Baldur's Gate 3
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Proxa

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Proxa

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About this mod

Changes world tooltips

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I found it annoying to distinguish between items in the world due to the overall screen clutter (especially with mods that add more tooltips) and color variety.

This mod changes some colors and makes world tooltips generally more distinguishable.

  • Items that you can steal are no longer colored in red. Instead, a red hand icon is displayed next to their names;
  • Certain item types (equipment type or use type) are shown with custom colors and icons;
  • Empty containers are opaque and (probably) stay behind everything else;

Future plans:

  • Be my guest

Delayed until official mod tools are available:

  •  Light sources;
  •  Portals;
  •  Interactable objects (levers, closed doors, etc);
  •  Poisons (currently poisons use potions icons);
  •  Crafting parts;

But Why?
Spoiler:  
Show

The game's UI is designed following MVVM (Model-View-ViewModel) architecture. Items' root templates act as models, tooltips are views, and special classes are used as view models. The thing is that views are only aware of view models that do not have all data available in templates (or at least I do not know how to find it). So, I can't read certain flags or effects from items and thus, I can't create corresponding triggers. I hope the release of official mod tools will shed some light there.


Why no [include X/exclude Y/adjust Z] version?

Mahdudes, it is really (and I mean REALLY) a tedious task to keep track of all changes across multiple versions of the same codebase without the ability to at least verify syntax (and we do not have such an ability in case of XAML files) to avoid stupid mistakes and typos. Add meta.lsx management, files names, version numbers and whatever else and you find yourself on a nautiloid (lol).

If you wish to adjust this mod's content to your liking, please feel free to download raw files and read and edit WorldTooltips.xaml content in any text editor. I made sure to add comment annotations to all changes I included there. All it takes for you to make adjustments is to comment/uncomment parts of markup. If you need any advice about that, please feel free to ask in comments.

After you finish with the file, drag-drop the folder to Modder's Multitool and you get your .pak.

Compatibility

This mod changes the WorldTooltips.xaml file. Thus, it is not compatible with anything that changes this same file. Popular mods in this category include (but not limited to) works that make tooltips toggleable (instead of holding the button) and hide empty/looted containers. So, straight up not compatible with:

Toggle Tooltips
Modular Highlight Tooltip's optional files
Improved UI's optional file Showallitems
See Improved World Tooltips


I ship mod versions that include these features.

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Another category of related mods is Highlight Everything and its alternatives:

Highlight Everything Raw
Highlight (Almost) All
Mors More Tooltips
Modular Highlight Tooltp

Such mods change items' root templates and do not alter XAML files. Thus, they are compatible.

Includes support for:

Firearms - custom gun icons
Mark Books as Read - shows a checkmark or hides uncommon books

A couple of worthy mentions that are also compatible:

Preemptively Label Containers
Faster Tooltips (only affects "normal" tooltips, does not change anything about world tooltips)
Tooltip Fixes  (presumably, changes items, nothing related to tooltips in general)

Installation

Use BG3 Mod manager or install manually (info.json is included in archives).

Alternatively, place WorldTooltips.xaml from loose files to the following folder:

...\Baldurs Gate 3\Data\Public\Game\GUI\Widgets

When updating, make sure to completely remove the previous version prior to importing a new one with your mod manager.

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Credits

ShinyHobo for Modder's Multitool
Pavelk for his UI mods
Djmr for Improved UI

Original icons are provided by:

  • Free icons

https://www.svgrepo.com/


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