Interface

Modern Immersion

Short Name: 
modern_immersion

Presentation overhaul.

  1. GOLD#Options#LAST# - everything below is tunable from a "Modern Immersion" tab in the game's own Options dialog. Changes apply immediately and are remembered between sessions.
  1. GOLD#Bloom#LAST# - a full-screen bloom pass so fire, magic, lava and glowing artifacts actually radiate light. Built as a real three-octave pyramid - bright pass, downsample, separable blur at each scale - in the addon's own framebuffers, which is both smoother and cheaper than gathering it in one pass over the whole screen. Replaces the main framebuffer shader; all original screen effects (low HP, drowning, solipsism, and the colorize/intensify tints) are preserved.
  1. GOLD#Dynamic lighting#LAST# - your torch, anything else carrying a light, emissive terrain like lava, and every spell in the game now light the actual tiles, per pixel, instead of tinting the whole screen. A fireball lights the corridor as it flies, an explosion flashes the walls, a lightning bolt strobes them - and because the element is read from the effect itself rather than from the talent, it covers damage-over-time clouds, traps, and anything DLC or other addons add using the game's own effects. It runs as the map's default shader, so it reaches every tile, actor and object at once. The light modulates the artwork rather than being painted over it, so the shadows and highlights the tiles are drawn with survive - by default nothing is ever darker than the stock game, and lighting only ever adds. There is a knob for making the dark actually dark if you want it.
  1. GOLD#Colour grading#LAST# - a second post-processing pass: film-style grading, halo-free edge sharpening, a soft vignette, subtle lens colour fringing toward the corners and fine animated grain. This is what makes the picture read as a modern render rather than a flat tile grid. The grain and the fringing scale themselves to your resolution, so they stay a lens effect instead of eating fine detail on a high-DPI screen.
  1. GOLD#UI skin#LAST# - a flat, dark, modern interface skin, selectable as "Modern Immersion" under Interface Style in the game's own options. Dialog frames, buttons, list selectors, headings, textboxes and tooltips, with a gold accent on whatever is selected or focused. Everything it does not replace falls back to the stock Dark theme, so the two sit together deliberately. Takes effect on restart, like the stock interface options. The UI click sound is replaced too.
  1. GOLD#Talent and spell audio#LAST# - casting makes a sound. The base game is silent here: eleven of its 1372 talents carry one. Twelve schools - fire, ice, lightning, earth, arcane, darkness, light, blight, nature, mind, temporal, physical - picked from the talent's own tree. Other creatures' casts are placed at their tile, so a caster winding up across the room is something you hear rather than something you read in the log.
  1. GOLD#Footsteps#LAST# - surface-aware footstep audio. The sound is picked from the terrain you are standing on (grass, dirt, stone, wood, water, sand, snow, lava, slime), and volume and pitch scale with how fast you are moving.
  1. GOLD#Item pickup#LAST# - picking something up off the floor makes a short, soft tick. The base game gives one of the most frequent actions in it a log line and no sound at all. Only your own pickups, and a pile of loot taken in one turn collapses into a single tick rather than a burst.
  1. GOLD#Ambience#LAST# - the game's own nature/town beds (birds, wind, crickets) rebalanced up toward the other effects and pulled closer to the listener, so they're clearly audible instead of near-silent.
  1. GOLD#Music crossfade#LAST# - music fades between tracks when it changes, instead of being cut off mid-phrase and snapped over. Layers a new zone shares with the old one keep playing untouched.
  1. GOLD#Spell visuals#LAST# - travelling projectiles fly slower so you can follow the magic, and common impact/cast effects linger longer. Note: the slower projectile speed is the one part that lightly touches gameplay (it runs on the energy system); set proj_scale = 1 in hooks/features/config.lua to disable it while keeping everything else.
  1. GOLD#Walk there, then do the thing#LAST# - right-clicking a staircase or exit gets a combined "Move to and change level" option, and a tile with an item on it gets "Move here and pick up item", both at the top of the context menu. Stock offers a bare "Move to" and hides its own "Change level" and "Pickup item" unless you are already standing on the tile, so today both mean walking there and then pressing a second key.
  1. GOLD#Key bindings#LAST# - "talk on channel" moves from Spacebar to "/", and Spacebar becomes a second way to pick up whatever you're standing on (the stock "g" key still works too). A default, not a forced change - your own keybind customisations are never overwritten, and the game's own Keybindings dialog is still the one place to change or revert it.
  1. GOLD#Mouse gestures#LAST# - right-click on the map is dual purpose in the stock game: a clean click opens the use menu, but a few pixels of drift during the click - completely ordinary for a mouse or trackpad - gets misread as an attempted gesture instead: a coloured trail flashes and the click silently does nothing. The stock game ships with no gestures bound, so for most players that misfire is the only thing the system ever does - it now stays fully asleep until you actually bind a gesture in the Keybindings dialog, at which point it works exactly as stock, and swipes also need to be more deliberate before they count as one.
  1. GOLD#Zone ambience#LAST# - a continuous drift of mood-appropriate specks over the visible area: dust in caves, embers over lava, snow on frozen ground, fog in crypts, spores in swamps. The mood is picked from the zone, falling back to the level's own terrain so it covers DLC and other addons' zones too. Runs through the game's own weather system, and respects the game's "weather effects" option.
  1. GOLD#Combat feedback#LAST# - hits, crits and kills get a screen shake, a brief screen flash and an impact stinger, with damage you take reading heavier and redder than damage you deal. Crits and kills set off an expanding ring that warps the screen behind it - the game's own distortion effect, centred on the tile the blow landed on - and anything that dies leaves a dark mark on the floor that fades over a few seconds. Combat sounds are positioned in 3D, so a hit to your left is heard on your left and a distant fight is quieter than one in your face; levelling up gets its own flash and fanfare. A low-HP heartbeat starts once your health crosses the same threshold that reddens the screen. All generated audio, all tunable/disableable in hooks/features/config.lua's JUICE table.
  1. GOLD#Waking up refreshed#LAST# - finishing a full rest is met with a soft warm glow, a quiet chime and a gentle drift of rising light motes - a subtle "you're rested" moment. Only fires on an uninterrupted, fully-rested finish, never when rest is broken by an enemy or damage. Part of the JUICE table (wake_enable).

Display class

Short Name: 
classDisplay

Display class icon on top off enemies

Cleaner Item Descriptions Revised (Wide)

Short Name: 
cleaner-descriptions-wide

gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that

Original description:

This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make:

This version:
- corrects a small miscalculation for the line length when looking at item stats (not configured for all zoom levels/custom settings)--this allows the stats to individually flow to the next line and line up the indents (even works when comparing items with +ctrl) without breaking between the stat_desc and number value.
- restores the 'stat seperator' as a white comma (a white / in default item desc)
- shows Str/Dex/Con etc. with the number value AFTER the stat_desc; ex: "Str +2, Con +1" (as opposed to other stats, which show BEFORE: "+5 Lightning, +10 Fire" etc.)

Known bugs:
- comparing a shield in the inventory when not having a comparable item equipped throws a lua exception

Note:
I don't actually know LUA programming, my main language is Java... As such, I have mostly left the original author's code intact (@Recaiden)
Any corrections/tips are welcome, thanks!

As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
- sorts all stats by category
- item's passive power always the same blue color
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an orange highlight and placed before others

Cleaner Item Descriptions REVISED

Short Name: 
cleaner-descriptions-revised
This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make:

This version:

  • corrects a small miscalculation for the line length when looking at item stats (not configured for all zoom levels/custom settings)--this allows the stats to individually flow to the next line and line up the indents (even works when comparing items with +ctrl) without breaking between the stat_desc and number value.
  • restores the 'stat seperator' as a white comma (a white / in default item desc)
  • shows Str/Dex/Con etc. with the number value AFTER the stat_desc; ex: "Str +2, Con +1" (as opposed to other stats, which show BEFORE: "+5 Lightning, +10 Fire" etc.)

Known bugs:

  • comparing a shield in the inventory when not having a comparable item equipped throws a lua exception

Note:
I don't actually know LUA programming, my main language is Java... As such, I have mostly left the original author's code intact (@Recaiden)
Any corrections/tips are welcome, thanks!


As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
  • sorts all stats by category
  • item's passive power always the same blue color
  • item's usable power - always yellow
  • all rarity categories are displayed
  • encumbrance value moved to the right under item name
  • "on hit" powers always green
  • "Stats" have an orange highlight and placed before others

Cleaner Item Descriptions REDUX

Short Name: 
cleaner-descriptions-REDUX

This is a fork of Cleaner Item Descriptions (which is a fork of Better Item Descriptions) which makes the Stats easier to read.

You still shouldn't use it if you don't know what item stats mean already.

Works with zOmnibus's inscription-compare feature
- sorts all stats by category
- item's passive power always the same blue color
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an orange highlight and placed before others

Cleaner Item Descriptions-ce

Short Name: 
cleaner-descriptions-ce

This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations.

You still shouldn't use it if you don't know what item stats mean already.

Works with zOmnibus's inscription-compare feature
- sorts all stats by category
- item's passive power always the same blue color
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an orange highlight and placed before others

Modified Item Descriptions

Short Name: 
mod-descriptions

这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。
按'Alt'键可以临时切换回原显示模式
此外,进行了以下调整:
提示信息的背景始终处于不透明状态
某些属性会归类显示
调整了部分属性的显示顺序
This is a fork of Cleaner Item Descriptions that translated for Chinese players.
Other tweaks:
Tooltip are always opaque no matter locked or not.
Some attributes are displayed in a group instead of seperate lines.
Adjust the display order of several attributes.

Super many shortcut hotkeys

Short Name: 
Super-many-shortcut-hotkeys

original author:https://te4.org/games/addons/tome/extra-hotkeys
Now there are a total of fifteen shortcut hotkeys.

CN Showing Items Tier in Inventory

Short Name: 
CN_inv_tiers

This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first
Useful when in late game you interested only in Tier 5 items

There is an option under "Game Setting"->UI->Sort Items by Tier by default
which is if enabled makes sorting by Tier default when opening Inventory
Otherwise click on 'T' to sort items by Tier

items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables

This mod is safe to use without starting new game
original author:https://steamcommunity.com/sharedfiles/filedetails/?id=963443500

cleanui+++

Short Name: 
cleanui+++

Replaces default interface styles with cleaner versions to enhance readability.

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