Divinity: Original Sin 2

Divinity: Original Sin 2

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UI Components Library
   
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Type: Add-on
Game Mode: Story, GM, Arena
Tags: Utility
Bestandsgrootte
Geplaatst op
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4.030 MB
27 dec 2020 om 3:38
15 mei 2021 om 11:17
10 wijzigingsnotities (weergeven)

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UI Components Library

In 1 verzameling van Hunter-Ghost-27
Hunter-Ghost-27's Mod Compendium
5 items
Omschrijving
A collection of prebuilt reusable UI components for other mods.
NOTE: This is a mod-resource intended to be used by other mods. You only need this if some other mod needs it as a dependency.

Mods that use the UI Components Library
  • Quick Sell by Focus -- Sell items directly from your inventory.
  • Take-Notes -- Adds editable notebooks for story and GM modes.
Releases
Requirements

Features

🚧🚧Work-In-Progress🚧🚧
The mod is a repository of prebuilt reusable UI-Components intended to be used by other mods.

The mod currently contains:
MessageBox: An improved version of the message-box. Has support to display more than 256 characters without crashing the game. Provides the option for larger backgrounds.

ContextMenu: Allows modification of the context-menu with custom labels and actions.

GMJournal: A modified GMJournal intended to be used for story-mode journals, in-game manuals and in-game changelogs etc.


Thanks and Credits
Populaire discussies Alles weergeven (1)
0
2 jan 2022 om 12:11
Necesito ayuda no me aparece tu mod en el gestor de mods :s
RoxeusRose
6 opmerkingen
Hunter-Ghost-27  [auteur] 5 jan 2021 om 8:55 
Regarding the Localization Support
I've got good news and bad news.
The good news is that it is possible to add language support by embedding the appropriate fonts and handling translated strings in Lua(if any).
[img] https://i.imgur.com/46OcSTP.png [/img]
The bad news is that, given my limited knowledge, it's not exactly feasible to maintain different swfs for each language (especially as the mod is work-in-progress). Bundling the entire char-set into a single SWF is also something I'd like to avoid. As it stands, localization will have to wait, at least until I deem the mod stable.
The mod is open-source, and anyone willing to recompile the localized swfs to keep up with the mod, fork their own version or otherwise contribute is welcome to do so.
Teddy 30 dec 2020 om 21:13 
@Hunter-Ghost-27, thx anser that very good mode i love it
Hunter-Ghost-27  [auteur] 30 dec 2020 om 19:47 
There are no language XMLs here as the mod has no static text. This mod is just a bunch of .swf files and supporting Lua code. All content comes from the mods that use this library, so all translations will have to be provided by that mod.
The Take Notes mod has a small english.xml for item name and description, but it has no way to account for all the dynamically generated text you can type in. You cannot translate something that does not exist ahead of time :P

The UI elements (SWFs) can only display the characters that have been font-embedded in them. Currently, they only support English characters. I'll try embedding characters from other languages and see if the UI handles their display and input. Will have to add support for translated strings in Lua as well. The UI components should then be able to support both static and dynamic texts in other languages.

I will certainly look into it when I find the time, but it might take a while.
Teddy 30 dec 2020 om 15:26 
@Hunter-Ghost-27, if you only extract the language file in xml, I will translate it.
Hunter-Ghost-27  [auteur] 30 dec 2020 om 6:13 
Sorry, it does not. I'll look into adding support but no promises.
Teddy 30 dec 2020 om 0:56 
Do you support other languages? i need KR