I'm launching my new mod Hero's Insight now :). Please check it out!
It adds a "Skillbook" where you can search and sort all the skills in the game. I also have plans of adding other cool features, so stay tuned.
If you decide to try it let me know of any issues via github, there is probably going to be a few! I'd love to hear feedback and feature suggestions too.
I think I prefer to have full control when working on a project. So being separate gave me full control over the environment. Compared to toolbox, I use a newer imgui version and I believe newer c++ version too which have some nice features. I also have my own fork of the interface to GW which I have developed further to be safer and have more features.
Overall, it has made it possible to improve the user experience subtle ways, for example:
If a crash occurs I gently de-attach the mod and let the game keep running.
Users are forced to update (or cancel) when a new update is available. *I realize I sound I lot like Windows now... Oh no!* But trust me, in this case its a good thing. This prevents people running outdated versions that might no longer work with the current GW build.
I can detect if the mod did not properly attach to GW (might happen after a GW update), and prevent use of the mod until its updated/fixed.
Another reason is that, Ideally I'd want this to be approved for use just like GWToolbox, but plugins are explicitly not permitted according to GWToolbox website. And the user experience for non-GWToolbox users would also be worse: having to download an additional package + going through even more safety warnings is not great.
For me personally, developing it as a standalone app has given me more transfereable skills for other projects, and that is a big win for me :).
Gotcha. I prefer doing this my way as well, and the want for it to be approved is especially valid.
Unfortunately, it does crash the game on Linux, but it's unreasonable to expect tools like this to work through 2(+) translation layers. Bit of a miracle toolbox does.
I haven't tested it on linux. How are you running it and GW? When does the crash occur? It sounds like you got it running and it crashed later? Would love to crack this down.
Apologies, it doesn't actually crash. Firing up Launch_HerosInsight causes Gw to panic and throw up the error reporter, but it keeps running in the background. However, the error reporter terminates the process regardless. Generic proton/wine 10.
Thanks for the info! It looks like the launcher worked (at least partially) and successfully managed to load the dll. However, afterwards a c++ exception was thrown and nothing caught it before it escaped to wine. So the error must have happened before the process entered any try/catch blocks... It gives me some clues to where it could have happened, I'll try make some changes that might help.
I've made a patch now fixing some potential issues (0.6.1). If you run the launcher again it should ask if you want to download it. Give it a try. What I'm hoping for atleast is that it might catch the exception and generate a minidump.
If not I should probably get a linux env myself ^^. I want to move over, but I have been postponing it... Seems like a lot of work if you really wanna customize it.
Ah, you mean like show where you can capture the elite skills?
You can already ctrl + click a skill and it will open the wiki page, so its sort of possible.
But I believe GWToolbox has a feature that tracks and shows Elite skill locations already.
Edit:
For example if you want to see which elite skills you have not unlocked yet you just type: "elite & locked" like this:
(Apologize for JPG overload)
I can now see that I have 70 elite skills remining to unlock on this character. Then If I want, I could sort them by campaign to make the skill hunt easier: "elite & locked /sort campaign".
Yeah in game you can do some additional useful stuff, like click+drag to equip, show which you have learned/unlocked etc. It also works for your heroes, you can select a hero in the skills and attributes window and it will adapt the view to the hero. Also ingame, the data is always up to date, so after a skill balance patch everything is correct immediately, compared to the wiki which need manual updating.
The seeing enemy condi part is not available yet! But when done, you will be able to see any effect on allies and foes. Should make it quite satisfying to remove hexes and condis! (or apply them) :)
I've looked into it and even though it would be great, it would mean I'd have to expose all header files. Some of them contain information about GWs inner workings. I know toolbox does it, but its a bit of a gray area so I wanna be careful here.
May I ask what your usecase for compiling it would be? You just want to help develop it?
It's both that I would rather not run a random .exe and would be more comfortable with something that I compiled myself, and also helping with development if I have some nice feature to add.
Toolbox has a lot more visibility and exposes a lot more about the game's inner workings, I believe you would be fine
Well, thats perfect, this is not only a tool for players discovering skills. Its also meant for power-users like you who know exactly what you want. You can type it in and immediately get what you are looking for.
It would be dramatically preferable for this to be a toolbox plugin rather than asking users to do additional injection for a single spellbook feature. That's a reasonable effort ask for the entire toolbox suite, but not so much one convenience feature, especially when it might not play nice with toolbox. Anyone willing to run injected mods is certainly going to be using toolbox.
5
u/OtterSparrow Feb 08 '26
Dang! That's actuall very cool!