Would it be possible to add an option that shows you which global variables have been set during a dialogue or a quest trigger (same notification style than the one which tells you that a new world area on the map has been revealed)? Would be a great debugging tool for running games.
BG2 Improved GUI
#361
Posted 07 December 2023 - 12:07 PM
#362
Posted 11 February 2024 - 11:26 AM
Custom portrait selection, lower scroll not working.
(I also wonder if it can be made longer, there's a lot of wasted space)
Accept #7
I would *love* for this to be implemented, and hope that BG2 Improved GUI will see its development continued! Do you, by any chance, accept donations and/or bounties anywhere?
#363
Posted 18 February 2024 - 11:38 PM
I'd like to report that the option Fast LOAD/SAVE Screen ("UI:Fast ProgressBar Screen=1" in the INI) breaks all multiplayer support for me, both in a most basic installation (BG2 + TobEx + TobEx Afterlife + BG2 Improved GUI), as well as in a fully modded BGT game, while the unpatched game works fine in multiplayer. Luckily, toggling the option off in TobEx_ini\TobExTweak.ini fixes multiplayer modes, so the game can be played with this amazing mod in effect in other regards.
With said option enabled, all clients hang indefinitely in a non-interactive screen right after joining a game's session. The host can see that the client has joined the session and can elect to kick them in this state, but the client connection/PC never notices this, and has to be killed (via taskmgr) eventually.
It took me the better part of half a weekend to figure out what was going wrong, and I hope this will save someone from going through similar motions
#364
Posted 19 February 2024 - 03:14 AM
Let's just hope Insomniator will be back to us in a near future to address your bug report, colo.
I'm also using the Multiplayer start in order to play a solo game with 6 generated characters so that was useful info in my case.
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#365
Posted 19 February 2024 - 04:36 AM
I hope for a re-appearance of Insomniator (one of the coolest nicks I've read online in the last few decades, btw ) and continuation of this great mod, too
I haven't actually tried to start a multiplayer session without any connected clients (but I know that's the preferred way to do what you are doing and have more than CHARNAME be a hero of one's own creation from the get-go), but I assume that would work fine... so I think you can ignore my post for your purposes and enjoy the reduced load times instead
In "actully multi-human"-multiplayer with client/server data being passed around on the network, there's probably (I am just speculating, never looked at IE in detail - but I know what programmers tend to do to fix unxpected problems on short notice ) some time-/wait-based pseudo-synchronisation happening, and that fails to work when expected delays are cut in order to speed things up. So a quick work-around in the mod would probably be to disable the shortcuts taken during save/load if (and only if) more than one player is in the session, in case actually fixing the feature proves hard.
#366
Posted 01 March 2024 - 05:53 AM
Very good suggestion here:
https://www.gibberli...style-greeting/
Any chance we could make some of the components work for EE as well, especially the BG1 style greeting in EET?
#367
Posted 02 March 2024 - 08:02 AM
Disclaimer: I know zilch about BG modding, but have some (non-Windows) programming experience only But since (afaiui) BG2 Improved GUI hooks symbols/calls in the executable of the game itself to make at least some of its magic happen, this is unlikely to be portable to EE (unless the component is implemented another way).
#368
Posted 06 May 2024 - 10:21 AM
hi.
is the exp mod in bg 2 one that caps your the sum total of your exp under that value during bg 2 campaign, or is it one that caps you forever all the way till you beat the game?
#369
Posted 07 May 2024 - 12:39 AM
hi.is the exp mod in bg 2 one that caps your the sum total of your exp under that value during bg 2 campaign, or is it one that caps you forever all the way till you beat the game?
I am not sure you understand how the game works... the game has no limits on how much xp it can give you... the xpcap is what we call the in game limit of how much you are limited to to have in total, and it actually comes from the game file, called conveniently xpcap.2da ..
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#370
Posted 07 May 2024 - 12:52 AM
hi.is the exp mod in bg 2 one that caps your the sum total of your exp under that value during bg 2 campaign, or is it one that caps you forever all the way till you beat the game?
I am not sure you understand how the game works... the game has no limits on how much xp it can give you... the xpcap is what we call the in game limit of how much you are limited to to have in total, and it actually comes from the game file, called conveniently xpcap.2da ..
ty.
unfortunately it seems it is unable to put an exp cap to bg 2 campaign.
#371
Posted 07 May 2024 - 06:48 AM
hi, is this mod compatible with SCS? are there some options that might cause UI or functional conflicts?
especially for those items in compatibility notes in SCS's readme:
The main 'initialise' component adds a difficulty fine-tune button to the UI.
The 'revised resting' component makes a small edit to the UI to display the number of rations you have available
The 'revised inns' component makes a small edit to the UI to display the effects of different inns better
The two new-spell components alter the UI to permit more than the usual maximum number of spells to be installed
The 'improved NPC customization and management' alters the UI to correctly grant thief skills at first level.
Edited by jacklhoward, 07 May 2024 - 06:50 AM.
#372
Posted 08 May 2024 - 12:24 AM
The XP cap is meant for bg1 with TOTSC part and bg2 part of bgt but won't affect tob.
However I am not sure to understand the question as bg2 is not a "campaign" it is a whole game.
This mod should be compatible with all Weidu mods that works with oBG2, check the readme on the first page, and it is compatible with SCS.
Also check SCS readme as all component that change the UI are generally not compatible with oBG2.
Edited by TotoR, 08 May 2024 - 06:50 AM.
#373
Posted 13 May 2024 - 04:38 AM
Hi.
1. two improved bg 2 gui components that are shown to be incorrectly sorted according to build-in rules of Project Infinity
the built-in rule says that
(bg2improvedgui:2900;BG2 Improved GUI - Spell Sequencer Panel, should be BEFORE item upgrade)
(bg2improvedgui:430;BG2 Improved GUI - Enemy + Ally/Summon/Charmed + Party, should be BEFORE spell revision revised)
yet the mod's own readme does not mention any rule like that for these two components:
Spellhold Studios - BG2 Improved GUI
which i follow PI's advice on their sorting order?
2. which 1pp options conflict with bg 2 improved UI? i opted out of GUI options from 1pp. but are there other components i missed that would cause potential conflicts?
according to SRR's author bg 2 improved gui seems to be able to conflict with 1pp
"SR/R doesn't modify any UI elements, so not a likely cause for conflict. Haven't used the mod in question though, and I suspect it would run afoul of 1pp's own UI edits if you use them."
from
"https://www.gibberli...&comment=337546"
Edited by jacklhoward, 13 May 2024 - 04:43 AM.