HF #25 haven't changed a thing about UI on xaml/textures side. checked out just in case, clear map part of the mod works perfectly fine on up-to-date bg3.
Thanks for confirming. I'm using below mods but I have no idea why it doesn't work for me. Other mods I installed works perfectly fine now but the clear map mod. :S Any clue that I can try?
I also tried "NoGrid" version but still shows grid and not transparent. In game screenshot still shows grid & shroud :(
make sure you don't have loose files in Data\Public\...\Theme, DefaultShared.Styles.xaml specifically. loose files mods using the same file will overwrite paked ones, like this one.
My bad. I found the file and deleted it then it works !!! Huge thanks for your help and your works for the mods. I'm enjoying the game a lot with your mods. :D
Hello, when I try to use this mod some purple squares appear in the game options menu slider. When I remove the mod, everything goes back to normal.
I'm using the "Clear Map Grid On Transparent Shroud" version.
I simply place the .pak file in the "mods" folder, have the escript extender, mod fixer, native mod loader and use the Mod Manager. Am I doing something wrong or is an update to the game or the extender or the mod broken?
Hello:) I wonder about the compatibility of this mod with the Immersive Controller UI mod. On its mod page it says that it is only compatible with the Clear Map part of your mod, but on the pinned comment of this comment section you say that the auto-hide versions of better maps leave controller map UI as default, so, if I were to dowload the autohide version and put immersive controller UI after it in the load order, would there still be conflitcs ? Or would I obtain a hidden map (or autohiding) for both ui modes as I intend ? Thanks !
there is no such thing as load order for overrides (and most UI mods are overrides). if you prefer controller UI minimap from Immersive Controller UI, you better stick to its loose version, otherwise this mod will overwrite it with non-hidable version of it.
if you have something to report, please, provide a screenshot or least explanation what exactly doesn't work as intended. "there may be some odd incompatibility" says nothing to me and won't help a bit.
Hmm for whatever reason, due to being in Act 2 & revisiting the Wilderness, it's tacking on Shadow Cursed Lands underneath Wilderness on the Map top right corner over the Waypoints (Note I'm using the Vanilla scale version)
thank you. could you make a screen how it looks in vanilla? region's name taken from waypoint category list, so it should be like that (all regions available for TP) in vanilla waypoints list as well.
I have been looking into myself, but no luck as I am not familiar with all this. I wondering if it would be possible to have like an external map say be able to have the full map pulled up on an external monitor for use when playing to see where you're going and without constantly opening the main map you would just have it already up to the side.
there is mini map for that. if you mean using region textures out of the game, yeah, its possible to get files, but for users some online maps like https://mapgenie.io/baldurs-gate-3/maps would be easier to use.
I'm meaning as in the full in game map as a full screen on another monitor that tracks you in real time basically just the map on another screen without always having to open it up, just think it would be cool. I use the map on mapgenie have for many games but I would like to be able to have an extend view of my actual map to show what I haven't discovered ..yes its a simple press of the M key or select on controllers, but I am just being lazy lol I know its stupid, just wishful thinking.
An UI-mod can't instruct the game to draw on a completely different monitor than it's set to.
Need to use AMD Eyefinity, Nvidia Surround or Intel Extended Desktop Mode so multiple monitors act as one display to show Windows and furthermore the game on them continuously. That still doesn't solve the issue that you can't bring up the journal map without hiding the rest of the game. It might be possible to stretch the minimap over one screen completely if there are no size limits enforced but you'd need one hell of a custom tailored-UI to your specific screen setup that moves the rest of the elements separately to another display. That's all theory tho, there might be other hiccups or constraints preventing such a config.
Other than that, the only idea that comes to mind is an external map-program with the ability to read the memory if you want real time updates where characters are etc. Again, could be feasible but the amount of work needed is very likely not worth it given the small audience for such a niche program.
Thank you Caites for always updating your amazing UI mods every hotfix, even with Larian constantly changing stuff. Your mods should be implemented in-game; hopefully, the devs will take note and give us the options in the game's definitive version. Until then your work is invaluable to long-time game modders like me who love QoL improvements over vanilla function.
its is made draggable for people playing on TV/with low vision to be able to temporarily drag it to lower part of the screen. if you dragged it accidently, it will go back to default position with the next save load, game doesn't remember its position.
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I also tried "NoGrid" version but still shows grid and not transparent.
In game screenshot still shows grid & shroud :(
My bad. I found the file and deleted it then it works !!!
Huge thanks for your help and your works for the mods. I'm enjoying the game a lot with your mods. :D
I'm using the "Clear Map Grid On Transparent Shroud" version.
I simply place the .pak file in the "mods" folder, have the escript extender, mod fixer, native mod loader and use the Mod Manager.
Am I doing something wrong or is an update to the game or the extender or the mod broken?
I wonder about the compatibility of this mod with the Immersive Controller UI mod. On its mod page it says that it is only compatible with the Clear Map part of your mod, but on the pinned comment of this comment section you say that the auto-hide versions of better maps leave controller map UI as default, so, if I were to dowload the autohide version and put immersive controller UI after it in the load order, would there still be conflitcs ? Or would I obtain a hidden map (or autohiding) for both ui modes as I intend ?
Thanks !
I have been looking into myself, but no luck as I am not familiar with all this. I wondering if it would be possible to have like an external map say be able to have the full map pulled up on an external monitor for use when playing to see where you're going and without constantly opening the main map you would just have it already up to the side.
correct link
https://mapgenie.io/baldurs-gate-3
Thanks
Need to use AMD Eyefinity, Nvidia Surround or Intel Extended Desktop Mode so multiple monitors act as one display to show Windows and furthermore the game on them continuously.
That still doesn't solve the issue that you can't bring up the journal map without hiding the rest of the game.
It might be possible to stretch the minimap over one screen completely if there are no size limits enforced but you'd need one hell of a custom tailored-UI to your specific screen setup that moves the rest of the elements separately to another display. That's all theory tho, there might be other hiccups or constraints preventing such a config.
Other than that, the only idea that comes to mind is an external map-program with the ability to read the memory if you want real time updates where characters are etc. Again, could be feasible but the amount of work needed is very likely not worth it given the small audience for such a niche program.