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BG2 Improved GUI


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#1 Insomniator

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Posted 08 October 2020 - 03:39 PM

File Name: BG2 Improved GUI
File Submitter: Insomniator
File Submitted: 09 Oct 2020
File Category: BG2 Improved GUI
 
 
BG2 Improved GUI

This mod is a collection of GUI/Sound/Engine improvements and tweaks to make Baldur's Gate II more friendly and easy to play. Many GUI components backported from BeamDog's Baldur's Gate I/II: Enhanced Edition

Includes:

  • Loot panel
  • Colorize icon of not memorized scrolls
  • Hide "Write magic" button for already known spells and for opposition schools
  • Show HitPoints on NPC/Party when pressed TAB key
  • THAC0 and Damage info on Inventory screen
  • Weapon Damage Range on Character Sheet
  • Dark portraits on party when dragging not allowed items
  • Total Roll info on Character creation screen
  • Journal with fold/unfold quests
  • Grayscale background on Pause
  • Smart Hand off slot
  • Disable Equipping Off Hand Weapon for BG1
  • Show NPC's active effects on right mouse click
  • Extended Items/Quest/Spell/WorldMap messages
  • Extended roll/damage combat text
  • Do not clear drained spell slots
  • Show Hit Points/Action on Portrait
  • Legacy of Bhaal/Heart of Fury difficulty mode
  • Block Door/Portals/Area Escape if enemy is in sight (difficulty tweak)
  • Allow enemy to bump invisible/invulnerable party members (difficulty tweak)
  • Restore BG1 Style Greeting
  • Highlight Active Zones/Points
  • Double Mouse Render Rate
  • Fast LOAD/SAVE Screen
  • x2 Scaled Graphics for HD Resolutions
  • Shift Subtitles Below Movie Frame
  • Improved Store&Bag Interface
  • Exchange "Turn Undead" and "Pick Pockets" buttons for Cleric/Thief multiclass
  • Disable 'Special Abilities' button if all abilities are used
  • Spell Sequencer Panel
  • Innate/Ability/Spell Description Screen on Right Click
  • Disable Portrait Icons Added by Class Abilities/Equipped Items
  • Custom hotkeys
  • Colored Selection Circles
  • New Spell Selection Overlay Menu
  • Borderless World Map
  • Show Float NPC Names ('Alt' key)
  • Auto Switch Spell Book between Priest and Mage
  • Additional Character Information on Record Screen (intoxication, fatigue, luck, casting speed, thac0 specialization bonus)
  • Normalize Sound Volume
  • Add Pause To Save Game
  • Additional Icons on Portrait (improved invisibility, blur/mirror image, morale break)
  • Restore BG1 Casting Sounds
  • BG2 clear voice(without background effect/noise) Casting Sounds for Innate Casting
  • Neverwinter Nights Casting Sounds for Wizard Spell Level 9(+HLAs) and Priest Spell Level 7(+HLAs)
  • Restore BG1/BG2 XP Limits
  • EAX/DirectSound3D emulation through DSOAL
  • Freeze/Unfreeze sounds when game paused/unpaused

Loot panel

loot.png


Difference vs EE engine:
- Panel is extension of original container screen, it cannot be visible always on main screen, still need open any container around
- Has two modes:
1) Classic (like Enhanced Edition)
2) Grouping items, one click to pickup same item type from all corpses

In file "TobEx_ini\TobExTweak.ini" you can tune options:

  • UI:Loot Panel Item Grouping=1, Switch between Classic and Group modes without reeinstalling component
  • UI:Loot Panel Sorting Unidentified First=1, Enable priority sorting, unidentified items will be always show first
  • UI:Loot Panel Sorting Order=33, 34, 5, 14, Set sorting order by priority numbers, numbers coded in file "documentation\loot_groups_table.txt", for this example priority is Gold=>Gems=>Arrows=>Bullets=>All Other

Colorize icon of not memorized scrolls
Add green border for "ready to memorize" scrolls, you can change icon effect by replacing file STORTIN3.BAM to yours

green%20scroll.png

 

Show HitPoints on NPC/Party when pressed TAB key
Available options:
 

  • Enemy
  • Enemy + Ally/Summon/Charmed
  • Enemy + Ally/Summon/Charmed + Party
  • Enemy + Neutral
  • Enemy + Neutral + Ally/Summon/Charmed
  • Ally/Summon/Charmed
  • Ally/Summon/Charmed + Party
  • All NPC + Party

show%20hp.jpg

 

THAC0 and Damage info on Inventory screen +
Dark portraits on party when dragging not allowed items

 
 

thac.png

 

 

Alternative Inventory background picture by Sir-Kill:
thac-sir_kill.png

 

Weapon Damage Range on Character Sheet
 
 

thac%20on%20record.png

 

Total Roll info on Character creation screen

 
 
 

totalroll.png

 

Journal with fold/unfold quests

 
 
 
 

Normal:
journal.png/

 
 

 

Large text area mode:
journal%20large.png

 

Greyscale background on Pause
Available options:
 

  • No Icon, switchable by key Numpad +
  • Static GUI icon + switchable by key

Effect like TimeStop, but only background is greyed, switchable by clicking on icon or hotkey

Static GUI icon:
greyscale.png

 

Smart Hand off slot
Allow fit weapon/shield in hand off slot even when item in main hand has restrictions to hand off. You can drag to main hand slot for example Two-Hand Sword and to Off hand slot any Shield, but shield will be disabled. Option usefull for switching between main hand' weapon slots, if selected item has no restrictions, hand off slot will be activated again. If you save game with incompatible items, you can't load it later if this compenent will be uninstall
 
 

smart%20offhand.png

 

Disable Equipping Off Hand Weapon for BG1
Restoraton of original BG1 feature for BGT, allows party equip only Shields in Off Hand. NPCs always can equip weapon in off-hand because NPCs from BG1 MODs may have weapons in both hands. In BG2 this component automaticaly deactivated.


Show NPC's active effects on right mouse click
Available options:

 
 

  • Casted spells
  • Casted spells + show remaining time
  • Casted spells + show remaining time only for spells casted by Party
  • Equipped items & Casted spells
  • Equipped items & Casted spells, show remaining time
  • Equipped items & Casted spells, show remaining time only for spells casted by Party

Componet make game little easy in "mage battle", you can get info about active effect/spells on enemy (or any NPC). No more need to search chat window back to see which mage what casted.
You can filter print of unwanted effect types, in file "TobEx_ini\TobExTweak.ini" edit line UI:Log Active Buffs Filter List=, add numbers from file "documentation\icon_effects_table.txt". Don't need filter numbers starting with ";" symbol, they already internaly filtered. Example: UI:Log Active Buffs Filter List=24, 25 - no info about "Protection from Acid" and "Protection from Cold"

active%20spells.png

 
 

Extended Items/Quest/Spell/WorldMap messages
Quest messages:
 
 

  • New Quest added
  • New Quest event sound
  • Quest updated
  • Quest done event sound
  • Storyline updated

You can change quest sounds by replacing files TADA.wav & FOLSTART.wav to yours

quest_events.png


Item/Spell/Worldmap messages:

  • Unhided/hided Worldmap Area
  • Gained/lost/dropped Item
  • Interrupted spell

item_events.png

 

Extended roll/damage combat text
 
 
 

Simple mode: Damage type
damage%20type.png

 
 

Full mode 1: Attack Roll
thac%20calc.png

Attack Roll "12 + 2 = 14 > 20 - 10 = 10 Hit" explanation:
12 - Hit(THAC0) Roll
+2 - Hit(THAC0) Bonus
20 - THAC0 Base of attacker
10 - Armor Class of victim
 

Full mode 1: Unsuccessful Effect Roll
effect%20roll.png

Unsuccessful Effect Roll "13 + 6 >= 19" explanation:
13 - Effect Roll
+6 - Effect Saving Throw Bonus
19 - Victim's Saving Throw vs Effect type(death/wand/...)
 
 
 
 

Full mode 2: Attack Roll + Damage Roll:
damage%20calc.png

Damage "7 = (13 - 15%) * 0.75" explanation:
13 - Damage Roll
15 - Resistance (piercing) in %
0.75 - Game Difficulty modifier (NORMAL, -25% damage)

Extended combat text is automaticaly disabled if "Feedback->To Hit Rolls" game option setting is Off
To enable original Hit/Damage Roll information (very verbose, mainly designed for debug purpose) add hidden option "Extra Combat Info=1" to baldur.ini [Game Options] and enable "Restore Extra Combat Info Text=1" in TobExCore.ini [Debug]

Do not clear drained spells
Keep spells on own places (but out of selection border) when levels was drained, after restoration spells will be in their former places. Quickslots with drained spells are still erased, you need reassign quickslots again
 
 
 
 
 

drained.png

 

Show Hit Points/Action on Portrait
Show only current spell or activated item from quickslots/inventory, not weapon

 
 
 
 

action%20on%20portrait.png

 

Legacy of Bhaal/Heart of Fury/Fists of Fury difficulty modes
Available only at start new game, you cannot change difficulty later. You can customize(create own set) bonuses after install, see "documentation\nighmare_difficulty.txt"

 
 
 
 

nightmare.png


Legacy of Bhaal
Neutral/Enemy get Bonuses:
 
 

  • -5 THAC0
  • -11 Armor Class
  • +1 Attacks Per Round
  • -5 Saving Throw vs Death/Wands/Polymorph/Breath/Spell
  • 300% HitPoints + extra 80
  • Never break Morale
  • +12 Levels in all available Classes

Party get Penalty:

  • +2 Monsters at Rest Encounter

Party get Bonuses (optional, selectable at installer):

  • 200% Experience Point for kills + extra 1000
  • Party's Summon get most bonuses as Enemy
  • +75 Gold for kills

Heart of Fury (Icewind Dale)
Neutral/Enemy get Bonuses:

  • -5 THAC0
  • +1 Attacks Per Round
  • -1 Saving Throw vs Death/Wands/Polymorph/Breath/Spell
  • 300% HitPoints + extra 80
  • Never break Morale
  • +12 Levels in all available Classes
  • Faster Movement Rate

Party get Bonuses:

  • 200% Experience Point for kills + extra 1000
  • Party's Summon get most bonuses as Enemy
  • +75 Gold for kills

Fists of Fury (by Azazello)
Neutral/Enemy get Bonuses:

  • -5 THAC0
  • -8 Armor Class
  • +1 Attacks Per Round
  • -3 Saving Throw vs Death/Wands/Polymorph/Breath/Spell
  • 300% HitPoints + extra 65
  • Never break Morale
  • +6 Levels in all available Classes

Party get Penalty:

  • +1 Monsters at Rest Encounter

Party get Bonuses:

  • 200% Experience Point for kills + extra 1000
  • Party's Summon get most bonuses as Enemy
  • +75 Gold for kills

This component need install after BGT because BGT installer blocks starting of BG2 for Mages if
difficulty is above NOVICE


Block Door/Portals/Area Escape if enemy is in sight (difficulty tweak)
Eliminates exploit when player enter room with many enemies, get agro, leave area, some enemies follow the player and split up between areas. Now you cannot escape area if any enemy is in sight. You must kill all enemies or use other tactics to lure enemies away from the exit

no%20escape.png

 

Allow enemy to bump invisible/invulnerable party members (difficulty tweak)
Eliminates exploit when player block narrow passage with invisible chars and uses ranged weapon to easy kill. Now enemy will bump your invisible chars to clean road


Restore BG1 Style Greeting
In BG1 dialogue starts with greeting, then char moves closer to companion and continue speaking. In BG2 greeting happens after moving, text of greeting immediately overlapped by dialogue. Component restores BG1 behaviour for BG2 engine.


Highlight Active Zones/Points
Simple "anti pixel hunting mode", may not work on custom maps with non standart cursor
Available options:
 

  • Pushable actions
  • Pushable actions + Information plates
  • Pushable actions + Information plates + Transitions/Exits
  • Pushable actions + Information plates + Transitions/Exits + Door Entrances/Enters

active%20point.png

 

Double Mouse Render Rate
Engine shows mouse at standart 30Hz rate, it is too low to be good, component increase frequency to 60Hz to remove mouse "lagness". Basicaly it double rendering rate of all graphics, if you have slow 2D/OpenGL drivers take care about final framerate. Intel integrated drivers have relatively slow 2D (if you don't like switched to OpenGL), to increase framerate Please play at 16-bit color mode and switch to Software BLTs in Graphics setting


Fast LOAD/SAVE Screen
Removes unnecessary time delays on LOAD/SAVE screens.


x2 Scaled Graphics for HD Resolutions
Available options:
 

  • GUI only
  • GUI + Cursor/Tooltips
  • GUI + Cursor/Tooltips + Main Game Window (Beta)

Restoration of original(broken and unfinished) BG2's feature, works at resolution 1280x960(fully tested), 1600x1200, 2048x1536. Restored only DirectDraw2D 16/32-bit + OpenGL 32-bit modes, 24-bit colors mode was not restored.

Can be used together with Widescreen Mod at any resolution, require installing Widescreen Mod in special mode - divided resolution. When Widescreen Mod ask for X(width) and Y(height) enter "divided by 2" numbers, for example for resolution 1920x1080 enter X=960, Y=540.

Original non-scaled 1280x960 picture (widescreen mod)
1280_widescreen.png

x2 Scaled 1280x960 GUI + Cursor/Tooltips
1280_GUI_x2.png

x2 Scaled 1280x960 GUI + Cursor/Tooltips + Main Game Window
1280_All_x2.png

 

Shift Subtitles Below Movie Frame
 
 
 
 

Original
subtitles%20orig.png

 
 
 

 

Shifted down
subtitles%20shifted.png

 

Improved Store&Bag Interface
 

  • 'Shift' key + Click select all stack
  • Opened Bag/Book on Right side will hide unsuitable items on Left side (e.g. Store will show only ammos if you open 'Ammo Belt' on left)

Disable 'Special Abilities' button if all abilities are used

disable%20abil%20button.png

 

Spell Sequencer Panel
 
 

spell%20sequencer.png

 

Innate/Ability/Spell Description Screen on Right Click
This component was added due to the huge work of Prozh to add Icon/Item Abilities/Tooltip fixes and Innate/Ability text update.

 
 
 

innate%20screen.jpg

 

Disable Portrait Icons Added by Class Abilities/Equipped Items
Shows only temporary effects from spell and global character's states like Panic/Maze/etc. Switchable by hotkey to 3 modes:

 
 

  • Show all icons like vanilla
  • Show icons from all active effects
  • Show only icons with 142(Display portrait icon) effect opcode

Mode switchable by key Numpad /

disable%20static%20icons.png

 

Custom hotkeys
Automaticaly installing component
 

  • Numpad / Change "Hide static icons" mode
  • Numpad * Show/Hide HP on Portrait
  • Numpad - Enable/Disable new Spell Menu
  • Numpad + Enable/Disable Greyscale background

Colored Selection Circles

color%20circles.jpg

 

New Spell Selection Overlay Menu
Idea and icons by Bubb
 
 

spell%20menu.jpg

 

Borderless World Map
Removes left/right/bottom borders on resolutions 800x600 and higher

 
 
 

1024x768
worldmap.jpg

 

Show Float NPC Names ('Alt' key)
 
 

float%20names.jpg

 

Additional Character Information on Record Screen
 

  • Intoxication
  • Fatigue
  • Luck
  • Casting speed
  • Thac0 specialization bonus

extra%20record%20info.jpg

 

Normalize Sound Volume
Auto volume-up sounds to max available value, mainly usefull for voices because they was recorded at low values. If you hear too loud some of sound, you can filter it personaly, first enable component "Print Filename of Normalized Sound (diagnostic mode)", then add printed filename to "overrides/EXCLNORM.2DA" (see "documentation\EXCLNORM.2DA", i already excluded most of dog/wolf barks)


Add Pause To Save Game
If the game was paused during saving, the pause will be activated automatically when loading this savegame


Additional Icons on Portrait

  • Improved invisibility
  • Blur/mirror image
  • Morale break

new%20icons.jpg

 

Restore BG1 Casting Sounds
Restore original BG1 Casting Sounds for BG1 part or all low-level(1-5) spells

Uses "BG1_" prefix for additional CAS_/CHA_ files. Filename mapping:
 

  • BG1 -> BG2
  • CAS_M0* -> CAS_M0* Mage Post Casting Sound
  • CAS_P0* -> CAS_P0* Priest Post Casting Sound
  •  
  • CAS_PM*F -> CHA_FM0* Female Mage Casting Voice
  • CAS_PM*M -> CHA_MM0* Male Mage Casting Voice
  • CAS_PP*F -> CHA_FP0* Female Priest Casting Voice
  • CAS_PP*M -> CHA_MP0* Male Priest Casting Voice
  •  
  • CAS_P0*N -> CHA_SP0* Silence/Short Priest Casting Voice
  • CAS_P0*N -> CHA_SM0* Silence/Short Mage Casting Voice (same BG1 soundset as Priest)

 
BG2 clear voice Casting Sounds for Innate Casting
Restore unused BG2 Casting Sounds CAS_PM*F/M, CAS_PP*F/M, assign to Innate Casting


Neverwinter Nights Casting Sounds for High Spell Levels
Assign NWN Casting Sounds vs_chant_*_hf/m.WAV & vs_chant_*_lf/m.WAV to Wizard Spell Level 9(+HLAs) and Priest Spell Level 7(+HLAs). Due limited available Level 9/HLA slots, spell school is ignored and sounds play with random selection


Restore BG1/BG2 XP Limits
Set XP cap:

  • BG1 -    161,000
  • BG2 - 2,950,000

Save and load existing savegames to activate limits


EAX/DirectSound3D emulation through DSOAL
Component does same as manual DSOAL 1.4 installing (DSOAL is EAX/DirectSound3D->OpenAL convertor, uses OpenAL Soft as EAX implemenation), but dsound.dll renamed to dsoal-dsound.dll. HRTF enabled by default if headphones detected, you can change many options by editing alsoft.ini, see DSOAL documentation.
Original game option "Environmental Sound" is bugged, it only enables/disables DirectSound 3-D positional sounds, EAX effects still always enabled if EAX detected. Offical documentation tells about A3D effects, but A3D API is not used in engine.

Component not compatible with Creative Alchemy/X-Fi MB3 or other EAX emulator !


Freeze/Unfreeze sounds when game paused/unpaused (Beta)
Freeze/unfreeze playing sounds if game was stopped by

  • Pause
  • Switched to other game screen
  • Time Stop casted

It changes sound experience, when game stopped, sounds of birds or rain now also paused, you can still hear GUI sounds or NPC/Party remarks. There's many situation when sounds may be still losted due switching between areas or chars in party, component tries to track as much sounds as possible.

________________________________________________________________________________________________________

Requirements:

  • Baldur's Gate II Throne of Bhaal (ToB) expansion with official patch v2.5.26498
  • Installed TobEx original v26 or modded v28, mod will replace installed tobex.dll with custom version

Installation Order:
Install before mods: (components: Innate/Ability/Spell Description Screen on Right Click)

  • Item Revisions
  • Spell Revisions
  • Item Upgrade
  • BG1 Textpatch Revised
  • BG2 Textpatch Revised
  • Cursed Items Revision
  • Any other mod with item/spell text updates

Install after mods:

  • TobEx
  • BG2 Fixpack
  • TobEx AfterLife
  • Widescreen mod
  • TutuGUI
  • BG2 GUI in 1280x720
  • 1pp
  • Infinity Animations
  • BGT (components: Legacy of Bhaal/Heart of Fury difficulty mode)

________________________________________________________________________________________________________

Credits:

Author: Insomniator
Original TobEx source code: Ascension64
Innate/Spell Text Descriptions: Prozh
Spell/Item fixes: Prozh
WeiDU coding: Insomniator

Special Acknowledgements to:

  • Spellhold Studios team for hosting the mod (Forums)
  • Ascension64 for TobEx and BG2 Engine Reverse Enginering
  • Ascension64 for TobEx0018.tpa as .CHU patching WeiDU example code
  • Everyone else from the Spellhold Studios forums, and the other Infinity Engine gaming and modding communities who offered their help and support.

Programs/tools used in creation:

  • WeiDU, by Wes Weimer, the bigg and Wisp.
  • Near Infinity, by Jon Olav Hauglid, FredSRichardson, and Argent77.


Compilation:
Folder "src" is modified sources of TobEx v28, merge with original TobEx filetree


Copyrights

  • Number Icons by Bubb from Bubb's Spell Menu
  • TADA.wav, FOLSTART.wav, Speech On.wav, Speech Off.wav by Microsoft Windows
  • DSOAL and OpenAL Soft DLLs by kcat

 

Click here to download this file


Edited by skellytz, Today, 10:00 AM.


#2 jastey

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Posted 08 October 2020 - 11:21 PM

Very impressive!



#3 Gwendolyne

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Posted 09 October 2020 - 02:34 AM

In a hurry to test it. Congrats!


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#4 jastey

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Posted 10 October 2020 - 11:45 AM

Insomniator: I hid the duplicated topic.



#5 Insomniator

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Posted 14 October 2020 - 07:37 AM

Renamed to BG2 Impoved GUI, added new 2 featiures (Colorize icon of not memorized scrolls + Hide "Write magic" button for already known spells and for opposition schools) and merged with one of my old mod



#6 jastey

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Posted 14 October 2020 - 08:01 AM

Again: wow!

I have to admit that I think the title doesn't show the gems inside, but I also lack ideas for a more descriptive mod title.



#7 The Imp

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Posted 14 October 2020 - 08:08 AM

but I also lack ideas for a more descriptive mod title.

Well, rather than needing a descriptive title, how about adding a few pictures to the post to show off. With say vanilla vs mod edited in the same picture. Not seperate pictures! Aka just use the mspaint to combine the two.


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.


#8 Gwendolyne

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Posted 14 October 2020 - 08:14 AM

Just in time. I was just about to transfer it to GitHub. ;)

Will be done tonight.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#9 Azazello

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Posted 14 October 2020 - 05:31 PM

These sound so intriguing, will love when I can try out the various features.
 
Perhaps I'm missing something ... is it supposed to be 'Impoved' or 'Improved'?

   

#10 jastey

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Posted 14 October 2020 - 10:57 PM

I guess it's "improved" - I read the title several times without noticing the typo.

#11 Almateria

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Posted 15 October 2020 - 08:43 AM

Its short for impoverished, which what the corpses will be after I loot them all with the loot panel

#12 Insomniator

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Posted 16 October 2020 - 12:02 PM

Again: wow!

I have to admit that I think the title doesn't show the gems inside, but I also lack ideas for a more descriptive mod title.

Hi Jastey,

 

"Improved" - was first what come to my head, i dont know english enough to name it perfectly, i like probably better and fancy names like "reloaded/tweaked/remixed/expanded"  :)


Edited by Insomniator, 18 October 2020 - 01:40 PM.


#13 Insomniator

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Posted 16 October 2020 - 12:12 PM

Next component mostly done, there is new 6 fields:
first column for Main Hand, second for Off Hand
1) THAC0
2) Damage Range
3) Approx Damage / (max-min rolls)/2 + static bonuses
 
Armor and HitPoints moved slightly down

Design is ugly and no labels due lack of space (i'm not artist, made background in paint)

Attached Images

  • thac.PNG

Edited by Insomniator, 16 October 2020 - 12:13 PM.


#14 Insomniator

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Posted 19 October 2020 - 09:50 AM

New in v2.5:

5) THAC0 and Damage info on Inventory screen
6) Dark portraits on party when dragging not allowed items
7) Total Roll info on Character creation screen



#15 Vlan

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Posted 23 October 2020 - 12:38 PM

This is fucking awesome.



#16 Insomniator

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Posted 23 October 2020 - 02:04 PM

Last component will be more readable&friendly journal.

why "last" - i have no more ideas what can be possible to impove in old BG2 GUI


Edited by Insomniator, 23 October 2020 - 02:09 PM.


#17 Vlan

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Posted 25 October 2020 - 05:20 AM

Last component will be more readable&friendly journal.

why "last" - i have no more ideas what can be possible to impove in old BG2 GUI


Is it possible for you to change the position of the portraits? Something I always wanted to have in BGT was a IWD2 kind of HUD like I created with Photoshop here:

 

Removing the right and left bar is a standard feature of this game, but man, if you actually could pull of the portrait position change...

 

Screenshot-3566.png


Edited by Vlan, 25 October 2020 - 05:21 AM.


#18 Insomniator

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Posted 27 October 2020 - 12:53 PM

Is it possible for you to change the position of the portraits? Something I always wanted to have in BGT was a IWD2 kind of HUD like I created with Photoshop here:
 
Removing the right and left bar is a standard feature of this game, but man, if you actually could pull of the portrait position change...

Portraits always places on own panel, it is possible to only change position of panel (on your screen portraits on main game screen, such tricks are almost impossible on bg2).
You can try yourself change X,Y, Width and Height in NearInfinity (or other tool) by editing guiw*.chu (or guibase.chu ?).
I dont know what happens, but i think if you will resize all bottom panels (inventory, textlog,,,,) you will get
free space in right down coner and fit portrait's panel to this place. You need also move buttons/controls on panels too.

From engine's point of view maybe need change some place in code if place of portrait panel was hardcoded



#19 Vlan

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Posted 28 October 2020 - 02:20 AM

I already tried to work on it, but there is a lot of weird stuff happening when trying to move stuff out of its original position. The right side where the bar is located for example just becomes void, producing grahpical glitches when you hover over it, and sadly .MOS does not support transparency either. I am lacking way too much knowledge for handling stuff like that.


Edited by Vlan, 28 October 2020 - 02:21 AM.


#20 Insomniator

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Posted 28 October 2020 - 04:10 PM

Updated to v3.0: added Journal with fold/unfold quests
Updated to v3.1: added Grayscale background on Pause

Edited by Insomniator, 29 October 2020 - 02:58 AM.