Mods / Clothes Have Pockets
- Tags:
- Author:
- Calminaion
- Side:
- Both
- Created:
- Jul 12th at 2:57 PM
- Last modified:
- Aug 22nd at 12:49 PM
- Downloads:
- 1478
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
clotheshavepockets_1.1.3.zip 1-click install
Clothes Have Pockets
Your clothes carry your things - wear trousers or a coat and get extra inventory slots
How It Works
Wear a garment with pockets and a small Pockets panel appears beside your inventory, holding two slots for each pocketed item you have on. Fill them like any other slot.
Take a garment off and its pockets empty out - the contents go into your inventory, or drop at your feet if there is no room. Nothing is ever hidden inside a coat sitting in a chest.
Screenshots
The Pockets panel sits beside your inventory.
Every garment tells you how many pockets it has.
Requirements
The mod was rebuilt from scratch to stand on its own after that library was put into draft and stopped being available. It now uses only the game's own public modding interfaces and patches no game code, so nothing else has to be installed and there is nothing to break when the game updates.
Controls & Settings
The panel opens with your inventory. There is also a Show Pockets hotkey (O by default, rebindable in Controls) which works either way.
Settings live in ModConfig/ClothesHavePockets.json:
- • TryPlayerInventoryBeforeDropping - put emptied pockets into your inventory first and only drop the overflow. On by default, so changing clothes over water does not cost you anything.
- • OpenWithInventory - whether the panel appears alongside the inventory screen. Turn it off to unbind it completely and use only the hotkey.
- • UnbindFromInventoryWithImmersiveInventorySlots - see below.
Immersive Inventory Slots
If Immersive Inventory Slots is installed, the Pockets panel unbinds itself from the inventory screen automatically and is opened with its hotkey instead - that mod exists to keep you out of your bags while crafting, and a row of pockets sitting on the same screen would rather defeat it. Set UnbindFromInventoryWithImmersiveInventorySlots to false if you would rather keep it attached.
Future Ideas
- • Pockets To Suit The Garment: A heavy coat holding more than a pair of hose. Slot counts can already vary per individual garment, so it just needs deciding item by item.
- • Clothing Mod Support: Patches for popular clothing mods - Canadian Winter Clothes and Dressed To Kill Redux first.
Supported Vanilla Clothing
Every lower body and upper body over garment in the game, villager clothing included. Each gives two pockets. Hover any of them in game and the tooltip tells you how many pockets it has.
Lower Body Clothing
Aristocrat Leggings, Dirty Linen Trousers, Fine Trousers, Jailor Pants, Lackey Breeches, Merchant Pants, Messenger Trousers, Minstrel Pants, Noble Pants, Prince Breeches, Reindeer Herder Trousers, Raw Hide Trousers, Shepherd Pants, Squire Pants, Nomad Trousers, Tattered Peasant Gown, Torn Riding Pants, Warm Woolen Pants, Woolen Leggings, Workman's Gown, Blackguard Leggings, Clockmaker Pants, Hunter Leggings, Malefactor Trousers, Forlorn Pants, Commoner Trousers, Tailor Trousers, Homespun Pants, Pastoral Pants, Chateau Pants, Marketeer, Rotwalker, Rotten King, Surgeon, Miner, Alchemist, Forgotten, Deep, Survivor, Scribe, Skirt, King, Grass, Embroidered Pantaloons, Blue Braies, Brown Braies, Gray Braies, Plain Braies, Black & Red Hose, Blue & Pink Hose, Brown & Gray Hose, Gray & Purple Hose, Green & Yellow Hose, Orange & Blue Hose, Purple & Pink Hose, Red & White Hose, White & Orange Hose, Yellow & Black Hose, Arctic Hunter, Embroidered Fur, Arctic Fisher, Emerald Reindeer Herder, Acrobat, Jester, Beggar, Wanderer, Warrior, Centurion, Popinjay, Farmhand, Barber, Beekeeper, Blacksmith, Guard, Hunter, Innkeeper, Miner Clean, Musician, Peasant 1, Peasant 2, Peasant 3, Shepherd, Tailor, Winter 1, Winter 2, Peasant Skirt 1, Peasant Skirt 2, Peasant Skirt 3, Fisher
Upper Body Over Clothing
Cerise Embroidered Reindeer Herder Coat, Clockmaker Tunic, Cobalt Mantle, Commoner Coat, Forgotten, Fur Coat, Fur-lined Vest, Great Steppe Mantle, Hunter Coat, Huntsman's Tunic, King, Malefactor Tunic, Marketeer, Miner, Nomad Mantle, Reindeer Herder Fur Coat, Rotten King, Rotwalker, Spice Merchant's Coat, Surgeon, Tailor Jacket, Traveler's Earthrobe, Warm Robe, Burgundy Pelicon, Purple Pelicon, Quilted Corsage, Quilted Doublet, Fortune Teller, Arctic Hunter, Embroidered Fur, Arctic Fisher, Emerald Reindeer Herder, Temptress, Hide Tunic, Coat Long, Beekeeper, Coat Very Long, Musician, Coat Short, Miner, Miner Clean, Tailor, Winter 1, Winter 2
View My Other Mods
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.3 | clotheshavepockets | 448 | Aug 22nd at 12:49 PM | clotheshavepockets_1.1.3.zip | 1-click install | ||
Version 1.1.3Pocket contents now drop when you die, and the pockets no longer go blank on a server Updating From 1.1.2There is nothing you need to do - pocket contents belong to you rather than to your clothing, and they are untouched by this update Update Clothes Have Pockets only - it has no dependencies, and none of the clothing mods it supports are required or affected Fixed
Changed
On a busy server - the fix above was found on a server and verified on one, but with a single player connected. It should hold with several, and the reasoning is that the client no longer decides for itself when a garment has come off: it waits to be told by the server and redraws from what the server sends. That removes the guesswork that caused the blanking. What has NOT been proved is several players doing it at once. If pockets misbehave with a few of you online - blank panels, or contents that look wrong until you reopen them - please say so, with how many players were on and what you were each doing. Nothing is lost either way; the contents belong to you, not to the clothing. Coming from 1.0.x, the Player Inventory Lib versions? Empty your pockets before updating - 1.1.x shares no code with them and nothing carries across. | |||||||
| 1.1.2 | clotheshavepockets | 300 | Aug 16th at 1:11 PM | clotheshavepockets_1.1.2.zip | 1-click install | ||
Version 1.1.2Pockets no longer look empty when they are not Updating From 1.1.1There is nothing you need to do - pocket contents belong to you rather than to your clothing, and they are untouched by this update Update Clothes Have Pockets only - it has no dependencies, and none of the clothing mods it supports are required or affected Fixed
Coming from 1.0.x, the Player Inventory Lib versions? Empty your pockets before updating - 1.1.x shares no code with them and nothing carries across. | |||||||
| 1.1.1 | clotheshavepockets | 164 | Aug 15th at 6:16 AM | clotheshavepockets_1.1.1.zip | 1-click install | ||
Version 1.1.1Pockets no longer duplicate their contents when you change clothes, and twenty garments across seven clothing mods now have pockets of their own Updating From 1.1.0There is nothing you need to do - pocket contents belong to you rather than to the clothing, and they are untouched by this update None of the clothing mods below are required. Each mod's support switches itself on only when you have that mod installed, and is skipped silently otherwise - so this update is safe whether you have all seven or none of them Fixed
Clothing Mods SupportedTwenty garments across seven mods, two pockets each. Install as many or as few as you like - each one's support appears only when that mod is present.
New
Changed
Coming from 1.0.x, the Player Inventory Lib versions? Empty your pockets before updating - 1.1.x shares no code with them and nothing carries across. | |||||||
| 1.1.0 | clotheshavepockets | 263 | Aug 9th at 8:35 PM | clotheshavepockets_1.1.0.zip | 1-click install | ||
|
------------------------------------------------------------------------------- The mod was rebuilt from nothing after Player Inventory Lib went into draft. NEW * No dependencies at all. Only the game's own public modding interfaces are * A Pockets panel beside the inventory screen, holding two slots for each * A "Show Pockets" hotkey, O by default and rebindable, which works whether * Taking a garment off empties its pockets to you - into your inventory * Garment tooltips say how many pockets that garment has. * Settings in ModConfig/ClothesHavePockets.json: * Immersive Inventory Slots support - when that mod is installed the panel CHANGED * Pocket contents belong to the player, not to the garment. They no longer * Which clothing has pockets, and how many, is set entirely in JSON, per REMOVED * The Player Inventory Lib and Overhaul Lib dependencies. * The hot-swap slot-stacking issue and the relog-after-character-creation | |||||||
| 1.0.1 | clotheshavepockets | 244 | Jul 12th at 8:21 PM | ClothesHavePockets_1.0.1.zip | 1-click install | ||
|
Added compat
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| 1.0.0 | clotheshavepockets | 59 | Jul 12th at 3:02 PM | Clothes_have_Pockets_1.0.0.zip | 1-click install | ||
|
Initial Release: | |||||||

Hi there!
Updated the mod to 1.1.2 on our server but we're still coming up against the clothing pockets 'invisible though still there' bug. Items go hidden after a minute or several and they do show back up if you click the slots and move them, however a moment of closing inventory, dooting around and same hiccup.
Tried clearing the cache for both server/client, no change.
[Had to roll the mod back to 1.1.0.]
Bug does not seem to happen on single player.
Server/clients are running vintage 1.22.6 -- 3 players max.
I don't know if it's possibly related to one of the clothing we use mods but I can't pull them at the moment to test with the server. I'll list them below.
ClothingAnySlot. Clothing Visually Degrades.
[Not sure if it'll help, but will paste the server modlist. Apologies for the text wall!]
Loaded Mods: cbr@2.0.1, chiseltools@1.17.4, creaturefootsteps@1.3.0, darcesdriftersredone@1.3.0, eternalstew@2.0.1, grasstoropes@1.2.3, grindingwheelrework@1.1.5, jsonpatcheslib@1.5.8, monsternuggetdrops@1.4.1, overhaullib@2.0.10, primitivesurvival@5.1.1, repairablelocust@2.0.2, respawngear@1.1.3, shelfobsessed@2.2.1, somedisassemblyrequired@1.10.2, spinningwheel@1.2.12, stonequarryrepckfipil@3.6.3, temporalslite@0.0.9, temporalvessels@1.0.3, game@1.22.6, vsimgui@1.2.7, aculinaryartillery@2.0.0-dev.21, alchemy@2.1.19, algernonsterrainsampler@1.3.0, alternateelkhoofsounds@1.1.0, attributerenderinglibrary@3.2.0, egocaribautomapmarkers@5.0.3, bedspawnv2@1.7.1, bettererprospecting@3.4.4, betterruins@0.6.3, bettertraders@0.2.0, canjewelry@0.6.24, carryonlib@1.0.0-pre.5, clothinganyslot@2.0.0, clothingvisuallydegrades@2.4.0, cmmobility@2.2.0, configlib@1.12.0, dead@2.6.0, domesticanimaltrader@1.1.5, downed@2.5.0, farseer@1.4.0, footprints@1.2.4, freedomunits@1.1.5, immersivemodularbackpacks@1.5.1, jaunt@3.1.0, mealrevariation@3.2.0, metalpots@1.8.0, orekiwoofsbeehives@2.0.0, panningmachine@1.1.1, placeonslabs@1.1.4, playermodellib@1.23.8, remodel@1.0.1, restfulsit@1.2.0, rivers@5.0.2, roamingbees@2.0.0, ropeandspear@1.1.7, sheydermod@1.1.3, sleepingbagmod@1.0.0, smithingplus@1.9.0-rc.1, statushudcont@4.3.2, stonebakeoven@1.3.8, tallybook@0.3.15, tasshunting@0.14.0, th3dungeon@1.0.2, toolsmith@1.2.18, vanillaarmory@2.2.3, vanity@2.5.1-rc.1, creative@1.22.6, vslumber@0.1.2, vsroofing@1.7.1, survival@1.22.6, xlibfork@1.0.35, autoconfiglib@2.0.10, beastsofmen@0.3.0, canjewelryxskill@0.1.6, carryon@2.0.0-pre.5, draconis@1.5.0, expandedfoods@2.0.0-dev.12, gliderrevampdrathon@1.0.4, kcsdragons@0.9.17, smithingplusbugfix@2.0.1, terrainslabs@1.0.17, vermicomposting@1.0.6, xskillsfork@1.0.94, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, modularbackpacksdragons@1.0.0, xskillsgilded@1.3.49
idk what happened but sometimes stuff just invisible in the pocket tab until i click on it
Ooooo, neat!
I've gone ahead and added pockets to (some) of the clothes from SimpleCloth Updated in SimpleCloth Compatability, if that is something you want to flag. Robes currently get 3 pockets, vests 1, pants and breeches 2 pockets, and the cloak and exomis each get 1, though it is all subject to change.
Lost everything that was in my pockets when reloading the world after closing (single player) )=
What version of the mod are you on and have you updated from a previous version (When player inventory lib was used)?
If you can send the server log I can see if anything is in there. Sorry that happened, never did for me in testing
Can you click on the empty slots and see if you get your items, they may be invisible,
I'll try checking empty slots on next launch!
The mod is fully up to date, I never installed player inventory lib.
As for the server log... genuinely I cannot because it's 4MB??? Even pastebin is not cooperating. Also might not be the one in which it all vanished bc I might have restarted after a crash )= genuinely don't remember the order of events, it was late night for me. I can, uh, look up anything in it if you tell me what to look for???
update: yeah they were invisible!
Love this mod. I ALWAYS keep a lit backup tourch in a pocket.
somehow, when changing pants, my 4 bottles of 1L of water where copied instead of just popped out, 4 where thrown into my inventory but there where 4 still in my new pockets
I have added a fix for it now in the latest version
hip hip hoorah! many thanks :D
Noticed a bug, not sure why exactly it happens, but when you have lot of inventory space and take an item out of the pant slots, the inventory jumps up tot he top layer instead of staying in the inventory layer you was. Not sure how to explain it since english is not my main language hehehe. But a big inventory has a slide to go up and down, picking an item from the pant slots (At the very buttom of the slide) it forces the slide to go to the very top.
noticed it dont happens just with the pant inventory slot, it happens in any inventory space when you add or remove an item the slide of your inventory jumps up, like it dont keeps memory of where your slide was when you take an item or add an item.
another bug, you cant drag items to fill different slots in your inventory. I think thats a feature of Storage tweaks, not sure if its a vanilla feature or not, but still, this mod disables that as well, you cant split items by dragging it between different slots in your inventory.
Removing the mod after a long time messes with the inventory, items dissapears or duplicates and other items turns into ghost items. It is like the mod saves an inventory that somehow reverts when the mod is removed causing that any item adquired with the mod dissapear and any item stored in chects appears in your inventory as a ghost item if is a stackable (Stacks of 0) item or a duplicated if is not a stackable item.
That's odd.
The first and second issue would be related to PIL so there isn't anything I can do on my end (Looks like the first has been reported already)
Will put a warning on the page about the 3rd issue to say to remove items from pockets before removing the mod
ah yes, let me put 742 metric tons of gravel in my left pocket and a lit oil lamp in my right pocket. 😁👍
all seriousness great idea, but maybe don't stop at changing stack size and also limit the type of items that can go in certain clothing sets?
Haha, that's good.
I will be leaving the slots open as to me that is more practical
not sure wich of the 3 mods is causing it, this or its dependency, but it completely disables /gm2 inventory selection. It will only open the player's inventory even as admin or creative.
PIL makes it so you have to use Shift + E to open the creative menu
ohhh, thanks, and i was here thinking it was a compatibility issue lol
i will have to wait for a patch for https://mods.vintagestory.at/show/mod/367 as it breaks the inventory sort but it's most likely player inventory lib.
That would be PIL all I do is patch in slots to clothing using their system
Inspired idea. It's so simple, but I never would have thought of it. Very nice.
Thanks, I am surprised no one had done it before.
The mod nobody asked for, but the mod everybody needs.
Think that is most mods, don't think you need it till someone makes it.lol
This is great - reminds me of SCUM. Thank you! :D
Thanks. Haven't played that but alot of zombie games add it. No problem :)
Pretty please, could you list affected clothing? At the moment, it only seems to affect the leather backpack.
Added list of clothes
Doesn't affect backpacks.