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Also using icons (for example from thenounproject.com) instead of words (head, body, etc.) might save a tiny bit of space... or might not, depending on the size of the icons.
I think all items visible "at a glance" is an important feature I would like to keep. So all equipped items should be visible.
I like the icons suggestion though, this might be a good way how to deal with the slot descriptions.
SpecialBelt
SwordSheath
TorsoRig
TorsoRig2
waistbags
UpperArmLeft
UpperArmRight
ThighLeft
ThighRight
LowerBody
Pauldrons
HandPlateLeft
HandPlateRight
ShinPlateLeft
ShinPlateRight
SpecialMask
By scrap armor you mean this mod? https://steamproxy.com/sharedfiles/filedetails/?id=2658619264&searchtext=Scrap+Armor
Also if you could test out the options it would be great https://github.com/rempAut/PZ-ClothingUI#options--configuration
thanks
Back/Bags would be pretty straight forward (backpack on back, fanny pack in front, fanny pack/satchel in back), but the Trinkets might need its own window similar to the Equipped Items to list all of the places you have jewelry. 11 Trinket slots is just yikes. :)
I know the Fanny Pack & Satchel currently get listed as an Accessory, but it would be nice if they could be moved to the Back/Bag section I'm proposing. That would help reduce some Accessory clutter in the Equipped Items window.
OR:
Same suggestion, but replace Trinkets with Bag/Back, and make the Trinkets a button (like the [Inv] button) with its own pop-up window similar to the Equipped Items window.
Likewise, instead of another floating UI button, you could maybe make the Equipped Items window have two integrated buttons for Equipped Items & Trinkets. Then you could use one window and just click between the two sets of equipped items.
Finally, I think it would be nice to show empty boxes where items aren't worn, with right-click for context menus that list carried items (maybe items in nearby containers, too) that can be worn there.
Granted, you can already right-click the row labels (Head/Body/etc) to see what clothing can be equipped that you're carrying, but the context menu doesn't show if it will replace any of the equipped items.
I like the idea of optionally visible trinkets, because there is just too many of them. Maybe do it like a tab similiar to health/info/etc of vanilla UI?
Or maybe, even better way would be make it collapsible (like in the TV interface, you can collapse the categories). This needs to be tested and see what players prefer more.
Empty boxes - I dont like this,because there are so many item categories (+ some possible modded categories). Having to display them all would be too much. Personally, I was thinking about improving the context menu. For example - after right click of the row label, add a color to the listed options indicating if the slot is occupied or not.
FYI - you can already see in the context menu if the item gets replaced.
I suppose the empty boxes wouldn't be manageable, even with collapsible row menus (which is a pretty slick idea).
Adding extra Context to the row labels' menu could make it easy to display a 'Empty Slots' options, which could fork through menus for available empty slot types (Head / Face / Legs / etc), each with sub-menus that provide lists of all equipable items for that specific slot.
I never saw the context menu mention anything about items being replaced. I'm guessing I just wasn't wearing anything in the slots to begin with.
You can drag it everywhere and it's great but i wonder if you could add the option to "fix" it to the place you want to