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  • Great to hear a new update's coming! Once v2.7 is finalized, would it be possible to host its debug symbols (like was done with v2.6) at https://files.beamdog.com? This would help tremendously with getting EEex / other binary patches up to speed with the new version.
  • @deratiseur: Because the non-extended version has many shortcomings that couldn't be solved without EEex.
  • @Vasculio: Vanilla IWD2 removed the create creature command. IWD2:EE adds a replacement; try: IEex_CreateCreature("resref") Though, what you're trying to do will probably not work. IWD2 uses its own CRE file format version (V2.2), so transplanting a resource from a different game is a no go.
  • @Trouveur: Infinity UI++ moves the spell menu's option button to the bottom right of the screen:
  • Yes. Here's an example: The slots with the star icon in the top right are special abilities that have been mixed in with the normal spells.
  • Hi @jpsweeney94. Sounds like you want to enable "Monolithic Display Mode" – it combines spells and abilities together as part of a single menu. You can also change the "Sort Mode" to choose where the spells / innates are placed in relation to each other.
  • @hoyer555 Please update your Microsoft Visual C++ Redistributable (https://aka.ms/vs/17/release/vc_redist.x86.exe) and try again.
  • @morpheus562: EEex should go before Infinity UI++. Generally the earlier EEex is, the better.
  • Extended-v5.1:* Added Monolithic Display Mode – Shows spells and innate abilities together as part of a single menu. * Greatly improved Infinity UI++ support – (thanks @Pecca!). * The spell menu now remembers the last slot size set by the user. * Fixed the spell menu sometimes erroneously opening during resume operations.…
  • Hi @Mahatmah, that sounds like your Antivirus program isn't backing down. If you haven't already, try restarting your computer after adding any exceptions for InfinityLoader. I know an antivirus I used in the past (Bitdefender), once triggered, would forever block a specific <file path + name> from being created until…
  • @darias: Try unzipping the attached file and putting mfc140.dll in your game's base folder (where IWD2EE.exe is). The resolution select window is somewhat broken under Wine, (not aligning its text correctly), but it should be functional.
  • @markimget: Thanks for reporting. It appears this is an engine bug under certain aspect ratios. I've implemented a workaround. Extended-v5.0.3:* Fixed a crash that occurred when the "Show Key Bindings" option was enabled alongside the game window being sized to certain aspect ratios.
  • @Sauro: Try installing the Microsoft Visual C++ Redistributable.
  • Extended-v5.0.2:* Added German translation, (thanks @moe23!). * Updated French translation, (thanks 11jo!).
  • v0.10.2-alpha: * Added:* Empty container module – Highlight empty containers in gray instead of cyan. * Fixed:* A crash that occurred due to a regression in the Lua Bindings system; affected Enhanced Powergaming Scripts.
  • @keturidu: No problem! I actually found a crash bug through Wine if InfinityLoader was started without a console, but I'm waiting to fix that until I do a more comprehensive review of console i/o on Linux.
  • @keturidu: I can't speak to your exact configuration, though from my tests on a clean Linux Mint installation, running InfinityLoader with ProtonCompatibility=1 through Steam without LuaJIT produced a working game. With LuaJIT my game crashed with the same stack traceback as your dmp. Please upload a dmp that's generated…
  • Extended-v5.0.1:* Updated Spanish translation, (thanks IoViVo!).
  • @Zorutar: I've added an EEex module (currently in the devel branch) that changes empty container highlights from cyan to gray. @keturidu: Proton crashes when the "Experimental - Use LuaJIT" component is installed; not sure why. Try EEex without installing that component.
  • v0.10.1-alpha:* For Modders* Added:* 2DA:* X-CLSERG.2DA: Allows kits to ignore the close-range thac0 penality based on weapon ITEMCAT.IDS type – (Thanks @_Luke_!) v0.10.1.1-alpha:* For Modders* Added:* Lua:* EEex_Menu_AddWindowSizeChangedListener(listener) – listener(newWidth, newHeight) is called whenever the engine…
  • Extended-v5.0:* Added Overlay Mode! Requires EEex v0.10.1.1-alpha+
  • Hello @myEVILmode, can you upload your WeiDU.log? (You'll need to zip it for the forum to allow it to be uploaded). Most likely you're using the Experimental LuaJIT component of EEex, which makes the built-in Lua environment a tad more strict on syntax. One of your mods appears to be running into that situation - (or it…
  • @Pecca: InfinityLoader attempts to hide its console when it starts – this works in Win10, but the newer "Windows Terminal" that ships by default in Win11 doesn't follow the old behavior, and simply minimizes the window. The proper way to get a console window with InfinityLoader is to run InfinityLoader.exe from a batch…
  • @SparrowJacek: The vanilla way is to define a dummy UI item with an "on" event:label { on "z" action " C:Eval('') " } Note that the action will only fire if the menu with the "on" event is currently open. This describes the recognized strings after the "on" keyword. The EEex way is EEex_Key_AddPressedListener().
  • v0.10.0.1-alpha:* Fixed* Opening the world map with the "Experimental - Use LuaJIT (can help stuttering)" component and LeUI installed no longer crashes the game.
  • Line 13478, (missing space between 3 and then):elseif eng == 3then EEex's new experimental LuaJIT component replaces the engine's Lua version, and LuaJIT is pickier about syntax / errors.
  • @Trouveur: It's a conflict with the "Experimental - Use LuaJIT (can help stuttering)" component and LeUI. I'll take a look. To salvage that install:* Copy EEex/loader/Lua52/LuaProvider.dll to the main game directory, and * Open InfinityLoader.ini and change:LuaPatchMode=REPLACE_INTERNAL_WITH_EXTERNAL toLuaPatchMode=INTERNAL
  • v0.10.0-alpha:* Features* Overhauled much of EEex's code to improve performance issues on certain modded installs. * Added an experimental component that replaces the engine's embedded Lua version with LuaJIT. This can drastically speed up EEex's Lua scripting. * Engine Fixes* op182 now works as intended – (Thanks…
  • Thanks for the link fearless, looks interesting!
  • Extended-v4.7.1:* Added Brazilian Portuguese translation, (thanks @Sauro!).