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  1. Caites
    Caites
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    NOTES:
    there is a plenty more info I can add - AC, Weight, Movement etc, but I believe it may do more harm than good by cluttering screen with the data. if you want smth badly - I'm opened to suggestions. also a Lite version will be released in a few days (with resistances only most likely).

    Do not report Damage Preview issues,  its vanilla unfinished/cut content, I won't be able to fix it.

    CHANGE LOG:
    1.01 - fixed duplicated advantages/disadvantages (plus forwarded some minor changes from Larian patches which were missing in this mod).
    1.02 - added Lite (reses/vuls only) and Damage Preview versions, for main version fixed margin for resistances - reses panel was overlapping with the name when target's HP bar isn't normally presented (during NPC movement).

    1.05 - updated for Patch #4.
    1.10 - controllers support added (not without losses - there is no title for NPCs anymore). damage preview controllers version is identical to normal version since there is innate damage preview for pads.

    1.12 - updated for patch #5.
    1.15 - fixed broken target cycling on controllers in all versions. also item value entry won't appear if its 1 or zero (almost all non-pickable items).
    1.16 - updated for HF #16 (images_c.xaml library).
    1.18 - forwarded patch #6 changes.
    1.19 - fixed cropped icons for the main version when out of combat.

    1.20 - fixed previous fix.
    1.2.1 - updated for Patch 7. Lite version won't be supported anymore. for Damage Preview use Damage Preview 2 mod.
    1.2.2 - fixed target info flickering when target near the top of the screen.
    1.2.3 - fixed 2 old bugs: -1/-1 HP values for some items (HP text is hidden for them now) and not localized "gold" in items hint.

    1.2.4 - tiny fix of free target cycling for controllers UI (again, but this time it didn't work for another reason -_-).
    1.2.8 - updated for patch 8.
  2. chsfb31
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    Wasn't sure if better to report this as a bug or just post it as a comment here. With latest updates the mod seems to now ignore/overwrite the "Hide NPC Health" custom difficulty setting and displays NPC health regardless of if that setting is toggled on. With the mod disabled the Hide NPC Health setting works as intended
    1. Caites
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      it was never a thing here. I see no point in adding this difficulty check to a mod which idea is giving as much info about NPC as possible without checking Examine.
    2. chsfb31
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      Very well, I only brought it up because pre-patch 8 having "Hide NPC Health" toggled on alongside this mod worked in still hiding the HP number. I understand that it may not have been anything you specifically had to code against previously, but even though that was the case since the behavior has now changed from my perspective it seemed like missed/broken functionality.

      To be clear, all the "Hide NPC Health" option does is remove the fractional number (13/67) from displaying; the health bar still remains visually and can be used to determine that an NPC is at roughly 20% health rather than knowing the NPC has exactly 13 HP remaining and therefore knowing exactly what attacks/spells you should or should not use if you want to guarantee their death. IMO having that toggled on while also not wanting to have to Examine for the other relevant information seems like a perfectly reasonable use case. But I understand that since it was never an intentional feature of the mod previously that making changes to account for it now when the mod has been largely "feature complete" for quite some time may not be worth the effort.

      But anyway, I greatly appreciate your hard work and speed in getting all the Better UI suite of mods working for patch 8. While this one may no longer fit my use case I'll continue using the rest of them to improve my gaming experience. Thanks for all you do!
    3. jdierkes
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      Chiming in, both this mod and Better Top Bar are showing HP numbers even though Hide NPC health is toggled on. A bit of a shame, but ultimately not a huge deal since I can just not have them installed.
  3. Onyx27
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    Curious why this mod is no longer on Mod.io along with other great UI mods you made?
    1. Caites
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      All my mods that got an update here were updated on mod.io as well. KB/M only mods were disabled on mod.io, because I don't want to waste time on platform where insulting modders is normal practice and not regulated, I will focus on maintaining mods on Nexus. Nevertheless, users subscribed to forementioned mods on mod.io will get an update anyway, disabling mods won't prevent this, only new users won't see those mods.
  4. essi2
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    How rude
    1. Caites
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      I don't think you understand a thing from what you've read. ImpUI is a requirement for this mod as it was. ImpUI is updated on mod.io, will be updated on Nexus as well.
  5. zonbai
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    Is it possible to add a black background to the large,  centered text area at the top?     When on a bright background like sand,  I struggle reading the vanilla big white text.   Smaller text is even harder.   A black BG would be perfect and I can't find a mod for it.
  6. fredyk2006
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    Pavelk, hello!
    Thank you for your work.

    What do you think about adding to the target also the values ​​of its characteristics STR, WIS, DEX, etc., as it is done in the next addon?
    https://www.nexusmods.com/baldursgate3/mods/12805?tab=description

    It's just that the addon I mentioned above doesn't work on patch 7, but it's based on your addon, as its author says.
    1. Caites
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      I believe I answered you on mod.io (if that was you with the question).
  7. gh0stfreak
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    I have mixed feelings about this mod. Its brilliant, easy to look at, and generally feels like it should've been part of the game.

    That said, you get some minor spoilers in regards to some character's race; with the doppelgangers in Act 3 or even Elminster being a construct. I know you could preview these characters to learn that information anyway, but the game likes to treat it as a surprise - especially with the doppelgangers. 

    Its a weird conundrum that lies within how these characters are presented fundamentally. Therefore its not necessarily a fault of the mod itself, but rather the mod just brings it to light. 

    I'm definitely looking forward to a lite version for Patch 7. I think that'd be the best compromise for the race thing.
  8. Tunnah
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    Your mods as a whole - would they still work with patch 6 or should I stay with current versions ?

    I'm staying on patch 6 until finishing, just too many straggler mods not updated, I'll do my second playthrough on P7

    However some mods work fine on P7 (added stuff mostly) but things like yours, are changes. And not just changes, but large changes. So am I better off sticking with P6 versions, or will your stuff not conflict ?

    It's not an important question, I have no issue with your P6 versions or owt. Just trying to figure out which updates to save in my P6 or P7 folders
    1. Caites
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      I always update mods for the latest patch/hf. files in main files are for patch 7/latest hotfix. version made for previous patches are in Old Files. rule of thumb - any patch requires UI mods update.
    2. Tunnah
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      So basically ANY UI mod, I should stay with the older version, rather than moving to a P7 update ?

      God this is such a faff! I only have  a few more mods left waiting on updates then I can move to patch 7. So many people quit modding/scaled it back once they completed the game though so there's a lot of ones that have been abandoned.

      ANYWHO thanks for the answer bud.
    3. gyrofalcon
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      So basically ANY UI mod, I should stay with the older version, rather than moving to a P7 update ?

      God this is such a faff! I only have  a few more mods left waiting on updates then I can move to patch 7. So many people quit modding/scaled it back once they completed the game though so there's a lot of ones that have been abandoned.

      ANYWHO thanks for the answer bud.
      I would advice you to NEVER update mods if you still play on a previous version of the game. No-matter what other mod-user claims "it's working, no problem"
      Only if the mod-author clearly green-lights a mod-update for working with previous game versions, would I risk playing with an updated mod on a none-updated game. But still, I would advice to complete current game on previous patch, then do a complete update.
  9. Alphie9
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    Thank you deeply and with my whole heart for all your work, pavelk. It's invaluable and so special of you to share it with us. Happy modding, you legend <3
    1. Caites
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      thank you kindly!
  10. Astanel
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    A version or instructions on how to change the yaml file to hide gold value would be very appreciated!
    1. Caites
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      remove or enclose in comment brackets this stackpanel:
      <Stackpanel Orientation="Horizontal" Background="Transparent" HorizontalAlignment="Center">
      <TextBlock Text="{Binding Gold, StringFormat={}{0:N0} gold}" Style="{StaticResource SkillTitleTextStyle1}"/>
      </Stackpanel>
    2. Astanel
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      Should it look just like this:
      <!--<Stackpanel Orientation="Horizontal" Background="Transparent" Horizjavascript-event-stripped"Center">
      <TextBlock Text="{Binding Gold, StringFormat={}{0:N0} gold}" Style="{StaticResource SkillTitleTextStyle1}"/>
      </Stackpanel>-->
      or just like this one:
      <!-- Stackpanel Orientation="Horizontal" Background="Transparent" Horizjavascript-event-stripped"Center" -->
      <!-- TextBlock Text="{Binding Gold, StringFormat={}{0:N0} gold}" Style="{StaticResource SkillTitleTextStyle1}" -->
      <!-- Stackpanel -->
      or whatever else?
    3. Caites
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      first is enough. you can enclose any solid fragment if there is no another comment inside.
    4. kasaphescence
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      Hey is there any chance you could upload a version of this that had this change? Love this mod but would also prefer not to have visible gold values for items! (This is me being lazy/intimidated about learning how to edit the mod as per OP's question, sorry!)
    5. Caites
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      collect 3 more requests and obtain a new no-gold version!
    6. DarkFox099
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      Adding my vote for a no-gold version! Not even sure I'd want to know how many items are in the container, to be honest.
      Great work on all of these mods, well done!
    7. lexo1000
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      +1
    8. Jennsy
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      no gold version, please! :)
    9. xenoxero136
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      I managed to do it using the bg3-modders-multitool. I'm not knowledgable on this kinda stuff at all - I just download and use mods - but I unpacked the pak, went to unpacked mods, looked for the BetterTargetInfo aml's in the pages folder and then > ctrl+f'd a snippet like: TextBlock Text="{Binding Gold, StringFormat={}{0:N0} gold} > and enclosed in comment brackets the opening and closing stackpanel. Didn't take more than 5-8 minutes for it all and testing if it worked - it did for me and I see no issues so far. If anyone else wants to try, hope this helps, or if someone knowledgeable can correct me if I'm wrong with anything I did, please do :)
    10. cox2enzyme
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      +1 for a no-gold version!
  11. mishacz
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    I dont see lvl of enemy. Anybody have same problem? :o
    1. Caites
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      on your side, both KB/M and controllers UI show NPC levels properly.