Project Zomboid

Project Zomboid

Easy Loadout
16 Comments
sambarrie 12 Aug, 2024 @ 2:56pm 
can i use it on superb survivors?
Anach 21 Jul, 2024 @ 2:07am 
Another issue. The notes consume entire pens per note.
Anach 15 Jul, 2024 @ 11:21pm 
Another error I'm getting when removing the watch from loadout profiles:

[EasyLoadoutsPluginManageUI] UI API - ERROR : LINE 23 WITHOUT ELEMENT
[UIAPI] UI API - ERROR : element name 'AP_SPACE' is already a variable name. Change it !
[UIAPI] UI API - ERROR : element name 'EQ_SPACE' is already a variable name. Change it !
[UIAPI] UI API - ERROR : element name 'IT_SPACE' is already a variable name. Change it !
Anach 14 Jul, 2024 @ 7:40pm 
OK, it wasn't scarves, it was my digital watch. EL has problems with my digital watch, which prevents anything after it being equipped as the watch fails to equip to the left wrist, and then the script exits. The same goes for putting it away again, it fails to be placed in the container, and then everything after it fails, which in my previous run happened to be the last item, the scarf. I noticed once I manually equipped the watch, all the hotbar items suddenly got placed in their correct positions.

function: perform -- file: EasyLoadoutActionHotbar.lua line # 41 | MOD: Easy Loadouts
LOG : General , 1721010335072> bugged action, cleared queue EasyLoadoutEquipHotbar
Anach 14 Jul, 2024 @ 9:03am 
It seems to have a problem with scarves, but otherwise working great. I still need to keep the Clothing Presets mod, simply so I can quickly change out of scouting gear, to bed gear, when I'm not near my home crate. If it wasn't for the loadouts being tied to a specific container, I'd not need that mod. One small request, is the ability to rename loadouts after they're applied, purely for keeping it tidy.
Cloud500  [author] 7 Jan, 2024 @ 9:02pm 
Thanks for the info/suggestions
I'm currently very busy, so development is currently on hold.
But I am planning some optimizations/improvements for a 2.0 version with better management, more features and options.
Васька Хроник 15 Dec, 2023 @ 7:21pm 
@Cloud500
Great mod, I love the automation.
I would like to join the request for “mannequins” from @CarlosRojasCu and add a “Coat Rack” — “LoadNote” is not added there either. There is a hanger at the exit of the house, and you have to dress for the weather manually.:steamhappy:
OKSasquatch 14 Oct, 2023 @ 7:28pm 
Maybe not a surprise, but this mod (EL) is incompatible with Easy Outfits (EO).

If EO loads first, you can't create Outfit Tags from EO.
If EO loads second, you can't create Loadout Notes from this mod.

Previously created and applied EO Outfit Tags and EL Loadout Notes still work regardless of mod load order, but you're limited to being able to create only one type if you want to create new ones (depending on your load order).

While this mod incorporates the same function as EO, I like the EO menu interface better because of how the outfit entries from EO are listed in the top level of the context menu instead of being nested under the "Loadouts" submenu. EL is just one extra click, but I think the EO way is easier. I don't need the outfits/loadout entries nested under an extra menu level if I have several outfits in a container dedicated to outfits, and loadouts in a dedicated loadout container. I think most people are going to use the mod(s) this way.
0kamiKaiju 17 Sep, 2023 @ 2:48pm 
Anyway you can make the size of the edit window draggable? having too quite a bit of items on makes you unable to click the "add" button to save changes
CarlosRojasCu 29 Jun, 2023 @ 4:30am 
@Cloud500 thanks... :steamhappy:
Cloud500  [author] 29 Jun, 2023 @ 12:23am 
@CarlosRojasCu Good idea, currently it does not work because the note can not be placed "in" the mannequins.
Will write it to the todo.
CarlosRojasCu 23 Jun, 2023 @ 3:51am 
Will it work with the dummies? The idea is that the clothes are stored in it and we can equip it with the function of the mod, from the mannequins.
MindЯewind 22 Jun, 2023 @ 11:31pm 
thats cool thanks
Cloud500  [author] 16 Jun, 2023 @ 2:09pm 
If you turn off the Undress function, only the apparel will be replaced with that of the loadout, everything else will remain dressed. However, the *old* apparel will not be put into the container.
I have this point on the ToDo list.
~ Độc ~ 16 Jun, 2023 @ 9:49am 
This mod undress everything, store them then wear the loadout. But the are some things that I want to alway wear (watch, belt, holster, bag, ...)
Is there any way to only undress which one has the same cloth slot with the loadout? Or maybe wear first, store undress later?
HexStrain 16 Jun, 2023 @ 6:49am 
Finally