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RimWorld => Mods => Releases => Topic started by: Sandy on November 06, 2018, 08:21:53 AM

Title: [1.3] RPG Style Inventory [V4.3.1] (15/05/2022) | UI mod
Post by: Sandy on November 06, 2018, 08:21:53 AM
[1.3] RPG Style Inventory [V4.3.1]

Hi, thanks for using our mod. Now updated to Rimworld 1.3.

1.2 design(New):
Brought back the old RPG style layout and added some more slots.
(https://i.imgur.com/DGHMTJE.png)


1.1 design(Old):
(https://i.imgur.com/0l7Pkfh.png)

Description:
This mod replaces the vanilla Gear tab UI with an RPG style inventory screen. It also displays small icons denoting if the apparel is worn by corpse or is forced to wear.

Now supports A Rimworld of Magic. Code provided by that mod's author, Torann.

Added support for Combat Shields and UnderWhere mods.

Download
Dropbox :
https://www.dropbox.com/s/30wjlldidbnn9lk/%5B1.3%5D%20RPG%20Style%20Inventory%20%5BV4.3.1%5D.rar?dl=0
GitHub :
https://github.com/SandyTheGreat/RPG-Style-Inventory/releases/tag/v4.3.1
GitHub Source:
1.3: https://github.com/SandyTheGreat/RPG-Style-Inventory
1.1: https://github.com/TorannD/RPG-Style-Inventory
Steam : (Thanks to Ashen for uploading the mod, please wait for Ashen to update the Steam version)
https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991

How to install:
- Unzip the contents and you will find the folder with the version name.
- Inside that folder is the actual mod folder without version name.
- Copy and place that folder in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Saves
Its just an UI mod. You can add/remove it from existing saves without issues.

Added Features
- Added color-coding to identify item's quality
             Legendary - Orange
             Masterwork - Cyan
             Excellent - Purple
             Good - Blue
             Normal - Green
             Poor - Pale Yellow
             Awful - Black
- Added support for race mods
- Added a color change in apparel's health bar, to show if its a tattered one.
- Added support for Boots and Stuff mod.
V3.1:
- Added support for Dual Wield and Simple Slavery mods.
V3.2:
- Added support for Jetpack, Jewelry and Celsius & Fahrenheit mods.
V3.3.2:
- Added mod settings to adjust the gear tab size. Dont need to restart the game.
V3.4:
- Added support for A Rimworld of Magic, by Torann.
V4.0:
- Remade the mod to support almost all of the apparel mods, like VAE, Shields & Underwhere.
V4.1:
- Old RPG style layout and added slots for Shields and underwear.
V4.3.1:
- Fixed the issue with Hands and Feet apparels not showing in slots when using Yayo's Combat 3 (Adopted) mod.

Known Issues
- Mechanoid gear tab crashed the game - FIXED.
- Conflicts with Smart Medicine, not game breaking, just the "Stock up settings" option in Gear tab is missing when used with my mod - FIXED, Thanks to Uuugggg for providing support for this mod.
- Didnt work with other race mods - FIXED, Thanks to Mehni.
- It is compatible with Simple Sidearms. Simple Sidearms has its own UI to show the sidearms. my mod only shows the currently equipped weapon, whether main weapon or sidearms.
- It isnt compatible with Combat Extended mod, bcoz both mods patch the gear tab.
- For CE compatibility, Thanks to Yithend21 for uploading a CE version: https://steamcommunity.com/sharedfiles/filedetails/?id=1792460604. Dont use both versions at the same time.

Load Order:
- It doesnt matter. If any issues come, try to load the mod near the bottom.
- If you are using A Rimworld of Magic mod, load RPG Style Inventory after that mod.

Mods used in preview images:
New:
(https://i.postimg.cc/m24FPQr7/Testing-mod-list.png)
Old:
- Hugslib
- JecsTools
- Humanoid Alien Races 2.0
- Twilek race mod
- Apparello 2
- FashionRimsta
- Boots and Stuffs
- Medieval Times
- Smart Medicine
- Simple Sidearms
- Simple Slavery
- Dual Wield
- Jewelry

Author
Myself
Credits
- Everyone in rimworld discord community who helped me with the mod. Thanks guys.
- Mehni, for the "One patch to rule them all", which made the mod work on other races.
- Ashen, for uploading and maintaining the mod in Steam.
- master_wu(publicuser), for Simplified Chinese translation.
- kerong08ng, for Traditional Chinese translation.
- ArkTarusov, for Russian translation.
- Saebbi, for helping with CE patch.
- Nylux, for French translation.
- Yithend21, for the CE version.
- Torann, for providing code for A Rimworld of Magic mod.
- Jackobe93, for Czech translation.

License
Feel free to use and include wherever. Credit is optional but I would like it.

If you like my mod, please consider buying me a coffee: https://ko-fi.com/sandythegreat
Title: Re: [1.0] Sandy's RPG Inventory | An RPG style inventory screen(only for vanilla)
Post by: Canute on November 06, 2018, 10:02:24 AM
That mod could be useful, special since it show the locations.

But what about extra slots, like for hand/foot gear, or stuff from apparello.

Title: Re: [1.0] Sandy's RPG Inventory | An RPG style inventory screen(only for vanilla)
Post by: Sandy on November 06, 2018, 11:54:54 AM
Quote from: Canute on November 06, 2018, 10:02:24 AM
That mod could be useful, special since it show the locations.

But what about extra slots, like for hand/foot gear, or stuff from apparello.

this mod is only compatible with vanilla apparels. this is just a basic one.
i'm thinking of making a detailed one, which will have slots for all kinda apparels. sorting the apparels based on layers and coverage is gonna be a pain though.
Title: Re: [1.0] Sandy's RPG Inventory | An RPG style inventory screen(only for vanilla)
Post by: Sandy on November 09, 2018, 10:47:13 PM
Quote from: Canute on November 06, 2018, 10:02:24 AM
That mod could be useful, special since it show the locations.

But what about extra slots, like for hand/foot gear, or stuff from apparello.
Check it out now. I remade the mod, adding slots for modded apparels, to an extent. There is also a toggle option to go back to vanilla UI, in-case any mod added gears i didnt allocate slots for. Thanks.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: PreDiabetic on November 10, 2018, 12:45:58 AM
Would it have problem with "Pickup and Haul" mod by mehni? Also is it possible to move items with mouse like in real Rpg from stockpile to inventory?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: publicuser on November 10, 2018, 02:24:12 AM
Github, Nexus or Mediafire link, please.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sandy on November 10, 2018, 02:49:43 AM
Quote from: PreDiabetic on November 10, 2018, 12:45:58 AM
Would it have problem with "Pickup and Haul" mod by mehni? Also is it possible to move items with mouse like in real Rpg from stockpile to inventory?
It shouldnt have any problems with PU&H, since this is just a UI mod. This mod shows your equipped apparel and weapon. As for your inventory, the vanilla listing is same.

Quote from: publicuser on November 10, 2018, 02:24:12 AM
Github, Nexus or Mediafire link, please.
I'm working on setting up Github. i'll add it soon.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: AwesomeMcAwesome on November 10, 2018, 03:15:42 AM
Is this working with modded apparels yet?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sandy on November 10, 2018, 03:32:28 AM
Quote from: AwesomeMcAwesome on November 10, 2018, 03:15:42 AM
Is this working with modded apparels yet?
It is. If you look at the preview images above, first one has vanilla apparels, second one has modded apparels. It will support most of the modded apparels.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Ruisuki on November 10, 2018, 03:55:46 AM
oh wow you got modded items to work?! i thought i read that you were having trouble with it a couple days ago. Can i use this for b19 with no issues? It would be very useful for knowing which equipment would replace what im currently wearing instead of digging through menus and guessing
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: publicuser on November 10, 2018, 03:57:55 AM
What apparels mod did you use in picture 2?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sandy on November 10, 2018, 04:29:15 AM
Quote from: Ruisuki on November 10, 2018, 03:55:46 AM
oh wow you got modded items to work?! i thought i read that you were having trouble with it a couple days ago. Can i use this for b19 with no issues? It would be very useful for knowing which equipment would replace what im currently wearing instead of digging through menus and guessing

the trouble was allocating slots for different modded apparels. so i went and looked at the xml defs of some apparel mods and finally decided on the slots. i made this using the code from 1.0. if there isnt much code change regarding this UI between B19, and 1.0, u can use it. DONT FORGET to change the version number in About file.

Quote from: publicuser on November 10, 2018, 03:57:55 AM
What apparels mod did you use in picture 2?
well, thats apparello 2, medieval times, hand & footgear, and rimsenal. but it should work with most apparel mods, i mean, allocating slots.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Shinzy on November 10, 2018, 04:58:12 AM
Woo, you did it Sandy!
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Dekent59 on November 10, 2018, 05:09:39 AM
Wow! Getting this to work with mod gear bumps this from a good mod to a great, must have, mod! 
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sandy on November 10, 2018, 05:11:48 AM
Quote from: Shinzy on November 10, 2018, 04:58:12 AM
Woo, you did it Sandy!
Thx man. thx for all the help u and discord community provided me.

Quote from: Dekent59 on November 10, 2018, 05:09:39 AM
Wow! Getting this to work with mod gear bumps this from a good mod to a great, must have, mod!
Thanks. Please enjoy playing with it.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Alistaire on November 10, 2018, 05:35:06 AM
Wow, visually very impressive and a good interpretation of the messy layer system in RimWorld. Great job!
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: publicuser on November 10, 2018, 05:51:26 AM

small question: "mass carried" means "carry too much", right?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sheenariel on November 10, 2018, 08:44:52 AM
Hello!

Looks awesome though... a question regarding the "Outfitter"-mod which I use all the time when possible (B19-version seems to run without issue so far on v1 of RimWorld so I keep it for now)
Is there any issue known?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Grabarz on November 10, 2018, 10:29:30 AM
Dropbox: [1.0] Sandy's Detailed RPG Inventory
GitHub: -1.0-RPG-Style-Inventory-V2.0--2.0

1 mod - 2 names ?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: jpinard on November 10, 2018, 10:44:06 AM
Beautiful mod!  Could you possible make it side-arms compatible?
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: Sandy on November 10, 2018, 11:45:32 AM
Quote from: Alistaire on November 10, 2018, 05:35:06 AM
Wow, visually very impressive and a good interpretation of the messy layer system in RimWorld. Great job!
Thx man. the alternate code u provided, which should be the actual way, really helped me in sorting it out.

Quote from: publicuser on November 10, 2018, 05:51:26 AM
Simplified Chinese translation by master_wu. In attachment
small question: "mass carried" means "carry too much", right?
thx very much for the translation, i'll add it in the next version. "mass carried" is the weight currently carried by the pawn.

Quote from: Grabarz on November 10, 2018, 10:29:30 AM
Dropbox: [1.0] Sandy's Detailed RPG Inventory
GitHub: -1.0-RPG-Style-Inventory-V2.0--2.0

1 mod - 2 names ?
Sorry, i changed the dropbox name to match github name. other than that, all the contents are same.

Quote from: Sheenariel on November 10, 2018, 08:44:52 AM
Hello!

Looks awesome though... a question regarding the "Outfitter"-mod which I use all the time when possible (B19-version seems to run without issue so far on v1 of RimWorld so I keep it for now)
Is there any issue known?
i havent used outfitter mod before, so i need some time to use it and see if there's any conflicts. thx.

Quote from: jpinard on November 10, 2018, 10:44:06 AM
Beautiful mod!  Could you possible make it side-arms compatible?
i'm looking into this right now. i'll find a way soon. thx.
Title: Re: [1.0] RPG Style Inventory [V2.0] | UI mod
Post by: publicuser on November 10, 2018, 08:19:18 PM
Quote
thx very much for the translation, i'll add it in the next version. "mass carried" is the weight currently carried by the pawn.

OK, I changed translation for my misunderstanding, in attachment




[attachment deleted due to age]
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Ruisuki on November 10, 2018, 11:12:35 PM
well i ended up changing the version number to 0.19.2009 and the gear tab is blank now. i guess it just isnt compatible then
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: vizor on November 11, 2018, 04:09:19 AM
Nice mod. Possible to add compatibility with simple sidearms mod?
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Canute on November 11, 2018, 05:15:34 AM
vizor,
maybe you should report what issue you got before you ask for compatibility ?
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: NeoSono on November 11, 2018, 08:24:56 AM
there's no need for a compatibility patch. the sidearms are just carried in inventory.
Im a little surprised that rimworld of magic doesn't seem to be supported. I have a pawn thats weaing a cloak and it wasn't shown in the interface or inventory.
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Sandy on November 11, 2018, 09:14:53 AM
Quote from: vizor on November 11, 2018, 04:09:19 AM
Nice mod. Possible to add compatibility with simple sidearms mod?
Hi, a lot of players are asking this. both mods are already compatible. sidearms has its own UI to show the sidearms. my UI will show what the pawn is currently equipped. they dont conflict each other. only thing is my UI will only show the weapon currently equipped by the pawn, whether its main weapon or sidearms. Thanks.

Quote from: NeoSono on November 11, 2018, 08:24:56 AM
there's no need for a compatibility patch. the sidearms are just carried in inventory.
Im a little surprised that rimworld of magic doesn't seem to be supported. I have a pawn thats weaing a cloak and it wasn't shown in the interface or inventory.
Hi. in this mod, i mostly covered the main three layers of clothing. but there are two more layers, that are rarely used. it is possible that cloak belong to any of those two layers. in this case, plz select the option to "Show list" and u will get back to the vanilla UI, to access that cloak. thanks.
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: kerong08ng on November 11, 2018, 09:37:33 AM
Hi Sandy, thanks for making this mod!!

BTW, I just made a traditional Chinese translation for it, attached below.

[attachment deleted due to age]
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Sandy on November 11, 2018, 09:49:18 AM
Quote from: kerong08ng on November 11, 2018, 09:37:33 AM
Hi Sandy, thanks for making this mod!!

BTW, I just made a traditional Chinese translation for it, attached below.
Thx very much. i'll add it to the mod as soon as i can.
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: dareddevil7 on November 11, 2018, 10:34:44 AM
This is incredible and practical, good work, I eagerly await compatibility
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: jpinard on November 11, 2018, 04:06:52 PM
Can I safely add this to a game in progress?

This mod is so awesome!
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: gbcat on November 13, 2018, 12:03:39 AM
Thank you for such a wonderful mod.
A little advice: please use red background if a gear's HP is lower than 50% (tattered) so that we can check tattered apparel easily.
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: BladeOfSharpness on November 13, 2018, 12:58:43 AM
Hi,
Very nice mod, a great addition really!
Can a tooltip be added to empty slots so we know the layer and parts that is 'missing'?
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Sandy on November 13, 2018, 01:37:38 AM
Quote from: jpinard on November 11, 2018, 04:06:52 PM
Can I safely add this to a game in progress?

This mod is so awesome!
Yes, u can add/remove this from existing games. Thanks.

Quote from: gbcat on November 13, 2018, 12:03:39 AM
Thank you for such a wonderful mod.
A little advice: please use red background if a gear's HP is lower than 50% (tattered) so that we can check tattered apparel easily.
Thanks. i was already thinking of adding that feature. i was kinda busy with work, so i couldnt do it yet. i'll try and add it within this week.

Quote from: BladeOfSharpness on November 13, 2018, 12:58:43 AM
Hi,
Very nice mod, a great addition really!
Can a tooltip be added to empty slots so we know the layer and parts that is 'missing'?
Thanks. by default, only 6 apparel slots and 1 weapon slot will be visible. other slots only appear when the pawn wears the suitable apparels. so, only 6 slots should be easy to guess, know?
         | hats |       
vests | shirts | jackets
         | belts |
         | pants |
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on November 13, 2018, 11:22:58 AM
Made a couple of changes:
- Added a color change in apparel's health bar, to show if its a tattered one.
- Added support for Boots and Stuff mod.

Thanks for using my mod.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sushi Desires on November 13, 2018, 02:42:56 PM
Is it possible to toggle on/off the "Forced" wear designator for individual pieces of clothing with this mod?
Title: Re: [1.0] RPG Style Inventory [V2.1] | UI mod
Post by: Dr_Zhivago on November 13, 2018, 02:44:08 PM
Quote from: Sandy on November 13, 2018, 01:37:38 AM
Quote from: BladeOfSharpness on November 13, 2018, 12:58:43 AM
Hi,
Very nice mod, a great addition really!
Can a tooltip be added to empty slots so we know the layer and parts that is 'missing'?
Thanks. by default, only 6 apparel slots and 1 weapon slot will be visible. other slots only appear when the pawn wears the suitable apparels. so, only 6 slots should be easy to guess, know?
         | hats |       
vests | shirts | jackets
         | belts |
         | pants |

It may be easy to guess, but I'd agree. Be nice to have the cherry on top. Either way, great work with what ya did.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Ruisuki on November 13, 2018, 04:21:04 PM
Quote from: Sandy on November 13, 2018, 11:22:58 AM
Made a couple of changes:
- Added a color change in apparel's health bar, to show if its a tattered one.
- Added support for Boots and Stuff mod.

Thanks for using my mod.
fantastic addition. specially when some clothing names are very long and the 'F' symbol isnt visible

Quote from: Sushi Desires on November 13, 2018, 02:42:56 PM
Is it possible to toggle on/off the "Forced" wear designator for individual pieces of clothing with this mod?
Ah that would save some time equipping/unequipping all clothing for each individual colonist.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on November 13, 2018, 11:41:14 PM
Quote from: Sushi Desires on November 13, 2018, 02:42:56 PM
Is it possible to toggle on/off the "Forced" wear designator for individual pieces of clothing with this mod?
Why though? bcoz whether i remove the icon or not, the game will still consider it as a forced apparel only. i'll try and see what i can do about it. Thanks.

Quote from: Ruisuki on November 13, 2018, 04:21:04 PM
Quote from: Sushi Desires on November 13, 2018, 02:42:56 PM
Is it possible to toggle on/off the "Forced" wear designator for individual pieces of clothing with this mod?
Ah that would save some time equipping/unequipping all clothing for each individual colonist.
save time how? i thought having the icon saves time. u can see which apparel is forced with just a glance.

Quote from: Dr_Zhivago on November 13, 2018, 02:44:08 PM
It may be easy to guess, but I'd agree. Be nice to have the cherry on top. Either way, great work with what ya did.
ok ok, i'll try and add that one too, in the next update.. but it will be some time.. Thanks for understanding.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Dr_Zhivago on November 13, 2018, 11:45:23 PM
Quote from: Sandy on November 13, 2018, 11:41:14 PM
save time how? i thought having the icon saves time. u can see which apparel is forced with just a glance.

I believe they mean to make it so that clicking the icon would toggle the "forced to wear" state of the clothing.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Ruisuki on November 14, 2018, 01:33:31 AM
Quote from: Dr_Zhivago on November 13, 2018, 11:45:23 PM
Quote from: Sandy on November 13, 2018, 11:41:14 PM
save time how? i thought having the icon saves time. u can see which apparel is forced with just a glance.

I believe they mean to make it so that clicking the icon would toggle the "forced to wear" state of the clothing.
yeah this is what I thought he meant. So that all clothes currently equipped gain 'force to wear' status instead of having to unequip each individual piece and requip it for each individual colonist.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on November 14, 2018, 07:21:48 AM
Quote from: Dr_Zhivago on November 13, 2018, 11:45:23 PM
Quote from: Sandy on November 13, 2018, 11:41:14 PM
save time how? i thought having the icon saves time. u can see which apparel is forced with just a glance.

I believe they mean to make it so that clicking the icon would toggle the "forced to wear" state of the clothing.
That would alter the game function and this mod is just an UI mod.

Quote from: Ruisuki on November 14, 2018, 01:33:31 AM
Quote from: Dr_Zhivago on November 13, 2018, 11:45:23 PM
Quote from: Sandy on November 13, 2018, 11:41:14 PM
save time how? i thought having the icon saves time. u can see which apparel is forced with just a glance.

I believe they mean to make it so that clicking the icon would toggle the "forced to wear" state of the clothing.
yeah this is what I thought he meant. So that all clothes currently equipped gain 'force to wear' status instead of having to unequip each individual piece and requip it for each individual colonist.
Why do u want to unequip and reequip all clothes? why do u want the "forced to wear" status? im confused, lol..
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Tenshi~Akari on November 14, 2018, 11:30:42 AM
Because pawns have a terrible habit of running to equip apparel of a better quality status before one can get a chance to properly store & forbid it. :P Some find it much easier to just lock them onto forced apparel, instead of running to quality items that may or may not have the best of temperature/armor stats one would like them to have.

It's just more tedious now that you have to wait for them to drop & re-equip their gear in order for that forced tag to take place.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Dr_Zhivago on November 14, 2018, 03:42:31 PM
Quote from: Tenshi~Akari on November 14, 2018, 11:30:42 AM
Because pawns have a terrible habit of running to equip apparel of a better quality status before one can get a chance to properly store & forbid it. :P Some find it much easier to just lock them onto forced apparel, instead of running to quality items that may or may not have the best of temperature/armor stats one would like them to have.

It's just more tedious now that you have to wait for them to drop & re-equip their gear in order for that forced tag to take place.

I suggest that you alter their apparel restrictions in order to have them wear exactly what you want. Then they'll never wear anything aside from your designation, and you won't have to constantly monitor it.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Tenshi~Akari on November 14, 2018, 04:09:19 PM
Can't speak for anyone else, but I know I've personally done that.

But that doesn't stop them from going for a better quality item of those restricted items that has a less than temperature-friendly material.

Not the ideal circumstances when you're on an ice sheet & someone opts to head for a legendary Synthread parka over the normal Thrumbo fur parka they already had on... :-\

I want my pawns to still have a bit of initiative in replacing their apparel, especially when it starts getting damaged/tattered, but it seems to be kind of an annoyance when they don't consider the stats for the necessary climate they're in, rather than the stats for just armor & quality overall. (At least, that's what I'm witnessing here.)

Either way, there's really no pressure on my end whether Sandy even considers adding it or not, I just saw previous comments and thought of that probably being one of the main factors as to why folks want it is all. :)
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Canute on November 14, 2018, 04:34:53 PM
Basicly you need a mod like Outfitter
https://github.com/paulollivier/RW_Outfitter
So you can select that pawn's should weight one stats over another stats
too bad that mod don't got a 1.0 update yet, i can't say if the B19 works on 1.0.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Dr_Zhivago on November 14, 2018, 05:25:47 PM
Quote from: Tenshi~Akari on November 14, 2018, 04:09:19 PM
Not the ideal circumstances when you're on an ice sheet & someone opts to head for a legendary Synthread parka over the normal Thrumbo fur parka they already had on... :-\

Gotcha, that is annoying. I suppose aside from mods like Outfitter you'd have to restrict the quality clothing they wear. Which isn't ideal.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: gaberad on November 18, 2018, 02:30:58 AM
Would it be possible to have a label underneath the icons that has the name/type/quality/percentage etc, rather than having to hover over the icons?
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: forumgod on November 18, 2018, 09:56:05 AM
Very good mod, but can you also right in your thread title the last date you updated it?
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on November 26, 2018, 06:16:07 AM
When I move mouse to apparels in your UI, the game crashed twice. Not 100%, but happened
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Canute on November 26, 2018, 06:35:35 AM
publicuser,
could you explain it a bit more ?
I tried to reproduce it self, but i wasn't able to drag any appareal. Only at caravan's but there i don't see the RPG inventory.
So i think you are using some other mod that enable that feature.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on November 26, 2018, 07:18:56 PM
Quote from: Canute on November 26, 2018, 06:35:35 AM
publicuser,
could you explain it a bit more ?
I tried to reproduce it self, but i wasn't able to drag any appareal. Only at caravan's but there i don't see the RPG inventory.
So i think you are using some other mod that enable that feature.

Not drag, just move mouse onto apparels, the game crashed. I have no idea which mod cause the crash


[attachment deleted due to age]
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on November 27, 2018, 01:21:21 AM
I open the file output_log, search "crash", find this.

DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 4194304.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 4194304.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 4194304.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 4194304.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 4194304!
Crash!!!
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on December 02, 2018, 03:16:33 AM
After I delete your mod, using vanilla gear UI, the game never crashed
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on December 02, 2018, 01:12:53 PM
Quote from: publicuser on December 02, 2018, 03:16:33 AM
After I delete your mod, using vanilla gear UI, the game never crashed
Hi. Sorry for late reply. This is the first time I'm hearing this type of issue.
Can u switch on Dev mode and reproduce the bug and post the error log as is, please?
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on December 02, 2018, 10:20:14 PM
Quote from: Sandy on December 02, 2018, 01:12:53 PM
Quote from: publicuser on December 02, 2018, 03:16:33 AM
After I delete your mod, using vanilla gear UI, the game never crashed
Hi. Sorry for late reply. This is the first time I'm hearing this type of issue.
Can u switch on Dev mode and reproduce the bug and post the error log as is, please?

Send PM to you, it might be memory issue for my old OS
This time, I open dev mode menu while your UI open,  game crashed. It seems your mod constantly consume memories if UI opens

Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: sidfu on December 03, 2018, 02:28:56 AM
@publickuser
take and check your crash log. at the top it should have a line like
xxx memory aviable

if that says 0 then u ctd due to ram.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on December 03, 2018, 02:42:47 AM
Quote from: sidfu on December 03, 2018, 02:28:56 AM
@publickuser
take and check your crash log. at the top it should have a line like
xxx memory aviable

if that says 0 then u ctd due to ram.
82% memory in use.
2814 MB physical memory [499 MB free].
0 MB paging file [2697 MB free].
2048 MB user address space [26 MB free].
Read from location 00000010 caused an access violation.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: sidfu on December 03, 2018, 04:40:04 AM
Quote from: publicuser on December 03, 2018, 02:42:47 AM
Quote from: sidfu on December 03, 2018, 02:28:56 AM
@publickuser
take and check your crash log. at the top it should have a line like
xxx memory aviable

if that says 0 then u ctd due to ram.
82% memory in use.
2814 MB physical memory [499 MB free].
0 MB paging file [2697 MB free].
2048 MB user address space [26 MB free].
Read from location 00000010 caused an access violation.

yep memory crash [26 MB free]. u need to get more than 4k memory or remove alot of mods out of your game
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: publicuser on December 03, 2018, 05:21:25 AM
Quote from: sidfu on December 03, 2018, 04:40:04 AM
Quote from: publicuser on December 03, 2018, 02:42:47 AM
Quote from: sidfu on December 03, 2018, 02:28:56 AM
@publickuser
take and check your crash log. at the top it should have a line like
xxx memory aviable

if that says 0 then u ctd due to ram.
82% memory in use.
2814 MB physical memory [499 MB free].
0 MB paging file [2697 MB free].
2048 MB user address space [26 MB free].
Read from location 00000010 caused an access violation.

yep memory crash [26 MB free]. u need to get more than 4k memory or remove alot of mods out of your game

With these lots of mod, the game never crash for more than 100+ hours. So I just remove this UI mod temporarily
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: restingmanatee on December 12, 2018, 02:16:49 AM
Love the mod! I use it on stream and frequently get asked about it, everyone really enjoys the look.

I have a suggestion that my stream found interesting, so I thought I'd actually post it for once :)

The only piece of missing information at a glance when looking at the UI is the quality of the apparel that each pawn is wearing. With the normal vanilla UI it's easily visible, and I find this information incredibly important when deciding to switch outfits quickly. My suggestion is to add a color coded system (similarly to MMOs) where each quality has a colored background in line with the current durability shader. An example scheme with ingame and MMO equivalents would be:

Legendary - orange tint (legendary)
Masterwork - purple tint (epic)
Excellent - blue tint (superior)
Good - green tint (uncommon)
normal - white or normal (normal)
poor - grey (Poor)
awful - red or darker grey? (vendor trash)

It was just a thought, and obviously the colors are totally up for debate but it really is the only piece of information that's present in vanilla and missing with your mod (unless you mouse over the individual pieces of gear) and I thought it would really tie into the RPG style of it all.

Let me know what you think! I really enjoy the mod :)
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on December 14, 2018, 04:41:47 AM
Quote from: restingmanatee on December 12, 2018, 02:16:49 AM
Love the mod! I use it on stream and frequently get asked about it, everyone really enjoys the look.

I have a suggestion that my stream found interesting, so I thought I'd actually post it for once :)

The only piece of missing information at a glance when looking at the UI is the quality of the apparel that each pawn is wearing. With the normal vanilla UI it's easily visible, and I find this information incredibly important when deciding to switch outfits quickly. My suggestion is to add a color coded system (similarly to MMOs) where each quality has a colored background in line with the current durability shader. An example scheme with ingame and MMO equivalents would be:

Legendary - orange tint (legendary)
Masterwork - purple tint (epic)
Excellent - blue tint (superior)
Good - green tint (uncommon)
normal - white or normal (normal)
poor - grey (Poor)
awful - red or darker grey? (vendor trash)

It was just a thought, and obviously the colors are totally up for debate but it really is the only piece of information that's present in vanilla and missing with your mod (unless you mouse over the individual pieces of gear) and I thought it would really tie into the RPG style of it all.

Let me know what you think! I really enjoy the mod :)
ya, someone else asked this in steam too. but i dont have much free time to work on it. i'll see what i can do, probably in the weekends.

Quote from: publicuser on December 03, 2018, 05:21:25 AM
Quote from: sidfu on December 03, 2018, 04:40:04 AM
Quote from: publicuser on December 03, 2018, 02:42:47 AM
Quote from: sidfu on December 03, 2018, 02:28:56 AM
@publickuser
take and check your crash log. at the top it should have a line like
xxx memory aviable

if that says 0 then u ctd due to ram.
82% memory in use.
2814 MB physical memory [499 MB free].
0 MB paging file [2697 MB free].
2048 MB user address space [26 MB free].
Read from location 00000010 caused an access violation.

yep memory crash [26 MB free]. u need to get more than 4k memory or remove alot of mods out of your game

With these lots of mod, the game never crash for more than 100+ hours. So I just remove this UI mod temporarily
sorry, dude, that my mod crashed ur game. i dont know how to fix memory issues. it is working fine for everyone else.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on December 19, 2018, 01:17:17 PM
Quote from: restingmanatee on December 12, 2018, 02:16:49 AM
Love the mod! I use it on stream and frequently get asked about it, everyone really enjoys the look.

I have a suggestion that my stream found interesting, so I thought I'd actually post it for once :)

The only piece of missing information at a glance when looking at the UI is the quality of the apparel that each pawn is wearing. With the normal vanilla UI it's easily visible, and I find this information incredibly important when deciding to switch outfits quickly. My suggestion is to add a color coded system (similarly to MMOs) where each quality has a colored background in line with the current durability shader. An example scheme with ingame and MMO equivalents would be:

Legendary - orange tint (legendary)
Masterwork - purple tint (epic)
Excellent - blue tint (superior)
Good - green tint (uncommon)
normal - white or normal (normal)
poor - grey (Poor)
awful - red or darker grey? (vendor trash)

It was just a thought, and obviously the colors are totally up for debate but it really is the only piece of information that's present in vanilla and missing with your mod (unless you mouse over the individual pieces of gear) and I thought it would really tie into the RPG style of it all.

Let me know what you think! I really enjoy the mod :)
Hi.. i'm working on this idea.. i have finalized a color scheme after some discussions with friends..
Orange - Legendary
Cyan - Masterwork
Purple - Excellent
Blue - Good
Green - Normal
White - Poor
Black - Awful

(https://i.imgur.com/a57U7by.png)

I'm trying to add other features to the mod.. i'll update the mod by the weekend/christmas.. Thx for ur patience..
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Kori on December 19, 2018, 01:58:19 PM
Is there a chance for Combat Extended compatibility in the future? CE adds a button to the inventory to create loadouts, that's why both mods are currently incompatible.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on December 19, 2018, 11:28:43 PM
Quote from: Kori on December 19, 2018, 01:58:19 PM
Is there a chance for Combat Extended compatibility in the future? CE adds a button to the inventory to create loadouts, that's why both mods are currently incompatible.
Its not my work really.. if they are patching the vanilla dll, then they should also patch my mod's dll.. Bcoz if i add a patch, i'll also need the codes for the functionality of that button. but CE has that code, they just need to patch mine, like they do vanilla..
Same thing happened with Smart Medicine, and Uuugggg was kind to provide a patch..
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Saebbi on December 20, 2018, 02:03:06 PM
Quote from: Sandy on December 19, 2018, 11:28:43 PM
Quote from: Kori on December 19, 2018, 01:58:19 PM
Is there a chance for Combat Extended compatibility in the future? CE adds a button to the inventory to create loadouts, that's why both mods are currently incompatible.
Its not my work really.. if they are patching the vanilla dll, then they should also patch my mod's dll.. Bcoz if i add a patch, i'll also need the codes for the functionality of that button. but CE has that code, they just need to patch mine, like they do vanilla..
Same thing happened with Smart Medicine, and Uuugggg was kind to provide a patch..

I made a Patch for CE and a few Alien Races.
Just paste the contents of this folder (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into your mod directory and overwrite your vanilla patch.
The ModCheck dll is also required in order to make the patches optional when their respective mods are loaded.
I already sent you a PM, but the Forum is kinda buggy when it comes to PMs, as it seems that i haven't actually sent it (according to my sent messages, at least)
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Kori on December 21, 2018, 10:11:03 AM
Thank you so much for your CE patches, Saebbi! They are always a huge help for CE players who wouldn't be able to play with so many good mods otherwise.
Title: Re: [1.0] RPG Style Inventory [V2.2] | UI mod
Post by: Sandy on December 23, 2018, 12:42:04 AM
Quote from: Saebbi on December 20, 2018, 02:03:06 PM
Quote from: Sandy on December 19, 2018, 11:28:43 PM
Quote from: Kori on December 19, 2018, 01:58:19 PM
Is there a chance for Combat Extended compatibility in the future? CE adds a button to the inventory to create loadouts, that's why both mods are currently incompatible.
Its not my work really.. if they are patching the vanilla dll, then they should also patch my mod's dll.. Bcoz if i add a patch, i'll also need the codes for the functionality of that button. but CE has that code, they just need to patch mine, like they do vanilla..
Same thing happened with Smart Medicine, and Uuugggg was kind to provide a patch..

I made a Patch for CE and a few Alien Races.
Just paste the contents of this folder (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into your mod directory and overwrite your vanilla patch.
The ModCheck dll is also required in order to make the patches optional when their respective mods are loaded.
I already sent you a PM, but the Forum is kinda buggy when it comes to PMs, as it seems that i haven't actually sent it (according to my sent messages, at least)
Thanks very much for ur help.. i did get ur PM.. i'm making some needed changes in ur patches, like the mod's name.. once other changes are done, i'll update the mod..
Also, for CE's loadout feature, CE has to patch my code, like it did vanilla..
Title: Re: [1.0] RPG Style Inventory [V3.0] (24/12/2018) | UI mod
Post by: Sandy on December 24, 2018, 12:17:52 PM
Hi guys. Thanks for using my mod. I made another update today and i hope its the final one.

Added Features:
- Other races support
- Color coding to identify apparel quality
- tool-tip for the default slots to identify the bodypart and layer being covered

It should work for all the race mods now. if it didnt, please give me your feedback and i'll try my best to fix it.
Title: Re: [1.0] RPG Style Inventory [V3.0] (24/12/2018) | UI mod
Post by: Nylux on December 24, 2018, 08:18:20 PM
Sent a Pull Request on github for the french translation !
Title: Re: [1.0] RPG Style Inventory [V3.0] (24/12/2018) | UI mod
Post by: Sandy on December 24, 2018, 09:58:00 PM
Quote from: Nylux on December 24, 2018, 08:18:20 PM
Sent a Pull Request on github for the french translation !
Thanks very much. I updated the mod with ur translation.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: MightyGooga on February 06, 2019, 07:06:29 PM
Dude Im so greatfull you created this. Its a long request of mine from a few years back (https://ludeon.com/forums/index.php?topic=17432.msg408731#msg408731)

I think you will find some inspiration on what to do next. But probably you already have your hands full. Thansk a lot man.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Sandy on February 08, 2019, 07:44:19 AM
Quote from: MightyGooga on February 06, 2019, 07:06:29 PM
Dude Im so greatfull you created this. Its a long request of mine from a few years back (https://ludeon.com/forums/index.php?topic=17432.msg408731#msg408731)

I think you will find some inspiration on what to do next. But probably you already have your hands full. Thansk a lot man.
Hi.. Fluffy & Zhinsy mentioned ur thread when i started working on this mod.. i couldnt make it exactly like u mentioned, but i think its pretty close..
instead of drag-&-drop, i wanted to add a way to tell the pawns to wear apparels from the UI itself(like, rightclicking a slot and select "wear apparel from stockpile" float menu, and a list of all the apparels suitable for that slot will show up and u can select one apparel from that list and the pawn will go wear it), but i'm an amateur in C#, so i couldnt do it yet..
that mood buff for wearing, maybe excellent or higher grade clothes is doable, but will take some time for me.. or never, since i dont wanna be a content creep lol..
Thanks for using my mod, to u and everyone..
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Mosart on March 08, 2019, 12:51:51 PM
I really like this idea. But seems mod not working at me :(
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Dr_Zhivago on March 08, 2019, 05:37:17 PM
Quote from: Mosart on March 08, 2019, 12:51:51 PM
I really like this idea. But seems mod not working at me :(

That's not a very useful comment to make. If you want help you need to describe your issue and provide an error log. If you have HugsLib, simply press CTRL + F12 in-game and paste the link. If HugsLib doesn't work, press Ctrl + F12 + Alt at the same time and paste it into https://pastebin.com/
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Mosart on March 08, 2019, 07:21:30 PM
Quote from: Dr_Zhivago on March 08, 2019, 05:37:17 PM
Quote from: Mosart on March 08, 2019, 12:51:51 PM
I really like this idea. But seems mod not working at me :(

That's not a very useful comment to make. If you want help you need to describe your issue and provide an error log. If you have HugsLib, simply press CTRL + F12 in-game and paste the link. If HugsLib doesn't work, press Ctrl + F12 + Alt at the same time and paste it into https://pastebin.com/
Seems the problem was that I wrong unpacked the Mod. For now I fxed itand see that it's really more comfortable to use RPG-like inventory wiev.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: CaptainWaifu on March 11, 2019, 01:46:46 AM
Hiya, I've recently installed the following race mod with your mod:
https://ludeon.com/forums/index.php?topic=47195.0

At first it didn't load in the clothing it adds properly. After placing this mod above the ratkin mod it did work, but not all the clothing shows, might be on their end.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Falcio on April 19, 2019, 03:49:23 PM
Hi! Love your mod, but I seem to have a little problem.

For some reason, it doesn't work with some races. I have Orassans, Astoriels, Twi'leks and Zabraks. Works with the elves and the kittens, but not with Twi'leks and Zabraks, I don't really have an idea why either.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Canute on April 20, 2019, 03:22:39 AM
Maybe you should point the mod author of that races about the problem.
I bet these races arn't proper updated to the latest Rimworld version.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Sandy on May 15, 2019, 01:33:42 PM
Quote from: CaptainWaifu on March 11, 2019, 01:46:46 AM
Hiya, I've recently installed the following race mod with your mod:
https://ludeon.com/forums/index.php?topic=47195.0

At first it didn't load in the clothing it adds properly. After placing this mod above the ratkin mod it did work, but not all the clothing shows, might be on their end.
Hi, sorry for very late reply. my mod should be compatible with other races. if it isnt, one possibility is the bodyparts group of the alien races may have some changes. i cant fix that one.. sorry..

Quote from: Falcio on April 19, 2019, 03:49:23 PM
Hi! Love your mod, but I seem to have a little problem.

For some reason, it doesn't work with some races. I have Orassans, Astoriels, Twi'leks and Zabraks. Works with the elves and the kittens, but not with Twi'leks and Zabraks, I don't really have an idea why either.
thats strange, bcoz i used both Twi'leks and Zabraks races while checking compatibility for my mod with alien races.. and they worked well..
Maybe, like Canute said, those mods arent fully updated to 1.0 yet..

Also, i'm working on a new update.. i'll add dual wield support and also, instead of replacing the vanilla gear tab, i'll add a separate tab for RPG view, so my mod will be compatible with other mods that alter vanilla gear tab, like CE's Loadout button and Smart Medicine's Stock-Up button.. will probably release it by weekend.. Thx..
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: account13123 on May 24, 2019, 08:29:01 AM
Found a little misbehavior caused by another mod. With Fahrenheit and Celsius (https://steamcommunity.com/sharedfiles/filedetails/?id=937759575) installed, temperature readouts are changed to show both scales: -40C[-40F]. RPGSI doesn't anticipate people changing the temperature text, so it only has room to display the minimum. Screenshot attached.

[attachment deleted due to age]
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Sandy on May 24, 2019, 10:39:02 PM
Quote from: account13123 on May 24, 2019, 08:29:01 AM
Found a little misbehavior caused by another mod. With Fahrenheit and Celsius (https://steamcommunity.com/sharedfiles/filedetails/?id=937759575) installed, temperature readouts are changed to show both scales: -40C[-40F]. RPGSI doesn't anticipate people changing the temperature text, so it only has room to display the minimum. Screenshot attached.
Sorry about that, seems there's not enough space to display it fully.. but hopefully, by today's end, i'll release the next update, which will kinda fix it.. i plan to add a new gear tab, instead of overriding the vanilla tab..
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: yithend21 on July 05, 2019, 12:59:53 AM
I made a fork compatible with combat extended. If you give me permission I could upload it until an official patch is out, or I can make a pull request and merge the patch.
https://github.com/YCLiang95/RPG-Style-Inventory-CE-Ducttape-Fix

(https://imgur.com/dIHX5oB.jpg)
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Sandy on July 07, 2019, 12:45:15 PM
Quote from: yithend21 on July 05, 2019, 12:59:53 AM
I made a fork compatible with combat extended. If you give me permission I could upload it until an official patch is out, or I can make a pull request and merge the patch.
https://github.com/YCLiang95/RPG-Style-Inventory-CE-Ducttape-Fix

(https://imgur.com/dIHX5oB.jpg)
Thanks very much for your help. i'm not that used to GitHub yet. i always only updated the download link in Releases, but the master section is outdated, so merging wont work. i was planning to release the mod with dual wield support, but if u can pm me the files, i'll add them to the update and credit u.
BTW, my mod wasnt compatible with CE mainly for the CE's Loadout feature in the Gear tab. Did u fix that too?
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Sandy on July 08, 2019, 10:35:23 AM
Finally, i was able to update the mod with support for Dual Wield and Simple Slavery mods.
I have updated the first post and the Github and Dropbox links.
Thanks for using my mod.
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: yithend21 on July 08, 2019, 11:05:47 PM
I am new to modding and haven't figure out a way to do this without adding CE as a hard dependency.I will send you the source code and detail what I changed.

The loadout feature was working for me without needing any patch, the main feature that was missing was the bulk and mass bar and RMB menu that allow equipping weapon/apparel from inventory.
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Sandy on July 09, 2019, 03:36:43 AM
Quote from: yithend21 on July 08, 2019, 11:05:47 PM
I am new to modding and haven't figure out a way to do this without adding CE as a hard dependency.I will send you the source code and detail what I changed.

The loadout feature was working for me without needing any patch, the main feature that was missing was the bulk and mass bar and RMB menu that allow equipping weapon/apparel from inventory.
Thanks. hard dependency is not a problem. i'll make two DLLs, so one will work without CE, and the other will depend on CE. Patching properly, half the work will be done i think.
Title: Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
Post by: Falcio on July 12, 2019, 05:23:20 PM
Quote from: Sandy on May 15, 2019, 01:33:42 PM
Quote from: Falcio on April 19, 2019, 03:49:23 PM
Hi! Love your mod, but I seem to have a little problem.

For some reason, it doesn't work with some races. I have Orassans, Astoriels, Twi'leks and Zabraks. Works with the elves and the kittens, but not with Twi'leks and Zabraks, I don't really have an idea why either.
thats strange, bcoz i used both Twi'leks and Zabraks races while checking compatibility for my mod with alien races.. and they worked well..
Maybe, like Canute said, those mods arent fully updated to 1.0 yet..

Hi! Back again. I just recently found out the cause for the problem I reported a coouple of months ago, or at least I think. The broken races  seem to have something wrong with the pawn tabs, with the Social and Gear tab having their slots swapped (Social appears where Gear is supposed to be and viceversa). I bet that's where the problem lies; but just as you said, the Twi'Leks and Zabraks are both 1.0 ready but still aren't working. Maybe I just have some legacy version (if anyone knows a way to swap the tabs positions, give me a shout).
Hopefully that information will help you develop the mod. Thank you! ^^
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Canute on July 13, 2019, 04:09:28 AM
You NEED to report that to the Race author(s).
He made races they arn't 100% compactible like the other races, he need to fix that.
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Falcio on July 13, 2019, 10:15:27 AM
Quote from: Canute on July 13, 2019, 04:09:28 AM
You NEED to report that to the Race author(s).
He made races they arn't 100% compactible like the other races, he need to fix that.
I will, though I'm still curious to how the author got  the mod to work on Twi'leks, since the very same thing would also fix Zabraks...
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Sandy on July 13, 2019, 10:22:23 AM
Quote from: Falcio on July 13, 2019, 10:15:27 AM
Quote from: Canute on July 13, 2019, 04:09:28 AM
You NEED to report that to the Race author(s).
He made races they arn't 100% compactible like the other races, he need to fix that.
I will, though I'm still curious to how the author got  the mod to work on Twi'leks, since the very same thing would also fix Zabraks...
Hi.. like i previously said, i did check both Twileks and Zabraks with my mod and they both worked.. no matter the race, all units are in Pawn Class and thx to Mehni, i patched to that class.. so it should work..
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Sandy on July 14, 2019, 09:30:37 AM
Made a small update, adding support to Jetpack, Jewelry and Celsius & Fahrenheit mods.

This mod now has two versions. This and the CE version from Yithend21.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Tocato on August 18, 2019, 06:06:25 PM
can anyone link me to a tut on how to change the game versions of mods so they dont pop up as errors? i downloaded the latest github release but i still get the message saying its not meant for 1.0
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Canute on August 19, 2019, 03:25:25 AM
The mod allready got the latest syntax
<supportedVersions>
<li>1.0</li>
</supportedVersions>

but i notice the archive got a double folder structure.
Check the mod folder if you see About folder or another folder, then adjust it.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Tocato on August 19, 2019, 07:05:30 AM
Quote from: Canute on August 19, 2019, 03:25:25 AM
The mod allready got the latest syntax
<supportedVersions>
<li>1.0</li>
</supportedVersions>

but i notice the archive got a double folder structure.
Check the mod folder if you see About folder or another folder, then adjust it.
ty
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Tocato on August 21, 2019, 11:40:26 PM
A suggestion: Clicking on the slot (leg, head, etc) brings up a list of all eligible items for that category

I noticed some mods add suits which take up both the torso and pant slot for instance. Any chance this could be reflected in the mod? For example the warrior poet outfit from vanilla apparel expanded
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Ruisuki on September 03, 2019, 04:21:43 AM
the tribal shoes from hands and footwear(https://steamcommunity.com/sharedfiles/filedetails/?id=1502703299) seem to be off to the side, not quite on the foot slot, because even if i force the shoes from that mod on my pawn still tries to wear combat boots from chicken pluckers new gloves and boots mod https://ludeon.com/forums/index.php?topic=46728.msg461229#msg461229
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Canute on September 03, 2019, 05:25:19 AM
Your pawn's won't do that without that mod ?
I don't think so, this is basicly just a GUI mod and don't modify any rule how to wear clothes.
Or did i missunderstood something from you ?
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Ruisuki on September 03, 2019, 10:56:29 PM
Quote from: Canute on September 03, 2019, 05:25:19 AM
Your pawn's won't do that without that mod ?
I don't think so, this is basicly just a GUI mod and don't modify any rule how to wear clothes.
Or did i missunderstood something from you ?
Well when i equipped the tribal slot it didnt show up under waist, it showed up to the side like gloves do. And even forcing the pawn to wear the tribal shoes didnt stop the pawn from trying to wear combat boots from chicken plucker. So the pawn wear rules didnt change, just that the pawn was trying to equip another pair of footwear while already wearing one, that was already forced. Since that would be two shoes at once, it made me think they werent being recognized as footwear.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Canute on September 04, 2019, 02:52:23 AM
That's a bit more clear.
But again does this happen without this mod too or only with that mod active ?
I think more it is a problem with CP's mod maybe he defined another foot slot and don't use the same like the from hands and footwear.

But when you can say, it only happen with the RPG style inv. mod active, Sandy need to look into it.
Don't forget you can switch the inventory display back to list ingame.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Ruisuki on September 06, 2019, 05:13:49 AM
Alright canute I will ask chicken about this. I will also ask the author of vanilla apparel expanded why the capes don't show up in the rpg spots. I notice the cape at least uses the neck slot. Maybe both have the same issue
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Canute on September 06, 2019, 05:49:09 AM
Ok, not showing up at the inventory and 2 shoe's at once are a different thing.
Not showing up is a mix of both mod's.
While i though with the new design, all kind of new equipment&slot should appear automatical. There must be a conflict maybe.

Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Ruisuki on September 12, 2019, 09:46:50 PM
Arghhh the post didnt go through. Ok so i figured out why the footwear was being replaced. hands and footwear adds shoes that cover the skin layer of footwear. Chickenplucker adds socks which do the same so they are replaced, whereas his actual boots cover the middle layer of the foot. I have yet to figure out why the cape from Vanilla apparel expanded(neck layer) and the battle stims from medical supplements mod(utility layer, covering the waist) dont show on the rpg slots. I know i am able to wear the cape at least simultaneously with both types of headgear (eyewear and hats) and the battle stims alongside a toolbelt (waist coverage belt layer) at least, so maybe a slot hasnt been created for them? I have tried different positioning of the load order, including rpg above and below both mods. So far no luck. Given that...
Quote from: Tocato on August 21, 2019, 11:40:26 PM
A suggestion: Clicking on the slot (leg, head, etc) brings up a list of all eligible items for that category

I noticed some mods add suits which take up both the torso and pant slot for instance. Any chance this could be reflected in the mod? For example the warrior poet outfit from vanilla apparel expanded
would it be possible to show all of the slots that are available before their corresponding gear is equipped? I think so far this mod includes all of the vanilla slots by default: Headgear (head and ears) Torso (middle, outer and skin layer) Pants (skin layer) and waist (belt layer) 
but still is missing some added by mods such as: Gloves (skin layer) Socks(skin layer) and glasses headgear (eye coverage) and maybe the two I mentioned earlier? All dont show on the rpg slots before they are actually on your colonist so it would be helpful i think.

I also think what Tocato says makes sense. Combination suits which cover the torso and pants should appear on both slots, as opposed to only the top making it appear at a glance as if the bottom if naked. Just some thoughts.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Tocato on September 24, 2019, 03:25:29 PM
Can we rearrange the rpg slots so that skin is on the left middle torso is middle and outer remains right?
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Starsenal on November 01, 2019, 11:33:14 PM
Hello. Could we get a compact version of this mod? To specify, I would like the squares for clothing, weapons, and such to be smaller so that when I click on the gear tab, I do not have to scroll through a vertical list of things to see everything. I know that with mods such as smart medicine where I have my doctors stocked up with 2 or 3 different medicines at all times, it makes it more difficult to prevent this, but I hope that by reducing the size of the boxes that maybe this could be achieved.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: BlueTressym on November 17, 2019, 01:55:13 PM
Hi.  I really ,ike this mod.  Is it possible to make it compatible with the Underwhere mod by An Ol' Spicy Keychain? 

It adds new layers for the undies; Underwear top and Underwear bottoms. 
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Chaos17 on November 21, 2019, 03:31:02 AM
Quote from: BlueTressym on November 17, 2019, 01:55:13 PM
Hi.  I really ,ike this mod.  Is it possible to make it compatible with the Underwhere mod by An Ol' Spicy Keychain? 

It adds new layers for the undies; Underwear top and Underwear bottoms.
+1 specially because someone on Steam is trying to add underwear but don't know himself how to add layer so his "esthetic" mod bug if the pawn wear to many cloth.
https://steamcommunity.com/sharedfiles/filedetails/?id=1870010563&searchtext=underwhere

He said he is no coder so can't do much about that bug.
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Apposl on November 21, 2019, 02:10:20 PM
Anyone know what was done to get this recognizing alternate races? Based my custom race off the Squishables race mod and neither of our races are showing up.
Title: Re: [1.0] RPG Style Inventory [V3.1] (08/07/2019) | UI mod
Post by: Apposl on November 21, 2019, 02:21:31 PM
Apologies I asked something I'm seeing now is likely covered. On phone and 2g data, and I posted before clicking through all the pages. Will do so. Beautiful mod.

Quote from: Sandy on July 13, 2019, 10:22:23 AM
Quote from: Falcio on July 13, 2019, 10:15:27 AM
Quote from: Canute on July 13, 2019, 04:09:28 AM
You NEED to report that to the Race author(s).
He made races they arn't 100% compactible like the other races, he need to fix that.
I will, though I'm still curious to how the author got  the mod to work on Twi'leks, since the very same thing would also fix Zabraks...
Hi.. like i previously said, i did check both Twileks and Zabraks with my mod and they both worked.. no matter the race, all units are in Pawn Class and thx to Mehni, i patched to that class.. so it should work..
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Agent Smith on December 03, 2019, 06:08:42 PM
The mod is coming up blank
Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Canute on December 04, 2019, 03:39:38 AM
So blank like your message ?
Could you give a bit more details.
What is blank, the file you download, the display window, or ... ?

Did you download the mod with the Dropbox link ?
I just notice, Sandy made a mistake and add a extra folder inside the archive.
\[1.0] RPG Style Inventory [V3.2].rar\[1.0] RPG Style Inventory [V3.2]\[1.0] RPG Style Inventory\
So when you unzip it into mods, the mod can't work. You need to move the folder inside the mod folder to Mods.
Just compare how other mod file structure looks when you open them.

But if you got another problem, maybe describe it better and maybe include a logfile use the Share log button from the logwindow.

Title: Re: [1.0] RPG Style Inventory [V3.2] (14/07/2019) | UI mod
Post by: Sandy on January 07, 2020, 12:09:41 PM
Sorry guys for replying soooo late. I was caught up with work.
Quote from: Ruisuki on September 12, 2019, 09:46:50 PM
Arghhh the post didnt go through. Ok so i figured out why the footwear was being replaced. hands and footwear adds shoes that cover the skin layer of footwear. Chickenplucker adds socks which do the same so they are replaced, whereas his actual boots cover the middle layer of the foot. I have yet to figure out why the cape from Vanilla apparel expanded(neck layer) and the battle stims from medical supplements mod(utility layer, covering the waist) dont show on the rpg slots. I know i am able to wear the cape at least simultaneously with both types of headgear (eyewear and hats) and the battle stims alongside a toolbelt (waist coverage belt layer) at least, so maybe a slot hasnt been created for them? I have tried different positioning of the load order, including rpg above and below both mods. So far no luck. Given that...
Quote from: Tocato on August 21, 2019, 11:40:26 PM
A suggestion: Clicking on the slot (leg, head, etc) brings up a list of all eligible items for that category

I noticed some mods add suits which take up both the torso and pant slot for instance. Any chance this could be reflected in the mod? For example the warrior poet outfit from vanilla apparel expanded
would it be possible to show all of the slots that are available before their corresponding gear is equipped? I think so far this mod includes all of the vanilla slots by default: Headgear (head and ears) Torso (middle, outer and skin layer) Pants (skin layer) and waist (belt layer) 
but still is missing some added by mods such as: Gloves (skin layer) Socks(skin layer) and glasses headgear (eye coverage) and maybe the two I mentioned earlier? All dont show on the rpg slots before they are actually on your colonist so it would be helpful i think.

I also think what Tocato says makes sense. Combination suits which cover the torso and pants should appear on both slots, as opposed to only the top making it appear at a glance as if the bottom if naked. Just some thoughts.
Hi. rimworld clothing systems is really complex, with 5 layers and many more bodyparts. even with 10 bodyparts, that 50 clothes ur pawn can wear and i dont have the space for more slots. that and since im using 14" laptop, i cant make the slots and check its working in the small screen size.
anyway, a shoe covering the feet can be used in 5 layers. i only made enough slots to allocate the 3 common layers, onskin, middle and outer. many modders are making apparels that they want to wear with other apparel mods, so they choose uncommon layers, like overhead and belt. they wont appear in my slots.
the thing with cape is, i think it covers both neck and torso, right? if it didnt show up in the three slots using common layers, then the cape uses uncommon layers. probably to wear it along with other outer layer apparels, like armors. as for neck slots, they only covers neck, not torso. since the cape covers torso, it wont appear in the neck slot. the system is complicated for me, sorry about that.

Quote from: Tocato on September 24, 2019, 03:25:29 PM
Can we rearrange the rpg slots so that skin is on the left middle torso is middle and outer remains right?
the reason i made it like that is bcoz at the start of the game, pawns spawn with onskin clothes only. only jacket types and armors use middle and outer layers. so i didnt want it to look awkward at the start.

Quote from: Starsenal on November 01, 2019, 11:33:14 PM
Hello. Could we get a compact version of this mod? To specify, I would like the squares for clothing, weapons, and such to be smaller so that when I click on the gear tab, I do not have to scroll through a vertical list of things to see everything. I know that with mods such as smart medicine where I have my doctors stocked up with 2 or 3 different medicines at all times, it makes it more difficult to prevent this, but I hope that by reducing the size of the boxes that maybe this could be achieved.
the main aim of the mod was to get a visual idea of apparels, making the slots smaller than it already is, will make the textures even smaller and not clearly visible to everyone. sorry.

Quote from: BlueTressym on November 17, 2019, 01:55:13 PM
Hi.  I really ,ike this mod.  Is it possible to make it compatible with the Underwhere mod by An Ol' Spicy Keychain? 

It adds new layers for the undies; Underwear top and Underwear bottoms.
with my laptop screen size, not possible. In Steam, i already mentioned that if anyone else want to take up this mod and add those other layers, they can do it. sorry man. there are already too many layer+bodypart mix in rimworld and these guys are adding more to it. showing them all in slots, placed in meaningful places in the UI, is near impossible.

Quote from: Agent Smith on December 03, 2019, 06:08:42 PM
The mod is coming up blank
Quote from: Canute on December 04, 2019, 03:39:38 AM
So blank like your message ?
Could you give a bit more details.
What is blank, the file you download, the display window, or ... ?

Did you download the mod with the Dropbox link ?
I just notice, Sandy made a mistake and add a extra folder inside the archive.
\[1.0] RPG Style Inventory [V3.2].rar\[1.0] RPG Style Inventory [V3.2]\[1.0] RPG Style Inventory\
So when you unzip it into mods, the mod can't work. You need to move the folder inside the mod folder to Mods.
Just compare how other mod file structure looks when you open them.

But if you got another problem, maybe describe it better and maybe include a logfile use the Share log button from the logwindow.
About that two folder thing, since i made different version, using the new version names made trouble for other mods accessing mine, like Smart Medicine. so i used the outer folder to mention the version and the inner folder to copy to ur mod folder. I'll update the "How to install" section with this info. Thanks guys.
And Canute, thx so much for helping me and the others here, man.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3] (25/02/2020) | UI mod
Post by: Sandy on February 25, 2020, 11:48:06 AM
Hi guys. I updated the mod to 1.1. It also has 1.0 version, so it should work on both versions.
Added support for Capes from Vanilla Apparel Expanded. Thanks.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3] (25/02/2020) | UI mod
Post by: dearmad on February 25, 2020, 07:33:39 PM
So amazing! Thank you SOO MUUUUCH!

Tynan BUY these modders creations and pay em a royalty!
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3] (25/02/2020) | UI mod
Post by: flyfire2002 on February 27, 2020, 01:47:17 AM
Hi Sandy, thanks for your great mod. I'm trying to revive the CE compatible version of this mod. I have a question about a code snippet. Under 1.1 source code line 193, which is
foreach (ThingWithComps current in this.SelPawnForGear.equipment.AllEquipmentListForReading), the code checks whether current is primary, then decide where to draw it. It seems that if there are multiple non-primaries, they will draw over each other, no? Also for non-primary, brawler check (line 212), why does the code need to check whether the primary is not null?

Thanks for answering the questions!
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3] (25/02/2020) | UI mod
Post by: Sandy on March 04, 2020, 09:00:37 AM
Quote from: flyfire2002 on February 27, 2020, 01:47:17 AM
Hi Sandy, thanks for your great mod. I'm trying to revive the CE compatible version of this mod. I have a question about a code snippet. Under 1.1 source code line 193, which is
foreach (ThingWithComps current in this.SelPawnForGear.equipment.AllEquipmentListForReading), the code checks whether current is primary, then decide where to draw it. It seems that if there are multiple non-primaries, they will draw over each other, no? Also for non-primary, brawler check (line 212), why does the code need to check whether the primary is not null?

Thanks for answering the questions!
Hi, thanks for using my mod. Sorry for the very late reply. Both of your questions are related to Dual Wield mod.
First, there's only supposed to be one offhand(non-primary) weapon, so i didnt worry about more than one non-primary weapons.
Second, the primary null check is bcoz of how the Dual Wield mod works. If you dont have any weapon and only equip an offhand weapon, the mod will consider that as a primary. And, if you have a primary weapon and then equip an offhand weapon, the mod will consider the offhand weapon as a non-primary. So, if I have to display the offhand weapon in the second weapon slot, I need to make sure the primary weapon is also equipped, hence the null check.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3.1] (04/03/2020) | UI mod
Post by: Sandy on March 04, 2020, 11:17:16 AM
Version 3.3.1
- Fixed the issue with 'looting' apparels of imperial troopers and quest helpers.
- Fixed the issue with memory leak when kept the gear tab open for long time.

I think i fixed those, but i dont have the DLC, so i couldnt check it myself.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.3.2] (10/03/2020) | UI mod
Post by: Sandy on March 10, 2020, 11:10:03 AM
Version - 3.3.2
- Added mod settings to adjust the gear tab size.
- Added support for Field medic mod.
Thanks.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.4] (07/04/2020) | UI mod
Post by: Sandy on April 06, 2020, 11:11:31 PM
Version - 3.4
- Added support for A Rimworld of Magic mod, code provided by Torann.
Title: Re: [1.1-1.0] RPG Style Inventory [V3.4] (07/04/2020) | UI mod
Post by: Ruisuki on May 11, 2020, 06:55:18 PM
any plans for adding ammunition support? https://ludeon.com/forums/index.php?topic=49839.0
Title: Re: [1.2 - 1.1 - 1.0] RPG Style Inventory [V4.0] (26/12/2020) | UI mod
Post by: Sandy on December 25, 2020, 06:58:59 PM
V4.0:
- Updated to Rimworld 1.2 version.
- Remade the mod to support most apparel mods.

Quote from: Ruisuki on May 11, 2020, 06:55:18 PM
any plans for adding ammunition support? https://ludeon.com/forums/index.php?topic=49839.0
Currently, no plans for that. Sorry man.
Title: Re: [1.2] RPG Style Inventory [V4.1] (19/04/2021) | UI mod
Post by: Sandy on April 18, 2021, 02:26:18 PM
V4.1:
- Old RPG style layout.
- Added slots for Combat Shields and UnderWhere mods.
Title: Re: [1.3] RPG Style Inventory [V4.3] (19/12/2021) | UI mod
Post by: Sandy on December 19, 2021, 10:39:08 AM
Now updated to Rimworld V1.3. Sorry for the delay.
Title: Re: [1.3] RPG Style Inventory [V4.3] (19/12/2021) | UI mod
Post by: gameserver on January 07, 2022, 04:51:09 AM
thank you.really like it
Title: Re: [1.3] RPG Style Inventory [V4.3] (19/12/2021) | UI mod
Post by: aviv on March 22, 2022, 01:07:19 AM
the mod doesnt work for me , mod list show everything ok but when i press gear tab nothing showing up.
1)i have advance Rimhud mod
2) i copy all the folders and files inside the zip.
3) like (2) but only the folders with the version 1.3 on them.
Title: Re: [1.3] RPG Style Inventory [V4.3.1] (15/05/2022) | UI mod
Post by: Sandy on May 15, 2022, 01:27:45 PM
V4.3.1: Fixed the issue with Hands and Feet apparels not showing in slots when using Yayo's Combat 3 (Adopted) mod.
Thank you.
Title: Re: [1.3] RPG Style Inventory [V4.3] (19/12/2021) | UI mod
Post by: Sandy on May 15, 2022, 01:30:48 PM
Quote from: aviv on March 22, 2022, 01:07:19 AM
the mod doesnt work for me , mod list show everything ok but when i press gear tab nothing showing up.
1)i have advance Rimhud mod
2) i copy all the folders and files inside the zip.
3) like (2) but only the folders with the version 1.3 on them.

Do you have any pics of the Gear tab? you can ignore folders named in numbers "1.0", "1.1", "1.2" and only use "1.3", but all the other folders need to be copied fully.