bg3improvedui's People
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vinince elliot10051 nellsrelo bg3mods recat013 markdhill crackerjackgco randoruda kidel 3xc4l1b3r harlequinzeg0 johnnysneed feriat10 gycicada whywas-squee-taken dbanks2010 lvlsortiara linuskarlson facufierro trumanharp laughingleader celestro gzuin caldraeus wolfe-tk meowren sammiricho eralyne canis-astralis flintsparker holypta richardapena sinclairslibrary sixfingeredmage i3aivk alexmahfud fuyunnnn ryande87 lam2307 margerard0006 covenelf eldehan pewpewzap fparent daliborbebic rycaputo raizanad floranabella azrayne viledeth iceteal gawdamnit balzhur divaroma tripsletash siael-mods krasshammer logical-fallazee suushiico kkassas kelvarna immortalrdi kilaypoe2 eddymayne batukirbas zerix807 weeviljester starvingotters tepkunset covelisslyvain flexhabit ahzidol labotor11 midnightvoyager yuri-zeta orochigago anxietytheork xonnel-devlin lostsoulman liam-md zeysir 72division yoshisman8 lethelessness anankenecessitas thekingdude sandrock431 ryanamongold skyeborne shiverocodes soriyumi cheekcustomships lynstence gentlemanbabbo lonelycrater madanthonywayne drkekyll jainagrey emeraldtechnopath thatonegirl01bg3improvedui'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
Dynamic minimap sizing
Setup different styles of minimap, and switch between them via a button toggle
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)
Reactions and spells icon
[Bug] Action resource icons not visible
Magic Mirror in new patch will not work with Improved UI
The Improved UI mod is keeping players post-patch from using the new Magic Mirror feature. For 90% of players, the Magic Mirror works after disabling ImprovedUI.
Racial passiveselector and equipmentselector official support
I've added in racial passiveselector support but I need a mod to use it
Racial equipmentselector should also be supported and I would like to ensure that Race has the same features as class
Does this work with full release?
Don't want to try installing it and break my game.
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.
Double spells in char creation
Hi i got double spells in char creation as sorcerer.
Patch 2 is out, dice rolls broked
Hair color options overflow when selected from the Facial Hair tab
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.)
Mod not wordking after hotfix 5
Can't interact with anything, I already tried to reinstall the mod
Post-Patch 4, some users are seeing "empty" containers with invisible item icons
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
Better support for way too many options with Controller
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 |
Feature request: Numeric value for Action Resource placeholder.
Would it be possible to have a number for the remaining action resources when the placeholder stars are used? As it is now you can't tell how many you've used because the stars stay opaque.
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.
Not really an issue but I'm just throwing it out there since it's probably a UI thing
the pop up for Wild Magic Surge. Would you know how the game pulls that up? I'd love to make my own, with my own custom text and custom icon. This is the handle UUID: h494c3752g77e8g407cgb42eg19033f819d1e, at least for the text that says "Wild Magic Surge!"
Importing action resources dynamically
Class icons can integrate with ImprovedUI, without requiring an entry - https://bg3.wiki/wiki/Guide:Modding_Class_Icons
Before getting an action resource icon guide, I want to import action resources dynamically (as much as I can)
This might not be possible for every icon and every section, but it would at least provide an easier method of integrating action resources.
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
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
Red Minimap Overlay has vanilla scale.
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.
Keep name after interacting with the magic mirror
When using the magic mirror it resets the character's name to the default name (Tav, Dark Urge, etc). Would be better (if possible) to keep the character's name as behaviour.
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
Action Points and spell slots are missing their UI icons
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)
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
Bug: 2 voice selection drop downs
The voice selection at character creation is duplicated with 3.12. Only 1 was visible with 3.11.
The screenshot on the release page shows the voice selector being doubled as well
https://github.com/TheRealDjmr/BG3ImprovedUI/releases/tag/3.12
With ImprovedUI removed the issue isn’t present.
Unrelated, also am still getting the reset tutorials popup.
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
Support for patch 6
Patch 6 just dropped, most likely with UI changes
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.
Better support for >4 parties
Inspiration doesn't keep scrolling down - https://imgur.com/a/sWGDcOu
Scrolling is impractical here - https://i.imgur.com/Y3AFKnF.png
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
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