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[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 !
function: perform -- file: EasyLoadoutActionHotbar.lua line # 41 | MOD: Easy Loadouts
LOG : General , 1721010335072> bugged action, cleared queue EasyLoadoutEquipHotbar
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.
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.
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.