Project Zomboid

Project Zomboid

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Swap It
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File Size
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Updated
191.134 KB
18 Jan, 2021 @ 6:41pm
24 Jan @ 10:07pm
47 Change Notes ( view )

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Swap It

Description
Does the following:
  • Equipped weapons will swap places with hotslotted weapons instead of being put away.
  • Example: If you have Weapon A on your belt and Weapon B in hand- selecting weapon A will equip weapon A and put weapon B on your belt.
  • Activating an empty hotslot will attach the equipped item if possible.
  • Individual hotslots can be toggled via options menu.

Required Mods:
In B41:
- EasyConfig offers options for customization.
- Both ErrorMag and Modding Alerts are optional.
In B42:
- EasyConfig is not usable/needed, the game now has native mod options.
- ErrorMag and Alerts are required.


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Windows: %userprofile%\Zomboid\console.txt
Mac/Linux: $User\Zomboid\console.txt
Upload this file in entirety to Github[github.com] as an issue.
Share the link in a comment below if it is urgent.

Supports: G.E.A.R., AuthenticZ, FancyHandwork
Warning: Other mods that interact with hotslots or item equipping may cause issues - please post a comment describing the issue and any mods you may also use. Patches for said mods may be possible.



Copyright 2024 Chuck & nurver. This item is not authorized for posting on Steam, except under the Steam account(s) Chuckleberry_Finn & itsmedirtydan.
Redistribution of this mod without explicit permission from the original creator(s) is prohibited under any circumstances. This includes, but is not limited to, uploading this mod to the Steam Workshop or any other site, redistribution as part of another mod, mod pack, server pack or the distribution of modified versions.

Workshop ID: 2366717227
Mod ID: SwapIt
485 Comments
Chuckleberry Finn  [author] 27 Jun @ 8:49am 
The two mods do different things and may not be required in the future for more stable projects or when the base game is out of B42 unstable (and onto B43 Unstable. :steamlaughcry:) ErrorMagnifier was out before, so it was more logical to keep them separate.

Sharing news/changes/updates for mods in-game helps because most players install mods through server-joins and don't actually view the workshop page-- which means any information on the workshop page goes unviewed. On top of the updates/news aspect there are also support links included in the alerts. Voluntary donations help support my ability to keep working on these mods.
que 27 Jun @ 7:48am 
I've read the description, but I'm struggling to understand the part about requiring “the two mods will be required [...] to streamline and assist my modding endeavors.”

I get the logic behind errorMagnifier, it helps you catch issues more easily. But why require Mod Update and Alert System, which only notifies us of updates? How does that assist your development?

I also understand not bundling those tools into Swap It, since it avoids updating multiple mods for small changes. That's fair. But if those two mods are going to be required anyway in all your ongoing projects, wouldn’t it be better to merge them into a single “core” mod? It’d be less of a hassle for users, especially since neither is essential for gameplay.

No offense, but unless I’m missing something, it feels more like forcing users to install non-essential mods. I think that’s what many others are trying to express too.

Thanks for your work, just wanted to share that viewpoint.
Chuckleberry Finn  [author] 27 Jun @ 6:30am 
The purpose of the extra mods is explained in the image above and in each mod’s description. I know this question comes up a lot, so I’m not trying to be dismissive, just pointing out that the descriptions are the best place to start for clear info.

In short, these mods provide useful features for both players and myself, like update alerts and optional support links. They’re lightweight, unobtrusive, and don’t impact performance. Having a couple of extra mods won’t affect load times or anything like that. They’re separate because combining them would mean updating every individual mod whenever there's a change, which defeats the whole point of using shared libraries.

They’re required because they serve a purpose I consider important across all my projects. If that’s a deal-breaker for you, I get it. But if you find value in what my mods add to the game, I’d really appreciate you understanding why these small dependencies are part of the setup.
ɆⱠ ₲Ɽł₣Ø❥42Ø 27 Jun @ 3:05am 
What does the extra mods do? really necesary? cant you put them on a single one or something?
que 26 Jun @ 8:50pm 
Is there really any reason to install unrelated mods other than “for your own sanity”?

Personally, it doesn’t bother me, I had already installed errorMagnifier and Update and Alert System before finding Swap It, since I find them useful in my setup. But I get that some people might prefer keeping their mod list as minimal as possible.

Forcing the installation of two mods that aren’t even real dependencies, especially without a truly important (and explained) reason, just feels unnecessary and a bit odd.
Chuckleberry Finn  [author] 19 Jun @ 2:27am 
Okie dokie.
Varlun 18 Jun @ 5:41pm 
Awfully obnoxious of you to "require" all these extra mods that aren't actually necessary. I don't want pop ups in the menu about your updates, thank you. I don't use any of your mods because of this.
Chuckleberry Finn  [author] 14 Jun @ 6:27pm 
Nothing has been changed.
Consagradu 14 Jun @ 4:42pm 
It doesn't work in multiplayer anymore, I tested it on my server and it doesn't work
Chuckleberry Finn  [author] 9 Jun @ 5:16pm 
It does