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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 moves back to your pack first. No drag-and-drop every time you switch weapons.

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 Its normal action runs - axes chop trees, shepherd's crooks herd sheep, throwing daggers throw, fishing rods fish.
Double-click anything that ISN'T a weapon / armor / clothing Its normal action runs - instruments play, pet leashes summon pets, regs do nothing, food gets eaten.

What it respects

The usual "you can't equip that" rules still apply:

  • Stat requirements - a Longsword needs 25 Str, and so on. If your Str is too low you get the standard "You are not strong enough to equip that." refusal and nothing gets displaced.
  • Race, gender and faction restrictions - items restricted to a race, a gender, or an ethic refuse with the usual message.
  • Backpack capacity - if your pack is too full to receive the displaced item, the equip aborts before anything moves.

Order of events

  1. You double-click an item in your pack (or worn).
  2. The usual checks run first: you must be alive, in range, able to see the item, and not in a secure trade. If any fail, you get the usual refusal message.
  3. A worn armor or clothing piece drops into your pack.
  4. A worn weapon fires its normal use action.
  5. A weapon, armor or clothing piece in your pack clears the conflicting slot(s) first, then equips. If your pack is too full to receive a displaced item, the swap aborts 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, food, regs, leash) does its normal double-click action.