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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
If you can tweak the brightness of the icons would you be able to make a mod that changes the size of all the icons ? Saying this because i play in ultrawide 1440p and the game scales resolutions in some wierd way making the icons way to small.
Hi! Thank you for the detailed analysis of the situation :)
I have no problem in admitting this was a very quick n dirty solution for what was at first a person's request haha.
I definitely feared the likelihood of mod conflict from the func override.
https://github.com/FWolfe/Zomboid-Modding-Guide/tree/master/api#overwriting-vanilla-code
"Has Been Read" (HBR) is a mod I created, and I investigated this issue. This was a conflict between each mods. The reason is this BISI mod overrides the ISInventoryPane.renderdetails function, and my mod could not hooked that render function.
Please check the following modding guidelines. Blindly overwriting is described as a high risk method. For example, if you call the original function as described in this guideline and then overwrite only the sub-icons with alpha 1.0, I think we can do both mods enable. However, since the order of render processing is "original -> HBR -> BISI", I don't think the conflict can be resolved perfectly, such as some of the HBR's icons are missing.
I have tried to think of a solution, but so far I haven't come up with a good idea. I apologize for that. And this post is not a condemnation of your mod, your mod is a very good one, with a very good point of view. Best regards.
*Zomboid Local Folders*\media\lua\client\ISUI\ISInventoryPane.lua
function ISInventoryPane:renderdetails(doDragged)
Second call of self:drawTextureScaledAspect, inside the elseif
First two mods are yes, but I'm not planning to be typecast ;)