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.
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.
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.
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
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?
Thank you for this mod! In BG3 MManager should this mod be visually as "high up" or as "low" as i can place it in relation to other mods in the Order, for best compatibility? Thanks for explaining.
Rarity colors is a part of the base game. A couple others is from the mod - like alchemy ingredients. Do you not see any? If so, please post a screenshot.
Brotherman, I had the same issue! In my case it turned out to be an issue with the better context menu mod, but updating everything and fiddling a bit fixed it for me.
-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
@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
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.
I updated the mod for Patch 8 and posted a preview pak I do not play the game however, so my testing was very limited If you find any bugs, please post them below (a screenshot and a short description would be appreciated) I'll pack all versions after a week or so, hope this is enough to find and fix issues
you don't understand how thankful i am for the update for Patch 8 <3 so far everything seems to be working. if anything breaks, i'll be sure to report a bug! o7 i specifically love your mod for showing what's inside the containers. after so many playthroughs, i can't be bothered to walk up to every single crate and chest; that's tiring.
Hey. Downloaded this mod and it is not working. I've turned off every mod I have and tried to start new game and it is still not working. I've installed main mod without any optional files. What am I doing wrong? :/
382 comments
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.
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.
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.
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.
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
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?
In BG3 MManager should this mod be visually as "high up" or as "low" as i can place it in relation to other mods in the Order, for best compatibility?
Thanks for explaining.
If you confirm that the issue is produced on my end, please elaborate on it a bit - what happens when
A screenshot/gif that shows it would be great
-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 thing tho, why i keep geeting metadata missing everytime i open the game or load a save file ?
check if you had any previous version of this mod and uninstall it
Great work!
It's not working for me - Which one did you download? I wasn't clear on that. The first one or the All in One?
NVM, got it workingI updated the mod for Patch 8 and posted a preview pak
I do not play the game however, so my testing was very limited
If you find any bugs, please post them below (a screenshot and a short description would be appreciated)
I'll pack all versions after a week or so, hope this is enough to find and fix issues
if anything breaks, i'll be sure to report a bug! o7
i specifically love your mod for showing what's inside the containers. after so many playthroughs, i can't be bothered to walk up to every single crate and chest; that's tiring.