Jump to content

lefreut

Modders
  • Posts

    249
  • Joined

  • Last visited

Posts posted by lefreut

  1. 9 hours ago, subtledoctor said:

    2. In my current install, the stat-rolling screen uses the vanilla BG2EE UI.  I think that is because I installed the "Faydark's Auto-Roller" from EEUITweaks after the Pocket Play UI.  This is not the end of the world - it is still totally functional.

    EEUITweaks does not detect Pocket Play UI so sadly this is kind of expected that some components use the wrong assets.

    9 hours ago, subtledoctor said:

    4. The proficiency screen is a little screwy.  I installed the EUITweaks "Show Proficiency Limits" component and the "Dual Into Kit" mod with the "Proper Proficiency Selection" option, both installed after the Pocket Play UI since they both patch UI.menu instead of replacing it.  The proficiency screen appears with the Pocket Play UI, and it initially shows the correct proficiency limits; but as soon as I spend a proficiency point, the displayed limits become wrong (either 5 or 10).  I'm not sure what, exactly, is the conflict here.

    The same happens without Pocket Play UI. "Show Proficiency Limits" is not compatible with "Proper Proficiency Selection".

  2. Small update v4.1 to be compatible with EEUITweaks v3.5.

    Plus the BG1EE version has the new better worldmap screen.

     

    On 6/6/2020 at 7:15 PM, Guest Mark OS said:

    Fabulous, where can I download it?

    And thanks for taking the time to chance it.

    If you don't want to reinstall, you only need to get the new MOS4292.PVRZ and MOS4293.PVRZ files from the copy folder and put it into the override folder.

  3. New release ! v3.5 is out \o/

    • Fix possible infinite loop in Faydark's Autoroller
    • Better compatibility between Mod Options/Hidden Options and LeUI BG1EE/SoD on top of EET
    • Better compatibility between Leveling Progress Bars Options and LeUI BG1EE/SoD
    • New component: Display max proficiency limits

    https://drive.google.com/file/d/1VtlGxGQqjdngenABW2pOnUYNn-P0Jhiq/view

    /!\ For those who want to use this component on top of any LeUI mod, please use LeUI v4.1 that has been released to be compatible with EEUITweaks v3.5. /!\

  4. 4 hours ago, 4udr4n said:

    Thanks, what was causing it?

    When two rolls have the same total, the autoroller will keep the one with the best exceptional strength. The bug was that the component uses an hardcoded list of races/classes that can get 18 strength. And it will fall in an infinite loop trying to extract the exceptional strength if a mod (for example Scales of Balance) changes stats requirements.

    I have removed this list and use a more robust way to get this value (and I also do it only when needed so it should be a tiny bit faster).

  5. On 6/2/2020 at 11:08 PM, 4udr4n said:

    when I use Faydark's Autoroller, it crashes if my character is an Elf or Gnome, but otherwise works perfectly. I've tried a variety of classes and kits, they make no difference.

    I was able to reproduce \o/ I have no idea how it can happen but at least now I can debug it.

    On 6/2/2020 at 11:08 PM, 4udr4n said:

    Hidden gameplay options still shows in the BG2 UI though (I have LeUI SoD installed).

    Indeed, my fix only works with BG2EE not EET :( It's yet another combination I need to test. I will look into this.

  6. @4udr4nYeah I realize a few days ago that Simple Centered Dialog does not properly check for LeUI BG1EE/SoD. I have a fix locally but didn't have the time to do a new release :(

    To disable it, the only way is to edit the UI.menu file. Search for name 'WORLD_DIALOG' and replace the whole menu section with this one:

    Spoiler

    menu
    {
        name 'WORLD_DIALOG'
        offset 0 -54
        align center bottom
        ignoreEsc
        onOpen
        "
            Infinity_PushMenu('WORLD_DIALOG_CONFIRM')
            if(isTouchActionbar() and not dialogViewMode) then
                Infinity_PushMenu('WORLD_DIALOG_LEFT')
                Infinity_PushMenu('WORLD_DIALOG_RIGHT')
            end
            greySidebars()
        "
        onClose
        "
            Infinity_PopMenu('WORLD_DIALOG_CONFIRM')
            Infinity_PopMenu('WORLD_DIALOG_LEFT')
            Infinity_PopMenu('WORLD_DIALOG_RIGHT')
            ungreySidebars()
        "
        label
        {
            name "worldDialogBackground"
            area 0 0 864 250
            rectangle 4
        }
        button
        {
            on pageup
            action
            "
                dragDialogMessagesY(-20)
            "
        }
        button
        {
            on pagedown
            action
            "
                dragDialogMessagesY(20)
            "
        }
        label
        {
            name "worldDialogPortraitArea"
            area 24 20 54 84
            bitmap lua "worldNPCDialogPortrait"
        }
        handle
        {
            name "dialogHandleY"
            area 0 0 864 20
            actionDrag
            "
                dragDialogMessagesY(motionY)
            "
        }
        list
        {
            column
            {
                width 100
                text
                {
                    enabled "rowNumber == 1"
                    opacity lua "step == 1 and 0 or 255"
                    area 0 0 -1 -1
                    text lua "getDialogText()"
                    text style "normal"
                }
                text
                {
                    enabled "rowNumber == 2"
                    area 0 0 -1 -1
                    pad 0 0 0 12
                    text lua "worldNPCDialogText:gsub('\n', ': ', 1)"
                    text style "normal"
                }
                label
                {
                    area 0 0 -1 -1
                    enabled "rowNumber > 2 and rowNumber < #worldPlayerDialogChoices + 3 and dialogEntryGreyed()"
                    rectangle 1
                    rectangle opacity 100
                }
                text
                {
                    enabled "rowNumber > 2 and rowNumber < #worldPlayerDialogChoices + 3"
                    area 0 0 -1 -1
                    text lua "getDialogEntryText(rowNumber)"
                    text style "normal"
                }
                text
                {
                    enabled "rowNumber == #worldPlayerDialogChoices + 3"
                    area 0 0 -1 -1
                    text lua "getDialogPaddingText()"
                    text style "normal"
                }
            }
            name "worldPlayerDialogChoicesList"
            area 88 20 752 210
            rowheight dynamic
            hideHighlight
            table "makeDialogTable()"
            var "worldPlayerDialogSelection"
            scrollbar 'GUISCRC'
            scrollbar func "dialogScroll"
            actionEnter
            "
                if(gameOptions.m_bConfirmDialog == true) then return end
                worldPlayerDialogSelection = mouseoverRow
            "
            actionExit
            "
                if(gameOptions.m_bConfirmDialog == true) then return end
                worldPlayerDialogSelection = 0
            "
            action
            "
                --In confirm mode, just highlight the choice.
                if(gameOptions.m_bConfirmDialog == true) then return end
                if(worldPlayerDialogChoices[worldPlayerDialogSelection - 2] == nil) then return end
                worldScreen:OnDialogReplyClick(worldPlayerDialogChoices[worldPlayerDialogSelection - 2].marker)
                worldPlayerDialogSelection = 0
            "
        }
    }

     

  7. 1 hour ago, subtledoctor said:

    I don't really see a good answer.  Maybe the best thing would be to handle it with a UI mod, given the new moddable UI - figure out a way in the proficiency choice screen to show the max proficiency limits for each weapon.  (Maybe @lefreut or @kjeron would have ideas about that.). Or maybe... I don't know, maybe the mod could add a custom journal entry or "quest," which would list the limits for each kit?  At least then you would have it for reference somewhere in the UI.  Kind of like looking at the Civilopedia in Civ games.

    Yes the UI can display the proficiency limit.

    Quick test :

    prof.jpg.3aee3a8b03cc63ca9c53791aa6a507b6.jpg

     

  8. EEUITweals 3.4 is out \o/

    New component "Add CLUAConsole for mobile". Add the ability to open the console with right click or long tap on the first button of the left sidebar (for @Luke).

    Fix Mr2150's Portrait Picker component. It will no longer prevent changing option while in game.

    Leveling Progress Bars component tweaks. When this component is installed, Alternate Portrait, Disable Combat Stats and Bars On Bottom will be enabled by default.

    Skip Keep Dialog Box active after death component if LeUI is detected.

    Same fix for BAMs as LeUI.

    Add metadata.

  9. @kjeron If I install only DUAL_TO_KIT on BG2EE. I get this on character creation when choosing a class:

    Spoiler

    Baldr000.thumb.png.3cd4be094a4d2956ea14203edc96580b.png

    The frame is darkened because the menu CHARGEN_CLASS is changed into 'modal'. And the bottom buttons are not properly displayed because they use GUIBUTMT (which is a SoD only BAM), they should keep using GUIOSTUL/GUIOSTUM.

     

    2 hours ago, Cahir said:

    - Enable Dual-Class to Kits incompatibility with LeUI -> should be fixed by 0.29

    Dual to Kit overwrites a menu that is heavily changed by LeUI. So it reverts the class selection screen to its vanilla look. I don't know if it's easy to fix.

    2 hours ago, Cahir said:

    - Unused proficiencies forced visible -> cause unknown yet

    I can reproduce with LeUI + EEUITweaks + Scale of Balance + Dual to Kit. I'm looking into this.

     

  10. 17 minutes ago, Cahir said:

    Don't know, but I've installed every UI from my list in every combination, and none of this caused this transparency. What else could it be? Since it's only happen in class selection screen, I though it may be some kit mod doing this. 

    What are the mods that add a huge number of class/kit so I can try?

  11. Well it turns out it's not an incompatibility, it's not even related to mod options! It's a bug in the Mr2150's Portrait Picker component. It will be fixed in the next version of EEUITweaks.

    Thanks a lot for all the time you spend on this @Cahir.


    For this particular bug, one way to find what was the problem was to launch the game from a console and look at the traces. I should have ask you to try this.

    Spoiler

     

    ..."]:7: attempt to call global 'toggleFrame' (a number value)
    stack traceback:
            return debug.traceback():1: in main chunk
            =[C]: in function 'toggleFrame'
            function action0692CDD8 ()
                            panelID = 6
                            helpString = graphicsToggles[selectedGraphicOpt][2]
                            selectedSL = 0
                            if(cellNumber == 2) then
                                    Infinity_PlaySound('GAM_09')
                                    graphicsToggles[selectedGraphicOpt][4] = toggleFrame(graphicsToggles[selectedGraphicOpt][4])

                                    if graphicsToggles[selectedGraphicOpt][4] == 0 then
                                            graphicsToggles[selectedGraphicOpt][5] = 0
                                    else
                                            graphicsToggles[selectedGraphicOpt][5] = 1
                                    end
                                    graphicsToggles[selectedGraphicOpt][6] = 1
                                    --Infinity_ChangeOption(graphicsToggles[selectedGraphicOpt][3], graphicsToggles[selectedGraphicOpt][5], panelID )
                            end
    ..."]:1>         end:7: in function <[string "function action0692CDD8 ()

     

     

×
×
  • Create New...