glow + click to level up option
- Migrate customization options to in-game graphics menu
- Add Project Infinity metadata
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8 hours ago, tomasz86 said:
Is there any chance for an update to the IWDEE skin as well?
It's on my list of things to do yes.
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New year, new release !
This finally fix the bug reported by @tomasz86 and merge a pull request that was made a really long time ago.
- More robust dialog code
- Migrate customization options to in-game graphics menu (thanks @CkNoSFeRaTU)
- Add Project Infinity metadata
Download (version 4.3):
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On 9/8/2020 at 5:52 PM, tomasz86 said:
Yes, it does. You only need to install the NPC customisation component from SCS, and the LeUI itself.
I can reproduce. I'm working on a fix.
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Is there a way to specify mutually exclusive mods? My UI mods come in different skin flavor. If you choose to install one (LeUI for example), you should not install LeUI-BG1EE or LeUI-SoD or any other UI overwrite mod.
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Hello,
Does it always reproduce with my UI mod? If yes, I can look to see if I can fix it.
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13 hours ago, kjeron said:
The lines most likely failing are these two (from comp/setup_metamagic.tpa, line 379-380):
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).
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5 hours ago, subtledoctor said:
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?
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8 hours ago, subtledoctor said:
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.
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@Endarire It's included by default in my UI mods.
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I have released v4.2 with tweaks based on feedback from @Caedwyr
- Disable cancel in HLA screen as the engine does not handle it
- Compatibility with SCS Thieves assign skill points in multiples of five
- Redesign contingency screen
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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.
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@Shin Open the UI.menu file and search for 'name "WORLD_DEATH"'.
In this menu section, there are two Infinity_PopMenu() lines. Replace them with Infinity_PopMenu('WORLD_DEATH'), it should fix the issue.
Or if you really want to undo the component, remove the onopen block.
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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).
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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.
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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.
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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.
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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...).
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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.
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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?
[UI] Lefreut's enhanced UI (BGEE, SoD, BG2EE and EET)
in Miscellaneous Released Mods
Posted
Hello,
It because of the changes needed to restore the old dialog behavior. With the limitation in the UI system, this is not fixable.