Thanks for this. You should add preview images of the various options. So we can see how the text is positioned, what the text shadow looks like, how the wood frame looks, etc.
I'd also say about half of the images are pretty rough concept sketches that really look harsh to the eye. I removed them, personally. But most users won't know how or won't want to take the time, so you may want to add a "lite" version with those removed. Quality over quantity.
Thank you! Love this and love the continuity with what's happening in-game :) It makes it feel like more of a rewarding experience to see the artwork almost side by side.
Thanks a lot for the mod! Love it :) Quick question: since 3.0 the installation method has changed from a manual file dump to a .pak file. I installed manually before 3.0 and wanted to update it to latest because BGMM is just very convenient, but I can't find the old installation instructions to reverse them. Do you still have them?
Thank you so much for the update on the no frame immersive loading screen version! I've been loving the experience so far. It's been a great enhancement to the game ^^
I replaced the new game loading screen (map) and regular initial loading screen (simple baldur's gate logo) with the two identical karlach .dds files from the karlach mod by renaming them to "loadScreen_BGartwork_A" and "loadScreen_BGartwork_B" and dropping them into the LoadingScreen folder, and I've had no issues!
Just wanted to mention I was going through the .xaml file (I wanted to keep the Vanilla initialization screen but use the mod otherwise) and noticed a couple minor irregularities in the code;
In the Act 1 loading images block, loadScreen_BGartwork_1_23.png is listed twice and in the Act 2 block loadScreen_BGartwork_2_20.png is skipped entirely. The numbers skip from 19 to 21.
Still a great mod, I got real sick of seeing the same 5 loading screens after 200 hours.
Thanks for your effort! I never understood, why the loading screens weren't triggered by story progress or location. And thanks for making me recognize, that there is a way to make this happen in the .xaml file. But now I'm curious. Has anybody an idea what' the use of the x:Key="x"-strings (i.e. x:Key="bg3") is?
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I'd also say about half of the images are pretty rough concept sketches that really look harsh to the eye. I removed them, personally. But most users won't know how or won't want to take the time, so you may want to add a "lite" version with those removed. Quality over quantity.
Quick question: since 3.0 the installation method has changed from a manual file dump to a .pak file.
I installed manually before 3.0 and wanted to update it to latest because BGMM is just very convenient, but I can't find the old installation instructions to reverse them.
Do you still have them?
You can simply remove the Public folder in your game directory.
Data\Public\Game\GUI\Assets\LoadingScreen
I wanted to use both this mod, and 'Loading Screen with Karlach' mod, so I did some file investigation;
I replaced the new game loading screen (map) and regular initial loading screen (simple baldur's gate logo) with the two identical karlach .dds files from the karlach mod by renaming them to "loadScreen_BGartwork_A" and "loadScreen_BGartwork_B" and dropping them into the LoadingScreen folder, and I've had no issues!
Just wanted to mention I was going through the .xaml file (I wanted to keep the Vanilla initialization screen but use the mod otherwise) and noticed a couple minor irregularities in the code;
In the Act 1 loading images block, loadScreen_BGartwork_1_23.png is listed twice and in the Act 2 block loadScreen_BGartwork_2_20.png is skipped entirely. The numbers skip from 19 to 21.
Still a great mod, I got real sick of seeing the same 5 loading screens after 200 hours.