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Volitio

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  1. Volitio
    Volitio
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    V2 is out, and it is still uninstall-friendly just like V1!
    Update should be rather seamless, but I suggest you delete the old ignored_items.json file to avoid any issues, as it has been slightly upgraded.
    Also, don't forget to get Volition Cabinet (update it if you installed it already)

    2.1.0 is out!
    New Features
    - Nested container labeling: Introduced an option to label nested containers. Previously the default behavior, it is now an option disabled by default.

    Fixes and Improvements

    - Container labeling consistency: Resolved an issue where having multiple containers of the same type within the labeling radius would display inconsistent labels/counts.
    - Junk list count fix: Corrected the count for the Junk item list.
    - Labeling in camp: Ceased labeling for characters in camp.



    (Old Patch 6 announcement)
    Spoiler:  
    Show

    Changes from Patch 6 broke how this mod updates names. It will need a patch even if you have updated Script Extender to v14+.
    It might not crash your game, but just disable it through your mod manager or the JSON config file for now.
    I'm developing an alternative solution but it is much more 'dangerous', so I'll be playtesting it before releasing it.
    reminder from lariano:


    labeling machine broke 😔
  2. Volitio
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    Known issues:
    - 'Show all items' (Alt/R3) tooltips are only updated for corpses, not containers. I don't think this can be reasonably fixed. I recommend instead pairing this mod with Improved World Tooltips or Enhanced World Tooltips (2.8+).
    Please report any other issues you may encounter. Thanks!

    Again: huge shoutout to Focus!
  3. majber
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    Hi, can you please add option to hide looted/empy containers? Its too much clutter on screen
  4. wiezimag
    wiezimag
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    I would love it if unopened empty containers could show up as a grey treasure icon instead of gold. Same as opened/looted.
  5. quiteromantic
    quiteromantic
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    You and your mods are truly doing the lord's work. Larian should be giving u money for making the game so smooth and enjoyable with such simple quality of life details. thank you!
    1. Volitio
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      Thanks!
  6. Turbo2312
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    At first it wasn't working (Patch 8) but after playing for a while, I noticed it working again.
  7. atomtanned
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    Thanks so much for this amazing mod - it's saved me a bunch of time already because I'm a hoarder and have to check every barrel or crate. Unfortunately the filtering doesn't seem to be working for me. In the MCM when I scroll down to the filtering section, it just says "Ignored Items" without any additional information or ability to manually add.

    I've got all the required mods, everything is updated, and I've bounced it around the load order just in case. It's working otherwise - completely empty containers are properly labeled - but things like rotten food aren't being ignored. Hoping I just made a silly mistake somewhere and it's an easy fix.
    1. Volitio
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      Seems like an issue with MCM 1.25, I still have to look into it. 1.19.1 might lack some new improvements but it should be good.
    2. atomtanned
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      Thanks for the speedy reply - will give 1.19.1 a go later today. Appreciate it!
    3. atomtanned
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      Hey, wanted to let you know that I saw the update for MCM (1.25.1) and gave that a try first - everything seems to be working as intended now. Thank you again!
    4. Volitio
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      Thanks for the feedback.
  8. Katarsi
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    Is it possible to exclude common items below the base value of 10gp or even 20gp?
    I figured something like that would be easier than looking for names of things I don't want to bother looting, such as candles, torches, water bottles, ragged clothes... And especially mundane equipment which weighs a ton and doesn't pay off hauling around (common shields, broken pieces of armor, clubs etc).
    1. Volitio
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      This has been an idea of mine, but I have not explored it yet, as for example I don't remember if there are important items that have little gold value.
      Most useless items are ignored by default, though, you don't need to list them.
  9. SirTerrin
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    Love this mod.  Been using it since I found it.

    Today, I decided to try to make my life easier by tailoring it a bit to my play style.  I looked here, found that the file that I was looking for is ignored_items.json (I had remembered that it was there, just not the name, and a quick search showed me where it was).  BUT...

    So I want to add items to it.  How can I figure out the names of additional items?  Is there a list of absolutely everything somewhere?

    For example, I see in the file, "BASE_LOOT_Gem".  I see an item in a chest that is labelled as not empty, but the in game name is clearly not formatted in this style so how do I determine what line to add to the file?

    Thanks!
    1. Volitio
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      bg3.wiki has the template names of most items in the game and is probably the easiest way for a player to get them (the wiki calls them UIDs; UUIDs are a different thing).
      You could also refer to this list:
      https://pastebin.com/Qk1PXTXK
      https://pastebin.com/140uJJXQ
      https://pastebin.com/6qzge20m
    2. SirTerrin
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      thanks.  I'll check out those files.  I went to the wiki first and common items, like the ones that I don't want to be counted, didn't have that level of detail.
  10. JPatt0n
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    (Patch 6 version of the game) As far as I can tell this mod is not showing up in the MCM, for me. I have this mod loaded below MCM like all other mods that depend on it, I have violation cabinet and obviously script extender, any ideas? All other MCM mods do show up just fine.
    1. Volitio
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      Latest versions of this mod have not been tested with Patch 6
  11. Inuxa
    Inuxa
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    Is it possible to get a mod similar to this but with the ability to see what enemies will drop upon death? 
    Mainly for those guys that like to hang out near the abyss and low have low dex and str ;)
    1. Churtlenater
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      https://www.nexusmods.com/baldursgate3/mods/10262 lets you loot enemies you have yeeted into chasms.
    2. Inuxa
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      Thanks for letting me know! 
  12. SonsOLiberty
    SonsOLiberty
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    I assume if I'm using something like this Improved World Tooltips, both the mods do about the same functionality.
    1. Volitio
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      I only use Enhanced World Tooltips. As far as I know, the functionality does not overlap that much even for this one you mentioned: it is mostly concerned with the Show all items feature (Alt/R3 button), while my mod operates indifferently to it. It also works better for players who explore with a gamepad (I do) and loot mostly with the 'Active Search' feature.
      Does Improved World Tooltips hide empty containers that have not been opened yet? (apart from not filtering items)
    2. SonsOLiberty
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      I use a gamepad as well, when I do the show all it will show if something is empty, I will have to verify whenever I play later, but I'm pretty sure it does.
    3. Wikt0r1us
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      On the Improved World Tooltips description: 
      This is the official combination of 2 previous mods Enhanced World Tooltips and ImprovedUI's "Showallitems". If you have previously used these mods, you can remove them and replace with this instead.

      Enhanced World Tooltips functionality:
      * Changes container logic and corpse logic - even non-looted containers are marked as empty if nothing is inside
      Spoiler:  
      Show
      * Changes colors for items based on their use type
      * Adds icons for equipment and item status (stealing, container status and loot counter)
      * Optional container preview module

      Showallitems functionality:
      * Spyglass icon in the bottom left indicates if the "Show All Items" functionality is toggled or not.
      * When hovering over a container or cause a tooltip to appear, the world items list is emptied. When placing the mouse/controller away from the container/tooltip, the world items list is now repopulated.
      * When there are no world items nearby, the Spyglass icon fades and will repopulate the world items list again when you approach a world item (checks every second).
      * When changing UI screens, the "Show All Items" toggle chosen will appear again once returned to the player UI.
      * Toggle is still required when switching instances such as region changes, control schemes and loading saves.
      * When using controller input, different checks are made when the world items list is emptied to repopulate (you can visually see this when using the Action Radial, checks every second)

      Improvements made:
      Controller support for patch 5 - will now restore item list when returning to player UI from all situations.
      Spyglass doesn't show for Controller users due to the text placement, smaller platform area shows as a visual aid.
      Spyglass moves in camp for Keyboard users due to camp companions button. Returns to its usual position when exiting camp.

      Not updated for patch 7 but there is an updated version here, although there's only the option to have no item counter on the labels: https://www.nexusmods.com/baldursgate3/mods/12078?tab=files