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Proxa

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  1. Proxa
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    Hi there,

    This is IMPORTANT

    The mod's file name and meta might change in the future due to packing methods, my preference, or other reasons. To address such changes correctly on your side, please make sure you completely remove the previous version of the mod (both from the folder and modsettings.lsx) before installing a new one or another version of the mod (hide looted/alt toggle).

    Use your mod manager to do that and manually check that your mods folder (%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods) does not have the .pak. Then, import the new version in any way you like.
  2. Proxa
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    FAQ

    I do not see tooltips for certain items and containers. Why?

    This mod does not make more tooltips visible. It only changes content for already existing tooltips. If you need more tooltips, use another mod, like Modular Highlight Tooltip or Let There Be Tooltips. There are plenty, they are different, search and pick what meets your preferences.

    I killed Karlach and can't loot her underwear (for culture reasons) that appears in your preview. How so?

    Each object in the game has Inventories. Their count may vary. For most normal items it is 0. For most boxes, barrels, etc it is 1. This one inventory is represented by the Inventory property that I can use in XAML. At the same time, there is the LootInventory property that is no different for containers. When you loot something in the game, container widgets show contents of LootInventory.

    Now there are characters. These little dudes are a bit more complex. They also have Inventories, but their count varies from 0 to 3 or so. There is also Inventory, but there are TradeInventory, and, let's call it "EquipmentInventory". When characters die, nothing changes for their inventories and their LootInventory does not exist. It is only created when you open their body container and is destroyed after you close it (there are options, but this is a basic common scenario).

    Thus, I can't apply the same logic to containers and bodies. I need to use a special merger for the latter. The thing is, this merger does not work the same way as LootInventory. It merges all items from all inventories. LootInventory ignores certain items, like the underwear in question. Maybe loot tables can be changed to include such items, but this is far out of the scope for this mod. It might also be possible to configure containers to work with such items in the future, but right now such changes cause a total mess.

    After a bit of research, I decided to leave the preview in this state. This way you at least know that there is something unobtainable still in the inventory. And, there is a known trick that lets you get such items. See: How to get unobtainable items from corpses.

    On a side note, if the merger is applied to a locked container, it does not return any items. This allows to read the difference between LootInventory and a merged inventory for such containers and display their lock icons. I can still show previews for such containers, but I decided to not do that for gameplay reasons - you need to unlock something to see its content.

    v2.9 Edit: The usage of the default logic after the merger makes corpses that you fully looted appear empty, but the preview and the loot counter still use merged items.

    What is the difference between this mod and Improved World Tooltips?

    IWT is a collaboration mod that comes with a better alt toggle implementation. EWT tracks mouse movements and re-toggles world tooltips when you hover any tooltip and move the cursor back to the free area. IWT scans the surface every 0.5 seconds to do the same thing and displays the magnifier icon to indicate that world tooltips are visible on the screen.
  3. Proxa
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    Heyo,

    This mod is now abandoned :)

    The reason is that I'm simply not interested in playing anymore (finished the game like 10 times across ~30 playthroughs)
    Another thing is the toolset implementation - it does not allow me to try things I wanted and the whole idea with "unlocking" such a tool sounds at least questionable for me

    If you are looking for an update, go bother Djmr with IWT :)

    Edit: Files will be available for anyone who wants to try make things work with the latest patch
  4. RottenShadow
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    Patch 7 Update:

    -Enhanced World Tooltips: Download v3.0

    -Enhanced World Tooltips - Alt Toggle Edition: Download v3.0

    Note For Updating Other Versions:
    1- Unpack the version you want from this mod (For Example: The Hide Looted Version)
    2- Unpack Enhanced World Tooltips v3.0
    3- Overwrite "WorldTooltip.xaml" file from Enhanced World Tooltips v3.0 with the version you want from Step 1
    4- Recreate a PAK file with the "WorldTooltip.xaml" file updated

    For anyone who doesn't know how to unpack mods here are steps of how to unpack and pack mods mentioned in steps 1,2 and 4

    Note: Sadly, I won't update this mod anymore (if any game update breaks it) as i deleted the game :(
    1. jeehbs
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      i made a Hide Looted version and it works beautify. Thank you so much for updating this mod
    2. Kang1905
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      it worked, thank you so much 
      1 thing tho, why i keep geeting metadata missing everytime i open the game or load a save file ?
    3. RottenShadow
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      @Kang1905 i tested both versions i uploaded here, and both are working without errors.
      check if you had any previous version of this mod and uninstall it
    4. Tunnah
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      Oh wow I can finally start patch 7. This was the only mod stopping me from playing it, as I just couldn't take not being able to hover over a container to see what's inside it. Nice work dude.
    5. LognaVino
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      deleted
    6. Therexy
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      Thank you so much! Lifesaver for me, also is it possible to get the preview window of the items?
      Great work!
    7. jose614
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      works, beautiful!
    8. amethystinam
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      thank you so much for this patch! works perfectly for me :)
    9. ims21c
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      thx a lot!
    10. rowlul
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      Enhanced World Tooltips - Alt Toggle Edition v3.0 works for me on Patch 8.
    11. DawajNexus
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      Works great, thanks!
    12. filiusDei
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      Great to know that the Alt Toggle Edition v3.0 is still working for Patch 8 because this one is fully compatible with Auto Loot Aura and shows the containers as empty, which were auto looted. The Patch 8 Preview-2 version unfortunately does not work the same way and shows the filled circles / dots, although the containers are already empty. It would be interesting to know how the two versions differ in this respect.

    13. Proxa
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      Ahhhh, so that's where the loot markup I mentioned below was needed. Lol. I'll add it back. Won't properly work on corpses if this auto loot thing does not grab items that are not normally lootable.
  5. majber
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    is Enhanced World Tooltips - Hide Looted compatible with latest path?
    1. Proxa
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      No
    2. majber
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      is there any way to make it compatible? there is no other mod that do it now
    3. Proxa
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      Its incompatible mostly because the base markup was changed rather significantly since it was poublished
      You can still probably(?) use it, but features like split screen or photo mode may be unavailable

      So, if you wanna go this route I would rather recommend you unpack the preview 2 with modders' multitool, go to the \GUI\Library, open the Common.xaml with a text editor, search for "hide looted" and uncomment the markup accordingly, then repack the mod back with the multitool.

      Only one line is affected right now:

      <!-- Looted -->
      <DataTrigger Binding="{Binding ContainerState}"
                      Value="Empty">
          <Setter TargetName="ExtraImage"
                  Property="OpacityMask"
                  Value="{StaticResource EmptyCircleBrush}"/>
          <Setter TargetName="ExtraImageHolder"
                  Property="Visibility"
                  Value="Visible"/>
          <Setter TargetName="ExtraImage"
                  Property="OpacityMask"
                  Value="{StaticResource EmptyCircleBrush}"/>
          <Setter Property="Opacity"
                  Value="0.6"/>
          <Setter Property="Canvas.ZIndex"
                  Value="0"/>
          <!-- Hide Looted -->
          <!-- <Setter Property="Visibility"
                  Value="Collapsed" /> -->
      </DataTrigger>

      Should become:

      <!-- Looted -->
      <DataTrigger Binding="{Binding ContainerState}"
                      Value="Empty">
          <!-- <Setter TargetName="ExtraImage"
                  Property="OpacityMask"
                  Value="{StaticResource EmptyCircleBrush}"/>
          <Setter TargetName="ExtraImageHolder"
                  Property="Visibility"
                  Value="Visible"/>
          <Setter TargetName="ExtraImage"
                  Property="OpacityMask"
                  Value="{StaticResource EmptyCircleBrush}"/>
          <Setter Property="Opacity"
                  Value="0.6"/>
          <Setter Property="Canvas.ZIndex"
                  Value="0"/> -->
          <!-- Hide Looted -->
          <Setter Property="Visibility"
                  Value="Collapsed" />
      </DataTrigger>

      I did not test this however, so something might be wrong. I removed a lot of previous markup that was involved in the process because it was messy, might need to rework it.
    4. nixfirestone
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      i can confirm this works amazingly <3 thank you
  6. sophiaferdinnand
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    This mod is a must-have in my game, and I really appreciate you updating it for Patch 8. Thank you for your hard work!

    I just have one question: would you happen to have a version without the Alt Toggle feature? In other words, one where I need to hold the Alt key instead of toggling it?
    1. saergaras
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      That would be so nice. The Alt toggle is the only thing I don't like (I prefer the old hold system).
    2. sophiaferdinnand
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      Yes, same here!
    3. Proxa
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      I swear I'll repack all versions like before once I have the chance to sit and process all markup thoroughly
    4. sophiaferdinnand
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      No rush :) Thanks for the reply and for your work!
  7. PontoffelPock
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    This mod has been great and it's been a year or so since I played but I don't recall tooltips overlapping which looks very messy as opposed to them stacking on top of each other. Is it your mod causing it? Or could it be something else? https://i.imgur.com/vYwujld.png
    1. Proxa
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      They did overlap previously, but in rather rare conditions. After patch 7/8 base markup was changed to add a certain offset for tooltips and now its more common, considering that the available screen space remained the same. I don't know why, don't like it either, don't wish to remove it because, idk, probably there is a reason it exists.
  8. PontoffelPock
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    Do we download all 3 main files?
    1. Proxa
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      Nope, only the last preview file
    2. PontoffelPock
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      Thank you
  9. timey30
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    Question:

    Do you by chance know whether improved world tool tips gone for good?
    1. Proxa
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      I don't know, didn't ask, I don't plan on doing anything after I polish this one enough :)
  10. WakeXT
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    Since IWT is discontinued, any chance that IWT's indicator feature (which shows the toggle is active by pulsing the icon and going solid if any tooltip is currently displayed in view of the characters) could make it in a future version?
    Comes in handy when sometimes I forgot to turn it on and believe there's no tooltips displayed, when in fact there are items on the ground the game deems important and the addon just wasn't actively searching 😅.

    Probably a bit of a pita though, since the location of the icon had to be adjusted for different UI-configs - leading to versions like "IWT Better Hotbar 2 Preview" (which I used) and so on for each one.

    If that's not happening, are the addons be similar enough so I might try to copy over the indicator part+icon-files from IWT to EWT and repack it?
    1. DonT4n
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      Yeah, searching for the same thing. That mod was a must-have for me. Sad that it's gone :c
    2. Proxa
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      Since IWT is discontinued, any chance that IWT's indicator feature (which shows the toggle is active by pulsing the icon and going solid if any tooltip is currently displayed in view of the characters) could make it in a future version?

      I certainly wont do that. I can maybe try enhancing the logic behind alt toggle so that it does not go off so often

      If that's not happening, are the addons be similar enough so I might try to copy over the indicator part+icon-files from IWT to EWT and repack it?

      Addons? What addons?) In any case, if you use these features locally, sure, repack and adjust the markup and you're good.
    3. WakeXT
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      I certainly wont do that. I can maybe try enhancing the logic behind alt toggle so that it does not go off so often
      Aww, not even a little spyglass or something besides the minimap if not the full big-ass IWT-icon? 🔎🕵️‍♂️

      Another thing I'm curious about: Is it possible via the mod to have the tooltips change dynamically if a name change happened or is that a game limitation/too performance costly if it refreshes often?
      Currently I have to Alt-hide and Alt-show again so it refreshes manually, as in the video capture shown here: Imgur-upload
    4. Proxa
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      > Aww, not even a little spyglass or something besides the minimap if not the full big-ass IWT-icon?

      Nope. Mod was blocked once when I used an asset without permission and that is how IWT was made. Now hidden by Djmr, I wont use anything from there.

      > Another thing I'm curious about: Is it possible via the mod to have the tooltips change dynamically if a name change happened or is that a game limitation/too performance costly if it refreshes often?

      Actually, it should. Everything in the UI is tied to the binding engine that should update bound properties. This is how "mark books as read" works:

      <Condition Value="Uncommon" Binding="{Binding Item.Rarity}" />
      <Condition Value="Book" Binding="{Binding Item.ItemType}" />

      The main idea behind the base "mark as read" mod is to change the rarity. If I correctly recall it worked when I played the game last time. So, right now it looks like rarity is not updated properly or the engine does not propagate changes to the UI layer until it is re-toggled. Seems like I cant do anything about it.
    5. WakeXT
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      Meant more like creating an original icon for an indicator which hooks somewhere to an existing UI-element (like the minimap) and can be used resolution-independent if that's even possible and not from another mod (or IWT directly). Though enough of that if there are no plans for it going forward^^. 


      Regarding the second topic, set MBAR so it doesn't update rarity intentionally and instead only changes the suffix (which still works separately), so guess that alone isn't enough for the tooltips to update dynamically?

      Settings-screencap:

       Anyway, thanks for the info - maybe Fararagi could make changes to MBAR so it updates, I'll ask there. 
    6. Proxa
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      I see. To change another view element like that means to override another UI state and thus reduce the compatibility. Adding an element to the tooltips layer means it needs to have a fixed (at least starting) position, so it is very dependent on the screen settings or other installed UI mods.

      Besides, all logic must be implemented in XAML, I can't write any code. This means I'll most likely end up copy-pasting IWT's solution if I add something like that, which I wish to avoid.

      I believe in the current state toggle should work near flawlessly, so its either on or off, no need to guess, check the spyglass, or re-toggle it.

      Regarding MBR, I assumed that you mean the checkmark, now I see that the text is changed as well. For checkmark to work, it is necessary to use rarity. For text, better ask MBR author, I think you should be able to reproduce the issue without this mod.
  11. Kyuiri
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    I'm noticing a bit of an issue with modded containers, I am not sure how this mod fundamentally works when it comes to how the container tooltip shows a preview of what's inside, but sometimes when I try to open a modded container (say, a mod that adds encounters to the game), it will show armor/weapons in the preview, but when the actual container is opened, nothing is there. This happens sometimes with non-modded containers as well. Now for some info, I AM using REL, but REL is placed below the new encounters mods so their inventories should not be affected. Is there any idea why this happens? Thanks!

    Example:
    1. Proxa
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      It looks like the same issue was reported in the bugs section. Let's continue there.
    2. yichas
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      This indicates it has something equipped that you weren't able to loot. you can loot their items by using these method https://www.reddit.com/r/BaldursGate3/comments/15vt61g/tips_tricks_how_to_get_unlootable_items_off/
  12. Bogdanov89
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    Thank you for continuing to work on this mod!
  13. Proxa
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    Preview 2 is uploaded
    I believe I managed to fine tune toggling
    Also changed some icons
    Also also photo mode should be available with gamepads now
    The loot preview list stays the same - see the bugs section
    Spent most of the time working on this trying to tackle with SE integration (again). It didnt work out (again).