Releases: TheRealDjmr/BG3ImprovedUI
Hello Patch 7
ImpUI patch 7 has been available on mod.io for a while, but here's an alternative link ahead of release.
Please remove any patch 6 or below versions of ImprovedUI before running patch 7. We know there's going to be problems with it, that are "fixed" in this mod, but so much has changed under the hood I've practically rewritten the mod.
There's no need for a "ImprovedUI Assets" any more. Custom Action Resource support is all tied into the one file, because many of the fundamental UI restructuring has to be done once unless it becomes unmanageable.
Warning - We are still working out the kinks for modding the UI in the new Patch 7 process to prevent conflicts between mods. Expect there to be issues when running multiple UI mods in tandem.
Edit1 - minor fixes (feature icons in controller cc, custom action resource in tooltips and respec/magic mirror ui on controller)
Farewell Patch 6
This will be the last update for Patch 6. No features, just icon support - this makes ~10000 lines of custom entries dedicated to supporting custom icons!
So, as I look forward to future patches - no further icon support requests will be accepted at this time. I can't explain why, but will have more info available closer to/when Patch 7 drops.
Hotfix 22 and Racial Respec
Another day, another hotfix, and requires another ImprovedUI update for parity:
Since we're updating anyway, might as well include the Character Respec changes we've made! This includes the option to change Racial Passives (seems to be a theme here) and Spells (so you can finally change Shadowheart or Astarion's Fire Bolt):
Lastly, I've fixed passive scrolling by splitting them up into two different views:
ImprovedUI Assets update isn't required, but should be out soonish, dependant on gelatinous cubes.
Edit2: ImprovedUI Assets update, added more icons
Controller Update: Racial Passive Selection Fix
This update finally concludes the epic saga of our fight to allow modded race- or subrace-granted passive selections in the controller UI. Which is to say: You can now! In both character creation and levelup! Without having to switch to keyboard and mouse to do it!
Passive Selection in CC 🎮
Before 🥀
(The dreaded "choices pending!" error, with no choices to be seen!)
After 🌷
Ahhh, there's that beautiful Passives
subtab we've been missing. 💟
Passive Selection in Level Up 🎮
Now, you might be saying, "Zee! Didn't you guys previously (in 3.19) say you fixed passive (and spell) selection in controller levelup?" Why, yes, we did, thank you. However, a bug was brought to our attention recently which we had inadvertently missed -- allow me to illustrate:
Before 🥀
As you can see here, the "(Y) Accept" button is greyed out and unclickable, and there's that dreaded "choices pending!" error again. (Yuck.) That's because we had fixed passive selection in levelup with the unintentional assumption that it was the only thing that was being race-granted at that level. In the case of a race granting multiple features at once, the intended flow from "Gained a Passive" preview to the actual passive selection subtab had not been connected. But...
After 🌷
...now it has! The correct prompt button of "(Y) Continue" will now lead properly to the passive selection screen, and you'll only be held up there until required selections have been made. 🥂
EDIT 3/13: Forgot to add the latest Assets zip here, too. 💾 There we go.
EDIT 3/14: Version 3.20.1 also fixes an issue with spell selection on levelup (in controller UI).
Hotfix 20 update
Multiplayer fix and controller update
"Why did you hide ImprovedUI?" I deliberately obfuscated the core file on Nexus to draw eyes on the open letter. The file will always be available here on GitHub. More info here
On the topic of hiding things, ImprovedUI unintentionally stopped the new Patch 6 Multiplayer pop-up that appears for hosts - causing players getting stuck at 0% and unable to join. This update still prevents the annoying "Have you used Character Creation before?" popup by adding a nested Multiplayer section. Once opened, hosts will be able to receive the multiplayer pop-up.
We've also given Controller players some love. Whilst adding slider values that were missing pre-hotfix 19, it seems that Controller hasn't had the same slider values for a while. It's just one line of code, but it's a good line.
Lastly, we've fixed the racial passive and spell selectors that were missing at level up for Controllers, which were missed in previous updates:
Update 1: ImprovedUI Assets update - Added more icons!
Hotfix 19 update
Core update needed for Hotfix 19.
UI Slider Values
Patch 6 has unfortunately introduced a lot of issues to systems that were previously fine in Patch 5.
Today we've re-added something that was lost - no not Script Extender, but the value set for each slider when modifying appearance:
We've also fixed an issue where Racial Passives got very self-conscious and didn't want to show up alone. So relatable.
More updates, more icons etc to come, we're just trying not to run a volatile game.
Patch 6 full update
Great news - after fully reinstalling the game, I've been able to properly test ImprovedUI for Patch 6.
ImprovedUI Assets is updated, which means that lockpicking/trap disarming is fixed:
I've reduced the overall file size whilst including more asset entries - proving that size really doesn't matter.
I've also updated ImprovedUI Dialogue - didn't need to but had unconfirmed reports of it not working, when it was still working for me.
Edit: ImprovedUI Assets fix for Controller - Equipped indicator now showing for Equipment (and containers with Stackable Items)
Patch 6 beta
Ah well, I'm most likely working at 10am, so I can't update as timely as I have been in the past.
I'm marking this release as beta (even though I'm very confident in it working) since it's only the core file (ImprovedUI Assets is not recommended) and I can't load ANY save right now, even new ones. Fun times.
At least character creation is definitely working now, including the new sliders:
Feel free to raise anything as a new issue in the interim until the mod is back to 100%