Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In my first test, I copied the file from this mod into a test mod, renamed it so it was actually loaded first, and then both mods work together.
In my second test, I changed the name back, but added 2 lines to save and call the pre-existing renderdetails function, and then both mods work together.
If this mod was written the same way as Has Been Read - to save and call the pre-existing renderdetails function - then they would work perfectly together, regardless of load order or filenames
This mod completely overwrite the vanilla ISInventoryPane:renderdetails function, without even attempting to coexist with other mods.
Has Been Read, on the other hand, tries to coexist with other mods, by saving and calling any pre-existing renderdetails function.
But this Mod's filename starts with R, while Has Been Read's filename starts with P. So this mod is always loaded after Has Been Read, so overwrites it anyway.
Load order is only relevant if two mods have the same filenames. The Lua files are loaded alphabetically.
anyway, nice idea and great work, thank you