Project Zomboid

Project Zomboid

Brighter Inventory Sub Icons
28 Comments
DinDin 20 Oct, 2024 @ 4:52pm 
I just did 2 tests.

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
DinDin 20 Oct, 2024 @ 3:14pm 
I looked at the mod source to investigate the issue with Has Been Read.

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.
AnomNom 23 Feb, 2024 @ 1:32pm 
Moving it earlier than Has Been Read in the load order, sadly, doesn't fix the issue. I do hope the conflict can be resolved at some point, I desperately want what this mod offers, but use Has Been Read far too often to sacrifice it.
YingSuHuaKai 16 Jul, 2022 @ 5:44am 
cause [has been read] not work.
anyway, nice idea and great work, thank you:steamthumbsup:
Jeff  [author] 22 Jun, 2022 @ 6:24pm 
@K-NOVA9 Happy it helps! ^^
shivers 22 Jun, 2022 @ 5:01pm 
oh my GOD THANK YOU FOR MAKING THIS
mack_b_nibble 25 Feb, 2022 @ 5:17pm 
@Jeff Good to know for SP but is there a way to edit load order in MP? I've tried adding HBR in as the last mod in my server list for local host but id didnt seam to do anything. only way i could get HBR working was to remove yours, which is heartbreaking. Your mod is amazing, and from what i tested works beautifully outside the HBR conflict. its a shame cause imo your add is wonderful QOL fix that should be in by default.
Jeff  [author] 24 Feb, 2022 @ 6:54pm 
@mack_b_nibble You can try to change the mod load order with the Mod Manager. Essentially Brighter should load first and then Has Been Read. Haven't tested it but it might work
mack_b_nibble 24 Feb, 2022 @ 12:23pm 
Was the conflict with Has it been read been figured out or is it a bust
YingSuHuaKai 25 Jan, 2022 @ 4:49am 
good job:steamthumbsup:
Lord Skidz 21 Jan, 2022 @ 7:34am 
Thx for the mod!
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.
Cutflood 3 Jan, 2022 @ 10:17pm 
Seriously, I love you. How has this not been a thing until now?! I second what Magborg said, please, PLEASE keep this alive. Until it's included into the base game, as this is a game changer. Gone are the days of putting on fifteen dark purple shirts until I find a black one. <3
magborg 2 Jan, 2022 @ 12:51pm 
Jeff, whatever you do to fix conflicts, you keep this mod on the Workshop and keep the clothing showing at 100% brightness as it is now. This mod is a changer for me for the reasons I gave prior. Thank you again for this mod and making it for my sake.
Jeff  [author] 31 Dec, 2021 @ 12:11pm 
In terms of solutions for the mod conflict, either we can get Indestone to make the 0.3 static alpha value a variable that can be overwritten or we find a way to have Has Been Read hook the overwritten function. Not too familiar how PZ manages mod loading order. Will continue to dig when I have time.
Jeff  [author] 31 Dec, 2021 @ 12:00pm 
@PePePePePeil
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.
PePePePePeil 29 Dec, 2021 @ 1:08am 
woops, I forgot put the link of modding guideline, sorry.
https://github.com/FWolfe/Zomboid-Modding-Guide/tree/master/api#overwriting-vanilla-code
PePePePePeil 29 Dec, 2021 @ 1:01am 
@Jeff @omega_trojan
"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.
omega_trojan 28 Dec, 2021 @ 10:16pm 
This mod is life changing man! It works on both SP & MP v41.64, at least for me it does. However, when I installed this mod, it made "Has Been Read" mod no longer work. Is there a conflict between 2 mods, can you somehow look into it? Thanks mate!
Swept 28 Dec, 2021 @ 4:34pm 
Not functional.
magborg 17 Nov, 2021 @ 5:32pm 
Thanks Jeff for the clarification. I really thought no one was asking for this but me. When you said "Turns out you were not alone in wanting this lol" I immediately looked at the current subscribers and I was surprised that I am not alone. You can't play a good Zombieland (movie) run-through without bumming around in whatever is in your wardrobe when you can't even see what is in your wardrobe, till you fixed that.
Jeff  [author] 17 Nov, 2021 @ 2:54pm 
Also happy it's what you were looking for :). Turns out you were not alone in wanting this lol
Jeff  [author] 17 Nov, 2021 @ 2:53pm 
@magborg, I've set the opacity to the max. But if you want to dable in it, here's the exact location of where you need to look.

*Zomboid Local Folders*\media\lua\client\ISUI\ISInventoryPane.lua

function ISInventoryPane:renderdetails(doDragged)
Second call of self:drawTextureScaledAspect, inside the elseif
magborg 17 Nov, 2021 @ 12:57pm 
It is exactly what I wanted, thank you for making it happen. I would call it perfect and walk away now, now that I can actually play this game the way I wanted. Just asking, is it possible for me to choose how much more brighter I want it to be? Did you set it to max? Is this max? The way you have it now, there is no way I can complain but, if I can play around with its brightness, that would be great. Maybe if you point me to the right file in your mod and the right place in the file, I can play around without bothering you for a mod interface.
Jeff  [author] 16 Nov, 2021 @ 8:24am 
@RunYouCleverBoy. Not certain that's possible. The alpha is set to the maximum in this mod.
RunYouCleverBoy 16 Nov, 2021 @ 4:59am 
can you increase black clothes and hats brightness? by process, not manually rewriting png's
Eggon 16 Nov, 2021 @ 4:05am 
Sure, I understand, everybody needs to start somewhere. :) Nonetheless doing a mod on a certain subject does provide you with knowledge of the subject, so it is easier to make another related one. I'm pretty sure it would be welcome, as there's a mod for larger fonts and it is pretty popular. It means that people do consider the interface to be too small.
Jeff  [author] 16 Nov, 2021 @ 3:54am 
@Eggon, Hey there!

First two mods are yes, but I'm not planning to be typecast ;)
Eggon 16 Nov, 2021 @ 3:03am 
Hi! Since you seem to specialize in the in-game menus I have an idea/mod request for you: could you make the container icons larger so it's easier to click on them? :)