How's that a monstrosity?
One would expect that after that long post it will be clear ...
But lets see:
only in more logical intuitive places with less clutter and better organized without having to constantly do it yourself.
more logical intuitive places - nope
with less clutter - on the contrary
better organized - nope
without having to constantly do it yourself - i do not O_o
So ... thats how. :-/
You see, this is a problem I have with a lot of fixed Interfaces ... there's one designer who gets the impression that his vision is the best, the most amazing, and the only right one ... but it's not. :-/
Putting a separate spellcasting UI under a cast button would especially save an incredible amount of space on the main screen.
Maybe ... even if the price isn't too high (and I think it is).
What exactly is the purpose?
@ragnarock (not to quote this wall of text)
It is certainly not necessary, I will stay with it that way, so it is more comfortable for me.
But I will still ask you to write the nickname correctly ...
If it's bothering you, you can always copy it.
you have spend 20 minutes to manage your 4 bar (4 companions) at the entrance of the grove.
This is exactly what I don't understand: Why?
You have the bars preset before ... why would you change them? And if you decide to change them, for whatever reason, how could it be the fault of that bar? O_o
Not sure about "hours" but don't forget to consider that you'll do it during the entire game.
I didn't forget about it, but if I have preset bars from level 1 ...
So by getting one spell at level 2 I have to place 1 icon ... by getting three more spells at level 3 I place only 3 icons again ...
And if you don't want to tell me that we will get 20 spells at the 10/11/12 level, I will place only a given number of icons again.
So I don't understand how this could be relevant.
Unless, you decide to completely reorganize that bar each level, which, as I wrote above, is not the fault of the bar.
Spells and features aren't the only thing you have in your hotbar. Consommables and other items (candles/torch,...) don't appear in it and we'll probably find tons of things to use during combats.
I believe you wanted to write that they DO appear in it ... because otherwise I don't understand how things that don't appear in a bar could be relevant to its occupancy.
Anyway, that's exactly what I wrote above applies to it: A simple filter.
Does the character use it? I'll put it in the bar. (notice that i said "i")
Does he rarely use it? I'll put it in the second side, for example.
Doesn't he use it at all? So I just don't put it there at all.
Simple as that. O_o
Don't get me wrong, I'm well aware that bars in BG3 can very easily become cluttered and crowded.
I just don't think it's the fault of those bars ... but rather people who have everything added to them and then get lost very easily.
Therefore, I do not think that a complete change of the interface and discarding everything that has been done so far is the only possible way to remedy it.
I'm happy with the hotbar, I use it in a way that suits me and I don't want to lose it ... at least not because of people who probably can't use it properly.
I've already lost one system that I liked much more ... and I strongly doubt that Steam would want to return my money for a game I've played for over 300 hours, so I'll fight to the last breath for the existence of a hotbar.
About consummables I would be totally fine with an icon for - ammunitions - potions - scrolls - grenades -... that would open a proper small popup with items you have in your Inventory.
This i would call a good compromise.

(y)
And I think it could be the same with spells and features.
This is what I meant but it shouldn't open the actual spellbook.
As I said, I used the spellbook mainly because it is already implemented and would require only minor modifications ...
Probably not the best example, but the main thing is that we already understand each other.
