Can someone check this for me? I'm not sure what I'm doing wrong. I don't actually know much about coding. I'm attempting to make "tactical clothing" or "cargo clothing." I basically want to make it so the clothing I add has storage. To do this I attempted to give containers with "CanBeEquipped = Top" the ability to be right clicked for the Wear context menu option. I tried to base it off of the back equipable items but make it so they get equipped to the clothing slots instead of the back slot. So far here is what I've done. I've also attached the files if that makes things easier. module Test{ item TacticalVest { Palettes = Vest_Black, BodyLocation = Top, PalettesStart = Vest_, Type = Container, Temperature = 5, SpriteName = Vest, DisplayName = Tactical Vest, Icon = Vest, Capacity = 10, WeightReduction = 75, CanBeEquipped = Top, } }I've modified "ISInventoryPaneContextMenu.lua" (around line 330) if instanceof(testItem, "InventoryContainer") and testItem:canBeEquipped() == "Top" then canBeEquippedTop = true; end if instanceof(testItem, "InventoryContainer") and testItem:canBeEquipped() == "Bottoms" then canBeEquippedBottom = true; end if canBeEquippedTop and not unequip and not getSpecificPlayer(player):getClothingItem_Torso() then context:addOption(getText("ContextMenu_Wear"), items, ISInventoryPaneContextMenu.onWearItems, player); end if canBeEquippedBottom and not unequip and not getSpecificPlayer(player):getClothingItem_Legs() then context:addOption(getText("ContextMenu_Wear"), items, ISInventoryPaneContextMenu.onWearItems, player); endThen changed "ISWearClothing.lua" (around line 27) function ISWearClothing:perform() self.item:getContainer():setDrawDirty(true); self.item:setJobDelta(0.0); if instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() == "Back" then self.character:setClothingItem_Back(self.item); getPlayerData(self.character:getPlayerNum()).playerInventory:refreshBackpacks(); elseif instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() == "Top" then self.character:setClothingItem_Torso(self.item); getPlayerData(self.character:getPlayerNum()).playerInventory:refreshBackpacks(); elseif instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() == "Bottoms" then self.character:setClothingItem_Legs(self.item); getPlayerData(self.character:getPlayerNum()).playerInventory:refreshBackpacks(); else if self.item:getBodyLocation() == ClothingBodyLocation.Top then self.character:setClothingItem_Torso(self.item); elseif self.item:getBodyLocation() == ClothingBodyLocation.Shoes then self.character:setClothingItem_Feet(self.item); elseif self.item:getBodyLocation() == ClothingBodyLocation.Bottoms then self.character:setClothingItem_Legs(self.item); end end self.character:initSpritePartsEmpty(); triggerEvent("OnClothingUpdated", self.character)--~ self.character:SetClothing(self.item:getBodyLocation(), self.item:getSpriteName(), self.item:getPalette()); -- needed to remove from queue / start next. ISBaseTimedAction.perform(self);endTacticalClothing.zip