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bg3improvedui's Issues

Support larger font sizes

For readability it would be nice to change some UI stuff around to better support it

What doesn't look good with a bigger font size, what UI elements would need to change

can't find .pak file

I'm truly sorry but I'm not tech savvy so I'm having issues doing what is probably considered basic stuff I have no idea how to use lslib if anyone can just tell me the steps necessary to use it would be awesome.
(i tried looking for tutorials somewhere but i can't find anything)

[Bug] Action resource icons not visible

image

All the action resource icons with the exception of the cantrip icon are bugged and invisible as seen in the screenshot. I've confirmed it must be caused by ImprovedUI by loading the game with only ImprovedUI enabled and the bug was still there.

Feature Request: Smaller Minimap & Hidden Dialogue UI... for Controller Users

Hola!

I was super thankful that the toggle for highlight was extended to Controller as well.

This is a great project and does so much.

It wasn't until I saw the 70% minimap reduction swap revert with controller that I felt how big it is. For folks playing on a monitor it is overkill even if we do like controllers. Anyway to get it to stick between the two interfaces?

Also, not sure if you have seen the insanely large Portrait icon in Controller UI that pops up during dialogue with NPCs, companions, etc. It is really quite overkill. As using the triggers on a controller will bring up contextual menus whether that portrait is there or not, if you are not locked into the dialogue, SO... a side question is perhaps finding a way to hide that abomination? :)

Even if the answer is no to both, I thought I might as well ask. Cheers! Thanks for the great work!

Duplicate on Character Creation

I believe the current update for this causes the spell option in the class tab to duplicate, and the game really doesn't like this.

Hair color options overflow when selected from the Facial Hair tab

image

Kindly reported by Astralities.

It happens when you open the color selection from the facial hair tab while having modded hair colors installed that increase the number of colors so much that it bleeds out of the box.
The actual main panel looks fine, [and you don't see the issue when selecting hair color from the hair tab], just the popup when you open the color options panel from the facial hair panel.

Confirmed with some initial testing that this:

  • occurs with or without IUI (no visible difference-- better or worse-- either way),
  • only occurs when a user has installed a certain number of modded hair color options (surpassing "critical mass" of what the panel expected to contain),
  • does not occur in the base game (because the vanilla game does not include enough hair color options for critical mass to even come close to being reached),
  • only affects the hair color selection panel from within the Facial Hair tab. The main Hair tab's color selection panel is not affected.

The issue includes:

  • color options exceeding the bounds of the panel,
  • scrolling is not possible within the panel (what options you see is what you get; excess options are cut off),
  • the last row of visible color options is not clickable. (The confirm button works, and selecting an option above the last row also works as expected.)

Post-Patch 4, some users are seeing "empty" containers with invisible item icons

USjNwNG

Some users are reporting an issue where "inventory in containers exist but you cant see them unless you hover over the space". Reports seem inconsistent at the moment; more data needed.

  • Seems to only occur in non-character-inventory, environment containers
  • One report of a user experiencing the issue with IUI main but without IUI Assets, and the issue was resolved by adding IUI Assets (previous version)
  • One report of a user experiencing the issue with previous version of Assets, updating to the newly released Assets (Patch 4 updated), and still experiencing the issue afterward
  • Some reports of users not experiencing the issue with Assets (previous) and now experiencing the issue after updating to Patch 4 Assets, and reverting to previous version resolves the issue

Latest Assets version is breaking some mods' icons

Not (yet) well documented.

  • Several reports indicate that downgrading to previous version of Assets resolves the issue.
  • Some users report that removing one or two specific subclass mods resolved the issue for them.

Mods reported with no class/subclass icons after Assets v. 3.13.2.1

Mod Name Link # of reports IUI team able to replicate? Note
Blood Hunter Class link 2 Zee: ❌ Edits DataTemplates.xaml
Rune Knight link 1 Zee: ✔️ Edits DataTemplates.xaml
Arcane Archer link 1 Zee: ✔️ Edits DataTemplates.xaml
Harlequin link 1 Zee: ❌ -
Cleric Subclasses link 1 Zee: ❌ -

Mods reported with no race/subrace icons after Assets v. 3.13.2.1

Mod Name Link # of reports IUI team able to replicate? Note
Fizban's Treasury of Dragons link 1 Zee: ❌ Edits ActionResourceTemplates_c.xaml, CCLib_k.xaml, DataTemplates.xaml, DataTemplates_c.xaml

Mods reported with no action resource icons after Assets v. 3.13.2.1

Mod Name Link # of reports IUI team able to replicate? Note
Fizban's Treasury of Dragons link 1 Zee: ❌ * ⬆️
Artificer link 2 Zee: ❌ -
Death Knight link 1 Zee: ❌ Edits DataTemplates_c.xaml

Request: Remove Minimap Option

This mod on Nexus seems to work right now in conjunction with yours. Given the potential incompatibilities/conflicts between mods, though, it would be nice if you incorporated the option to disable the minimap. Damn thing is gigantic and seems entirely useless in this game.

Add support for custom action resources

Currently, no action resource icon exists for modded action resources. We can add support for this similar to the generic class icon that appears for modded classes.

Character creation has dark urge and 8 nude humans

With this mod installed (even with it installed as my only mod) the character creation scene is a bugged void-like area with the dark urge character and eight nude humans, one of which is the player character.
The mod was installed on a completely fresh install of the game, and as mentioned is the only mod that has been installed

Screenshot 2023-09-06 132447

Feature Request: Centered Inventory Screen when using Keyboard.

Hey, first off let me thank you for your work so far. The moment i saw that huge version number in the opening cutscene i closed the game and went to the Nexus and Lo and behold you had my back. Thank you for that!

Now to my question, would it be possible to add an option/function to have the Inventory Screen centered, instead of always opening on the left side of the screen? I don't know why but my inner Monk screams in pain whenever i open the Inventory and it pops up on the left side.

If that's not possible let me know and i go and camp at the gates of Larian until they implement it.
Have a good one and once again thank you. :)

Multiplayer issue

Whenever my freind joins and we have this mod enabled via vortex it kicks him back to the main menu a few seconds after he joins

install

having issues with installing the assets for this any help would be appreciated ty.

Request for Modders: Ability to Change or Hide Spell Success Chance

So, I'm not sure if this is within the scope of ImprovedUI (or even possible with the tools available to us), but spell success/fail chance when you preview a spell a spell is based on what's in the SpellRoll field in the spell entry. That unfortunately means that if we use SE to determine the success chance, the chance shown is erroneous. Ideally we'd be able to send alternate odds to be displayed.

No more class icon on character creation/level up for modded classes

Hey there,

I cannot be certain of the timeframe but for some days I don't have icon anymore for the magus modded class (and arcanist, which is not supported). I guess it gets backs to the successives lately updates.

I always had the generic icon and not the shiny one for magus, but now the icons are just missing.
There is no issue with toolbar icons, only the class ones.

As of now I use the latest versions of IMprovedUI and assets (3.8.3)

Mod list linked because quite big ^^
Public_Current 1.txt

BUG report:This mod makes texture load very slow

Normally my game could load the texture just in few seconds even can't be noticed,but with this mod I have to wait for minutes or endure the low texture,hope it could be improved

Sorry for my bad English

Feature Request: Togglable Versatile

Is it possible to have a button toggle one/two handed use for versatile weapons so you can use them one handed without a shield? I'm not entirely sure why anyone would want to for any reason other than aesthetics, but aesthetics are enough for me.

[Feature request] Support for controller dice selection

I prefer to play with a controller, and use a lot of dice mods. Trying scroll past the initially displayed set of dice in the controller UI does not work; I navigate to the bottom shown dice, but it doesn't let me select any of them below. I can't get a screenshot right now, unfortunately; I'm still fairly early in the game and I don't know how to initiate a dice roll UI popup on demand. I'll try to get a screenshot and put it here when I can.
It would be very helpful if I could scroll through dice in the controller UI. I don't know if it's an issue most people have or if it's just me, but my game freezes for a few seconds when I switch input from controller to KBM and vice versa, which is obviously not ideal to have to deal with on a regular basis (I like to change my dice a lot for variety). Not using a controller isn't really an option due to multiple reasons; it's not that I couldn't play without it due to a disability or something, but I tried playing with KBM and it was very difficult and made playing more of a chore.
Thank you in advance for considering my request.

Remove Origin tab/multiplayer section of CC when mods access CC mid-game

It is possible to enter CC during gameplay using script extender and the function StartCharacterCreation

During this special instance of CC, only the player who initiated CC will be present, and picking Origin characters would cause problems such as duplicate Origins running about.

To support this functionality (since Larian never intended it), let's hide Origin selection and Multiplayer section from CC (the screen should then go straight to Race in that instance)
image
This would require 3 UI changes - Origin tab visibility, Multiplayer section visibility and default tab. Changing default tab may require a whole new screen to support

Feature Request: Auto-Hide bottom-left buttons in dialogue

I keep toggling the UI off in dialogue as I find the buttons (Game Menu, Character Select, etc.) distracting. That then makes me miss skill check popups, and while I don't currently have subtitles on, it would be nice to be able to have subtitles without the buttons.

What do you think of hiding the buttons during dialogue?

My ideal version would be that they only show up when you mouse over that area, but that might be too hidden for others.
Second best would be that they show up when you're prompted to pick a dialogue option, but are hidden while somebody's talking.
I'm sure there are other versions that could work as well.

I'd just like a clean screen during dialogue scenes without having to toggle constantly.

Patch 5

Patch 5 has an serious effect. It make some mods give spells not founds error. I tried both the nexus download and the current one here. Both gave me that error. I tested each mod one by one and see if it give me that error.

Missing Flame icon for torches

BUG: Latest version of IUI Assets removes the Flame icon from the currently equipped Torch for me. Reverting to 3.13.2.1 fixed it for me

Other than that, this mod is great and a must have for me, thank you for all the hard work.

New Class Beast Channeler Icons

Hello,

I am a new Modder working on creating my own Character Class. I was able to get some Icons for the class and subclasses but couldn't get them to show up in game and was directed by someone that has been helping me that I need to make a post here for it. The Icons are currently located in BeastChanneler/Public/Game/Gui/Assests/BeastChanneler/ClassIcons in the attached .pak. If this is not how I should be going about getting this implemented please let me know and also please let me know if there is another way I should be going about this.

Thanks,
Flint
BeastChanneler.zip

Some questions

I'm currently (unfortunately) maintaining

https://www.nexusmods.com/baldursgate3/mods/1448

as the Patch 1 "mod fixer"

Someone was complaining, what I assume to be baselessly, about a conflict between our /public/game/gui/StateMachine.xaml files somehow breaking showallitems toggling. I use ImpUI3.4.1+showallitems with no issues on patch 1 and I couldn't reproduce it.
They said that "just having both mods add the files causes conflict" which I feel is obviously untrue (assuming they're functionally identical) but separately:

I want to attempt to keep parity with yours but is there a reason (besides outdated from patch 1) yours is missing
L367~ <ls:PreloadState Name="PinnedTooltips"/> inside of
L352 <ls:State Name = "CharacterFullRespec" HideStatesBelow = "True" DisableStatesBelow = "True" Layout = "Player" Owner = "Player" ForceSplitscreen="True">
(not to be confused with <ls:AddSubstate Name="PinnedTooltips"/> )

and

is there a reason you leave in
L27 <ls:State.Events>
L35</ls:State.Events>
inside
L26 <ls:State Name = "SystemRoot" Layout = "Common" Owner = "All">

? Just asking so I don't accidentally break anything of yours. My main file removes L27/L35 and my optional file ("improvedui compat", see bug thread for why it came about) leaves it intact; both files leave L367 intact.

Also as someone who seems invested enough in continuing modding BG3 with something that will be widely used and integral, LMK if you would like edit access to the mod page ^^

Patch 2 released, dice rolls not working.

Dice rolls are broken, during non cutscenes a quicksave and quick load seem tobe able to fix it, but during cutscenes you're just stuck and frozen unable to continue.
In the patch they seemed to have changed the UI within the game which is likely why this is now incompatible and causing issues.

Question: How would I make a PR for the Minimap

Hello! I've added an auto-hide function on the buttons surrounding the mini-map. I would like to make a PR but I don't know where is the code you are using for the minimap.

There is a Minimap branch but the code doesn't seem to be up to date with your latest Smaller Minimap add-on.

Would you mind telling me how I could proceed?

Thank you very much! 🙏

Subclass mod unable to select skills during progression levelup

I am finding that during the levelup screen, when a subclass Progression has a SelectSkills Selector, the parent Class will light up red like you should go back and select something, but the skill selection does not appear. Testing with only the mod and Improved UI loaded.

I did confirm that the SelectSkills points to the right SkillsList

Feature Request: Remove Dice Select Menu Scroll Limit w/Controller

Dice select menu has a scroll bar, but does not seem to work on controller. It seems to somewhat scroll, the final shown die is slightly cut off for me. The scrollbar moves and list scrolls to show the die fully if you try to select it, but there are more dice below that can only be seen by switching to keyboard and clicking on the scrollbar. This is not possible in 2 split screen mode.

Seems to be an issue with base-game, not the mod itself.

Inventory Bug

Inventory bug

Since Hotfix #14 there seems to be a bug with this mod that doesn't show the inventory correctly and when trying to move or take things out of the inventory it won't do anything.

Was wondering if there is a fix in process because I love this mod when playing Baldur's Gate 3.

(Did test my other mods that I use and this was the only one that seems to bring up the inventory issue.)

Visual indicator when toggle all fields is active

From kmcsjr:

"This mod is up there with bg3mm and script extender for making everything work. I finally have a real request. For show all items controlled by ALT, could we have a visual indicator that show alt is active. Most views don't have anything to see, so I'm constantly toggling and looking around. Not having to hold alt has done wonders for my thumb, since I use WASD! But, staying on top of it takes way too much of my short attention span. It's easy to tell in a room. It's very difficult to pay attention to balsam on the side of the road."

Potential Hardware limitation with icons

Seems that there might be a hard limit to the amount of icons you can have

Lykon reported an issue with having 13+ mods causing the action resource icon to disappear in CC. Having 12 or less works fine, and cannot isolate it to a certain mod.

It doesn't affect the icon working in-game.
image (1)
image (2)

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