Few colorless places: We are aware of a few places where the color has not changed; however these are small places you don't look too often. We will continue to look and see if we can find them in the files. However if you want to report a place we might have missed - remember to include what mods you are using, what versions of the mods and if you use vortex or Bg3mm. This is so we can replicate and make it easier for us to see if its our mod or a possible incompatiblity.
Here's what we are aware of:
If you find anymore - remember to screenshot where!
since Patch 6 update in the Character creation screen, the Races, stats, skills etc are as if the mod isn't installed at all. Naming Tav is also as if the mod isn't installed too.
Update both improved Ui and Improved ui assets. If you do not have assets, try adding it
EDIT: I want to warn you, UI mods have taken a hit this patch so mods like Plus UI has some issues. Learn more here: https://docs.google.com/document/d/14kjIMzEIIwxLTrI0eBSmEBC_BHxqdhfyDBvK8kpdRlY/edit
I had both before the Patch, updated both, removed it completely then re downloaded and reinstalled them... others are having other problems with the improved ui too it seems for lockpicking and crashes for camp chest etc. So I think i'll wait to see if that mod is updated again before installing it back... fingers crossed
Many of the things you mention there are caused by other mods, not UI mods. So before commenting on here that any mod is causing issues, I would recommend you uninstall all mods and add in batches to actually see what mods are causing issues. If you read the doc I sent you, you can see which mods have issues, some are class mods with the lockpicking crashes, and mods that overrides datatemplates causes it too.
Issues with the chests are vanilla bugs: https://docs.google.com/document/d/1QdFn2wkDh_JfE9rpEyp2sooyh6Qoaz6MthxmYvR9-AQ/edit
EDIT: I also know improved ui has been updated, so if you experience any issues - the issue is likely other mods, not improved ui
I had removed the "Better" mods i had installed and the UI then added them (updated versions only) individually everything worked with this mod until I added the UI. I also updated script extender. However to make sure i am currently doing a fresh install of the game and will add only the UI, Mod fixer and this mod and see how that works then add everything else in small batches... reminds me of the sims 4 when some mods got outdated or broke... time consuming but worth it in the end.
so fresh install of the game the only mods installed is script extender, colorful words, mod fixer and the improved ui... when the ui mod is removed your mod works as it should, with it installed some text isn't coloured.
Tried with both the UI and the Assets, with just assets the classes icons are just skulls but all text is coloured, when the core UI is added the proper icons are normal but some of the text is not coloured.
Did you put the mod and the improved ui into your load order? Or did you let the mod stay in the overrides? Because the only way for this to happen is that Improved ui would override our mods, which we have made sure (and I took contact with Djmr) would not happen. We made it compatible with each other in a very specific way with resource merged. Djmr has also not touched anything regarding this mod.
If you put it in the load order, just want to note: ALL mods that goes into overrides in Bg3MM, stays in overrides.
I'm wondering if there would be a way to change the colour of texts added by other mods, as approval ratings (OIO or any other such mod). Would that require adding a colour code for each line of dialogue with additional info? Can it be extracted somehow as another key (like TetriaryColor)?
I think I can modify the dialogues override file (eg. english.loca file), but I'd be grateful for code snippet to use so that it works instead of showing like 'This is some dialogue <color=#FFF000> (Ast +1)(Lae -1) </color>' but with actual colour change.
This is such a neat idea and cute to boot. Fab work! I'll be curious to see if any additional color schemes are added down the line that appeal to me... And pointers! It'd amuse me to no end to see a tadpole/Illithid pointer (appropriate for the game, no?), a kitty face (Cats make everything better, ok?), and even Godly thematic pointers (Selune - moon, Bhaal - Bhaal's skull emblem, Silvanus - Oak leaf etc), but we'll see.
True! I'm a bit nervous and clumsy when it comes to even this most basic of basic mod tweaks (the struggle is real when Kart updates UT). Kinda sad but you gotta start somewhere I guess. Anyways when I'm ready to attempt it I'll follow the front page directions and give it a go. :3
So just to be clear, when it comes to the arrow options in optional files, I don't need any of the other main files correct? because i only have the frog dialogue arrow installed, yet the arrow is default.
43 comments
Few colorless places:
We are aware of a few places where the color has not changed; however these are small places you don't look too often. We will continue to look and see if we can find them in the files. However if you want to report a place we might have missed - remember to include what mods you are using, what versions of the mods and if you use vortex or Bg3mm. This is so we can replicate and make it easier for us to see if its our mod or a possible incompatiblity.
Here's what we are aware of:
If you find anymore - remember to screenshot where!
Please tell me if this mod will work with patch 7? And if not, is there an update planned?
Thank you.
It sounds like another mod is causing the issue
Do you mind if you could screenshot your load order?
EDIT: I want to warn you, UI mods have taken a hit this patch so mods like Plus UI has some issues. Learn more here: https://docs.google.com/document/d/14kjIMzEIIwxLTrI0eBSmEBC_BHxqdhfyDBvK8kpdRlY/edit
So before commenting on here that any mod is causing issues, I would recommend you uninstall all mods and add in batches to actually see what mods are causing issues. If you read the doc I sent you, you can see which mods have issues, some are class mods with the lockpicking crashes, and mods that overrides datatemplates causes it too.
Issues with the chests are vanilla bugs: https://docs.google.com/document/d/1QdFn2wkDh_JfE9rpEyp2sooyh6Qoaz6MthxmYvR9-AQ/edit
EDIT: I also know improved ui has been updated, so if you experience any issues - the issue is likely other mods, not improved ui
If you put it in the load order, just want to note: ALL mods that goes into overrides in Bg3MM, stays in overrides.
I'm wondering if there would be a way to change the colour of texts added by other mods, as approval ratings (OIO or any other such mod).
Would that require adding a colour code for each line of dialogue with additional info? Can it be extracted somehow as another key (like TetriaryColor)?
I think I can modify the dialogues override file (eg. english.loca file), but I'd be grateful for code snippet to use so that it works instead of showing like 'This is some dialogue <color=#FFF000> (Ast +1)(Lae -1) </color>' but with actual colour change.
And, uhm, thanks <3 for the mod