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The UI can no longer be changed because the custom style has been removed entirely, for both the Party Bar and the Target Window. This had to be done, unfortunately, because in EE they were causing crashes.
As for the amount of health, it was removed from the target window, but it was added to the Creature Examine screen. Select your target, hold right click and press examine. The Description should be preceded by the stats, you will see, Levels, HP, AC, Saves, Ability Scores, ecc...
In Next versions I will update the screenshots as well.
Just push the next button and select one of the deities, then press confirm.
Other mods have nothing to do with that because they do not affect the specific custom xml UI I made for this mod.
I think it's probably related to the UI. Might be something else I have installed.
https://ibb.co/Cp04RQvb
https://ibb.co/5hCtC3gY
https://ibb.co/DfnNTm2p
As for the Deity list, it can be browse with the use of the Next Page and Previous Page buttons as shown in the screenshots in the following links:
https://ibb.co/ZpkhM3j1
https://ibb.co/4n1jT5Rj
It's the same as with Backgrounds.
Safiya starts at level 17 as a 7 Wiz/10 RW. I decided to keep her mostly the same but swapped 2 Wiz levels for 1 EK and 1 PM. Once I was done, I had her summon Kaji and he was now only a level 1 Construct. I'm guessing he doesn't have the normal progression system as other familiars and releveling Safia messes things up.
It's possible his rogue abilities are tied to Safiya having at least 7 Wizard and 10 Red Wizard levels. I'll try again once I get her to 20 just so I have more room to play with her build.
You cannot get her below level 8 (as it appears that she has a locked package in that sense, but it depends on the cmompanion blueprint, not on the mod)
Full rebuild does change her alignment /ablity scores and deities. and partial relevel allows her to releve from level 9 to 8 or 10 to 8, basically anything down to level 8 works.
No sign at all of the 30000 skill points, I can level her up just fine.
It did crash the game after a few rebuilds though...
Other companions properly delevel and let me re-level them up, but they likewise have thousands of skill points which cannot be fully allocated and thus lock the leveling process.
It works fine with companions in the OC. I don't think I tried any of the cohorts in SoZ, and I haven't moved on to MotB yet.
Hopefully this version will finally fix the crashes, most of them at least...
Some files were moved around or deleted with this version, so make sure to unsubscribe and resubscribe if you had previous versions installed, otherwise you might experience more bugs and crashes than intended.
I'll remove the partybar.xml and the target_entitty.xml as well, No need to keep it around if the style doesn't match the party bar anyway...
Next update (2.4), I will remove the custom legacy Interface, I suppose it's what is causing the crashes after all. A pity that the Enhanced Edition cannot handle it well.
Can you retry by keeping the Mod_UI folder and just deleting those two .xml files I told you earlier? the partybar.xml and the target_entity.xml? You could even try deleting only one of the two and singling out which xml is causing the crash.
As for the crashes occurring "from time to time" (without a specific cause), those are typical of the Enhanced Edition (there must be memory leaks somewhere), they will happen even without mods installed, maybe less frequently, but they still happen.
1) Set texture quality to medium or lower
2) if 1) Doesn't work, go to the mod folder and delete the following files: partybar.xml and target_entity.xml
The filles are found in: "/steamapps/workshop/content/2738630/3528241966/override/Clangeddin_Utilities/Mod_UI"
Then retry and tell me if still crashes.
I cannot test Tavorick Estate myself now because I'm still very far from it (basically I'm only modding and not progressing the story...), so I can't really tell what's happening or what might be causing the crash.
Anyways, you can just delete the relevant xml files that you don't like, just remember that characterscreen,xml is needed for both the rebuild and the unrestricted level up.
If it's singleplayer you can just not use them.
To be honest, I don't see much value in doing that, unless there's a reason that eludes me right now.
It would be really strange that Qara has some kind of hardcoded check that prevents her from being unrestricted...
Are you using another mod lthat modifies the characterscreen.xml ike Tony AI?
At the moment there is a way to exclude certain spells from the autobuff, but it requires scripting knowledge on player's end, so for most players the answer would be "no" I suspect.
However I can guide you in disabling the Light spell for your specific request:
You will need to open the toolset and do the following:
1) Open the clangeddin_library..nss script
2) Look for the line GetIsBuffSpell (the second time at line 338)
3) Under //positive exception add two // before case SPELL LIGHT: and return TRUE, if done right, the text will become green for those two lines.
4) save and compile the file
5) open the gui_clang_autobuff script then save and compile the file.
This will exclude the light spell from the autobuff.
I will apply this change to the next version of the file as I realize that the Light spell is not exactly one of those spell that every party member needs and it doesn't provide particular advantages (some players might like it, others might not).
The light spell is too bright that hurts my eyes
i cant seem to find the metamagic entry for it from your video in the controller ui though
The Autobuff will always cast an animation, however to actually fire those spells there are some requirements:
1) Not all buffing spells present in the game are actually called, some, like Enlarge Person, Reduce Person, or Radial Spells such as Protection from Alignment or Energy Immunity are excluded from the Autobuff feature.
2) the casting character must be actually able to cast those spell.
3) The target character must not be already affected by the spell.
4) Remember that, even if the combat log does not display it, Arcane Spell Failure still applies. Spells in the queue can fail because of it.
5) With the new version you must call with the proper metamagic button. Previous version didn't actually work with any metamagic, but this version does.
I just took a video of the feature with the newest version:
https://streamable.com/09vzqs
tries unsubscribe/resubscribe and still nothin
The disabling is more meant for Multiplayer or Persistent Worlds.
Anyways to disable it you have to do the following:
1) Go to the clangeddin_library.nss file, open it and change the line CLANG_UI_DISABLE_AUTOLOOT = FALSE; to
CLANG_UI_DISABLE_AUTOLOOT = TRUE
2) Save the fille.
3) Go to the gui_clangui.nss and save AND COMPILE it (you need to use the Toolset for this).