Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by agnes

  1. On 2/17/2019 at 6:31 PM, DavidW said:

    7) On EE, does the integration of the difficulty widget into the UI work okay?

    I know someone has mentioned an incompatibility with Lefreut's enhanced UI (BG1 variant) already, but I just wanted to point out that I don't see the difficulty widget in the UI at all, using Lefreut's "main" version of the UI. Link: https://forums.beamdog.com/discussion/61571/mod-lefreuts-enhanced-ui-for-bg1ee-bg1ee-sod-bg2ee-and-eet/p1

    The difficulty slider works though. An oversight in the text is that it mentions the widget in special abilities still.

  2. 37 minutes ago, DavidW said:

    This is in principle a better objection. But the difficulty slider is too coarse-grained: it adjusts the difficulty of all the components at once. The widget is the only way I know to make finer-grained changes, e.g. to turn off mage prebuffing or dragon hit point boosts. I'd love to be able to do that through something more deeply integrated into the UI, but so far as I can tell that's not possible.

    Yes I understand. But since you say yourself that you would have preferred to put the options somewhere else, you see my point about the hackish nature of the widget. Principally, it doesn't make sense to have something hackish as mandatory. Hence make it optional by a component? Again, it can be there by default with an optional component to hide it. Everyone wins from this.

  3. 9 minutes ago, DavidW said:

    Because any component requires time cost for coding and maintenance, and I’m just not persuaded it’s worth it to save people from clicking the button once, right at the start of the game, and selecting the option to get rid of it.

    It's not about the effort to click it really. But rather (for me at least) that it screams "mod!". And also to put a "widget" in the special abilities area seems a bit hackish. Versus having the AI tied to the difficulty slider which is very lean and integrated. I mean it's not a place for those things, and as far as I know (I might be wrong) scs is the only thing doing this.

    It reminds me of those fallout 3/nv/4 mods where you get like a radio for adjusting the weather and etc. Not very lore friendly.

    I agree with you that an item would be worse, but both are almost equally immersion breaking.

    And about components, scs already has a bunch of them and I can't see how this type of component could be hard to maintain?

  4. 1 minute ago, DavidW said:

    Because the console is deactivated by default, and because I don’t want a core part of the mod’s functionality to require console commands to activate it, and because my (inevitably impressionistic) assessment of the mod’s user base is that this way around suits most of them better, and because I think the widget is fairly self-explanatory so I’m not too worried about it confusing people, whereas I am worried about people not realizing the difficulty is very customizable.

    Fair enough, thanks for the answer.

  5. 14 minutes ago, DavidW said:

    If you don’t want it, just click on it right at the start of the game and select the option to get rid of it.

    I understand. But tell me, are there any reasons why this could not be the other way around? As in it's hidden by default and you activate the widget via the console? I mean, the only ones that will want to change settings like those are people that knows about the console, anyway. Meanwhile, more casual or new players could possibly be a bit confused by the widget. Also, the immersion people don't have to even see it. And if they want to, they can also just as well enable it in the console.

  6. 38 minutes ago, krevett said:

    From v32 Readme

    "You can override these difficulty settings for each component separately. A new power has been added to your protagonist's innate ability bar; activating it will bring up a dialog menu that allows you to set a difficulty for each component that you have installed. (For a very small number of components, there are additional difficulty settings above INSANE: SUPER-INSANE and LEGACY OF BHAAL. These are, intentionally, only activatable using the fine-tuned control (or if you have Legacy of Bhaal installed); this is so you don't blame me when your tenth-level party gets eaten by liches using Dragon's Breath.)

    If you find the difficulty-control power annoying (and if you have the cheat console enabled) you can remove the control via a dialog option. The control dialog can be activated by typing C:CreateCreature("dw#diffi"). (Power users can also set difficulty variables directly at the console; see under Customisation.)"

    No need to make it an optional component, the only real thing needed is as always read the readme ^^

    I know this already. But this requires using the console which is even more immersion breaking.


    What do you think? 

  7. @DavidW

    Can you make the "difficulty widget" an optional component?

    The reason is immersion. No other mods add such things in the special abilities without having it optional. It's obviously individual, but I myself prefer not to be constantly reminded I'm playing with this or that mod.

    One could also argue that the new system of integrating the AI into the difficulty slider makes things more immersive, which is great! But that makes this "widget" stand out even more. 

    It's a fine feature for sure, for those that want it, but I see no reason it should be mandatory?

  • Create New...