Project Zomboid

Project Zomboid

Equipment UI - Paper Doll Equipment Interface [B42/41]
 This topic has been pinned, so it's probably important
Notloc  [developer] 23 Mar, 2023 @ 11:11am
Updates and Bug Reports
Known Issues:
  • Awkward drag and drop handling of items that can be placed in alternative slots (i.e. watches, rings, hoodies with hood up/down)
  • Incomplete drag and drop support from equipment ui to other containers.

Fixed
  • Equipment UI initializes in an invalid state until detached/reattached at least once.
  • Incomplete translation support
  • The UI is slightly off-centre when the scrollbar is not visible
  • Error spam on death
  • Hotbar slot names are always English
Last edited by Notloc; 17 Apr, 2023 @ 10:55am
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Showing 1-15 of 71 comments
Mr Sunshine 23 Mar, 2023 @ 2:30pm 
Yeah, I got something to report. The mod is too freakin' awesome ;)
Last edited by Mr Sunshine; 23 Mar, 2023 @ 2:31pm
~ Độc ~ 23 Mar, 2023 @ 9:01pm 
Got this error spamming when die with UI open
attempted index: availableSlot of non-table: null function: updateHotbarSlots -- file: EquipmentUI.lua line # 182 | MOD: Equipment UI function: prerender -- file: EquipmentUI.lua line # 233 | MOD: Equipment UI java.lang.RuntimeException: attempted index: availableSlot of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1827) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38) at zombie.ui.UIElement.render(UIElement.java:1515) at zombie.ui.UIElement.render(UIElement.java:1527) at zombie.ui.UIElement.render(UIElement.java:1527) at zombie.ui.UIManager.render(UIManager.java:446) at zombie.gameStates.IngameState.renderFrameUI(IngameState.java:1183) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.gameStates.IngameState.renderframeui(IngameState.java:1172) at zombie.gameStates.IngameState.renderInternal(IngameState.java:1324) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.gameStates.IngameState.render(IngameState.java:1271) at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.GameWindow.renderInternal(GameWindow.java:340) at zombie.GameWindow.frameStep(GameWindow.java:774) at zombie.GameWindow.run_ez(GameWindow.java:667) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source)
tyriael_soban 24 Mar, 2023 @ 9:19pm 
Edit:
I see what happened now - mods have to be manually enabled on each save file :|
Last edited by tyriael_soban; 24 Mar, 2023 @ 9:23pm
Notloc  [developer] 24 Mar, 2023 @ 9:25pm 
Yea I see that one a lot. You're far from alone in not realising that at first.
I think its why so many people think mods need a new save to work.
Luna Lycan 25 Mar, 2023 @ 8:29pm 
There seems to be some issues with the new hide Equipment option.

Mod version: v1.4

Steps to reproduce:
- Enable "Hide Equipped Item" Option
- Attach Bat on Back
- Equip Bat (either right click equip primary / both or press hotbar key)
- Start an exercise


Result:
- Start animation to put bat on back
- On finish a second Bat model appears in hand as if equipped in primary
- Exercise is not started


Temporary fix:
Disable "Hide Equipped Item" Option to be able to exercise.
If you are stuck in the weird state after trying to exercise just press "Space" to shove.
Last edited by Luna Lycan; 25 Mar, 2023 @ 8:30pm
Notloc  [developer] 25 Mar, 2023 @ 8:44pm 
Quality report. Will give it a look soon.
chloptik 26 Mar, 2023 @ 8:05pm 
Does not show in my mod list and dont working
Notloc  [developer] 26 Mar, 2023 @ 8:07pm 
If its not showing in your mod list than Steam didn't download the mod.
Unsub / resub with Zomboid closed to get Steam to download it.
Wintermote 26 Mar, 2023 @ 8:18pm 
Hide equipped items doesn't seem to work on co-op multiplayer; the option is there, but toggling on/off doesn't change anything in the inventory tabs
Notloc  [developer] 26 Mar, 2023 @ 9:37pm 
Originally posted by Moonwolf:
There seems to be some issues with the new hide Equipment option.

Mod version: v1.4

Steps to reproduce:
- Enable "Hide Equipped Item" Option
- Attach Bat on Back
- Equip Bat (either right click equip primary / both or press hotbar key)
- Start an exercise


Result:
- Start animation to put bat on back
- On finish a second Bat model appears in hand as if equipped in primary
- Exercise is not started


Temporary fix:
Disable "Hide Equipped Item" Option to be able to exercise.
If you are stuck in the weird state after trying to exercise just press "Space" to shove.

I can't replicate this. My character puts the bat away and exercises without issue. Perhaps a mod conflict?
Regardless, I've improved how the items are being hidden, it might help, but I can't say for sure since I don't have the problem.
Wintermote 28 Mar, 2023 @ 3:28am 
Whatever was done in the latest update fixed the inventory issue in co-op for me
76561198392776101 28 Mar, 2023 @ 8:40pm 
I haven't installed the mod, because i am concerned that i will not work for custom clothing. But can it work?
Notloc  [developer] 29 Mar, 2023 @ 2:00pm 
Yes it works with custom clothing. If the clothes uses real body slots it will work exactly as expected. If the slot is unknown it will appear in dynamically created slots similar to how the hotbar slots work.
CarlosRojasCu 29 Mar, 2023 @ 7:05pm 
@Notrolc

Hello friend, a little suggestion, is there a possibility that the hide option only hides the clothes and not all the items?
For example, that weapons or other attached or equipped objects continue to be seen in the player's normal inventory. The idea is to have quick access to them to repair or see their conditions... Of course, it is within the possibilities to be able to add that option. Thank you :)
Notloc  [developer] 29 Mar, 2023 @ 7:48pm 
Yea I can add that
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