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Equip-in-place double-click

Double-click any weapon, armor piece, or clothing in your backpack to equip it instantly. Whatever was in the conflicting slot gets moved back to your pack first. No more drag-and-drop dance every time you switch weapons.

It's always on, no toggle, no command.

What it does

You do What happens
Double-click a one-handed weapon (sword, mace, dagger, etc.) in your pack Equips it on your main hand. Whatever was in your main hand goes to your pack.
Double-click a two-handed weapon (halberd, bow, two-hander) in your pack Equips it on both hands. Anything in main hand AND off hand goes to your pack.
Double-click armor (helm, chest, legs, gauntlets, gorget, arms, etc.) in your pack Equips it on the matching layer. The displaced piece goes to your pack.
Double-click clothing (robe, shirt, kilt, etc.) in your pack Equips it on the matching layer. The displaced piece goes to your pack.
Double-click a worn armor or clothing piece Unequips it back to your pack.
Double-click a worn weapon Vanilla behavior runs — axes chop trees, ShepherdsCrook herds sheep, ThrowingDagger throws, etc.
Double-click anything that ISN'T a weapon / armor / clothing Vanilla behavior runs — instruments play, lockpicks pick locks, pet leashes summon pets, regs go nowhere, food gets eaten.

What it respects

The vanilla "you can't equip that" rules still fire:

  • Stat requirements — Longsword needs 25 Str, etc. If your Str is too low you get the standard "You are not strong enough to equip that." refusal and nothing gets displaced.
  • Race restrictions — gargoyle-only / elf-only items refuse with the usual message.
  • Gender restrictions — female-only / male-only clothing refuses with the usual message.
  • Ethics / faction restrictions — same refusal path as vanilla.
  • Backpack capacity — if your pack is too full to receive the displaced item, the equip aborts before anything moves. You won't end up half-stripped.

What you'll see

  1. You double-click an item in your pack (or worn).
  2. The standard accessibility checks run (in range, can see, alive, item accessible, not in secure trade, etc.). If any fail, you get the usual refusal message.
  3. If the item is a worn armor or clothing piece, it drops into your pack.
  4. If the item is a worn weapon, the normal use-the-weapon behaviour fires (axes chop trees, fishing rods fish, etc.).
  5. If the item is a weapon / armor / clothing in your pack, the conflicting slot(s) clear first, then the new item is equipped. If your pack is too full to receive a displaced item, the swap aborts cleanly before anything moves. If the new item fails its equip checks (stat / race / gender / ethic), any displaced items are put back exactly where they were — you never end up half-stripped.
  6. Any other item type (instrument, lockpick, food, regs, leash) does its normal double-click action.