Universal Weapon Slot System By Vortex

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vortex
Posts: 9
Joined: Sun Aug 10, 2025 11:54 am

Universal Weapon Slot System By Vortex

Post by vortex »

This is the 4th mod in my universal gameplay mod series and I had a similar idea to this baking in my head for a while now but then a community member named Melchior requested similar features on discord so I thought now would be a great opportunity to finally build it out fully. As always I'm happy to answer any questions in the replies below.

Vortex's Universal Weapon Slot System (VUWS)

A clean universal weapon slot management and reassignment system for GZDoom/UZDoom by Vortex. It works out-of-the-box for any modder who wants to add per-slot weapon caps and player-driven loadout customization to their project, or for any player who wants those features on top of any weapon mod. The mod caps how many weapons can live in each slot (default 3), lets players customize their slot layout via an in-game editor, features an optional HUD showing which weapons are in the current weapon slot and adds use-key pickup so you decide intentionally what to swap. It's released under the MIT license so anybody can use it within their own free or commercial projects, and everything is fully commented in the code with starting examples located in the ReadMe and SlotSetup.zs files.

Features:

-Per-slot weapon cap, default 3 per slot, slot 0 uncapped by default
-Three at-cap pickup modes: silent reject, LRU swap, use-key required (default, matches Call of Duty / Battlefield / Apex loadout feel)
-Three-pane slot editor menu
-A dedicated exclude editor menu
-Use-key pickup with two-line HUD prompt showing the swap target and what gets bumped
-Import / Export your slot configuration via console commands to share with another player or back up your layout
-Auto-show menu options for first map, every map change, or after death
-HUD toasts for cap block, swap, and reassignment with slide-fade animation
-Optional HUD of weapon icons in current weapon slot
-Optional Gearbox 0.8.0+ wheel sync via the separate VUWS_Gearbox.pk3 companion

Weapon Slot Editor:

-Centered three-pane editor: slot list on the left, in-slot weapons top-right, all weapons bottom-right
-Click a slot number then click a weapon then click the Add button to customize your loadout
-New weapon goes to slot index 0, existing occupants shift down
-If the target slot is at cap, the last weapon in it drops to the floor
-Reassignments persist to INI via nosave-string CVars (per-machine, local-player only)
-Cross-mod portability: unknown class names silently skipped on read so your BD layout doesn't crash PB

For Modders:

-Full ZScript API: IsAtCap, GetSlotCap, ResolveSlotForClass, ReassignWeapon, plus sister / tag / Dual ownership checks
-Subclass VUWS_SlotSetup to override cap rules (GetSlotCap, ShouldRejectPickup, ChooseBumpVictim, IsCountedAsSlotOccupant, ShouldOfferUseKeyPickup)
-Event hooks for pickup-blocked, weapon-dropped (with VUWS_DropReason enum), and reassignment
-Hard opt-out via IsCompatible() returning false for mods that have their own slot system
-~30 CVars across master, caps, behavior, use-pickup, HUD, and color groups
-Full options menu under Options > Universal Weapon Slot System
-Designed primarily for single player with hybrid MP scope so coop stays deterministic without flattening per-player prefs
-MIT licensed (the optional VUWS_Gearbox.pk3 companion is GPL-3.0 due to compile-time linkage to Gearbox classes)

For Players:

-Drop the PK3 into your load order
-Bind your weapon slot keys or run vuws_bind_slot_keys in the console
-Bind your mouse scroll wheel or run vuws_bind_scroll_keys in the console
-Press Q (default bind) to open the weapon slot editor, select a weapon slot, select a weapon and click Add to customize your loadout
-Press Z (default bind) to open the exclude list editor
-Customize cap action, per-slot caps, prompt color, HUD anchors, and notification style in the options menu
-Export your config to share with another player via vuws_export_config, paste two lines into the recipient's console
-Optionally reset all settings to defaults in options menu

Download:
https://github.com/vortexdesign/vortex- ... lot-system
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Femidoom
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Re: Universal Weapon Slot System By Vortex

Post by Femidoom »

sorry if this is too off topic, but have you / could you make a mod that replaces all custom weapons with vanilla ones based on their slot? (for the purpose of using gameplay mods on top of mods with pre-existing custom weapons) i.e. all slot 1 weapons are chainsaws, slot 3 are shotguns or super shotguns etc. this mod's ability to check weapon slots just reminded me of that, and you seem to take requests? I don't expect you to actually do anything, trust me, I've just been looking for something like this for a while.
vortex
Posts: 9
Joined: Sun Aug 10, 2025 11:54 am

Re: Universal Weapon Slot System By Vortex

Post by vortex »

Femidoom wrote: Fri May 29, 2026 2:08 pm sorry if this is too off topic, but have you / could you make a mod that replaces all custom weapons with vanilla ones based on their slot? (for the purpose of using gameplay mods on top of mods with pre-existing custom weapons) i.e. all slot 1 weapons are chainsaws, slot 3 are shotguns or super shotguns etc. this mod's ability to check weapon slots just reminded me of that, and you seem to take requests? I don't expect you to actually do anything, trust me, I've just been looking for something like this for a while.
No worries, not too off-topic, but it's a different mod from VUWS. VUWS organizes which slot weapons live in and caps how many per slot, but it doesn't replace the weapon classes themselves. What you're describing is a weapon-normalizer mod that uses replaces or Actor.GetReplacement to swap any mod-defined weapon for the vanilla one in the same slot. That seems cool and useful and doable but as a separate project. I might tackle it later if there's enough interest, would be cool to have a mod you could apply on top of any wad that makes sure only vanilla weapons are being used.
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Carrotear
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Graphics Processor: Intel (Modern GZDoom)

Re: Universal Weapon Slot System By Vortex

Post by Carrotear »

So I have it downloaded. But when loaded, nothing seems to be working. Like, there's no custom menu or anything.

EDIT: It was odd. It was a zip file that has a pk3 file inside, that uzdoom read it as a zip as if there was nothing in it. So I created a blank zip archive in slade, copied and pasted everything, saved it as a pk3 and it works.
vortex
Posts: 9
Joined: Sun Aug 10, 2025 11:54 am

Re: Universal Weapon Slot System By Vortex

Post by vortex »

Oh apologies yah I placed the pk3 files inside a zip file which I thought was more convenient lol, perhaps I should have just uploaded the pk3 files themselves.
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Femidoom
Posts: 11
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Re: Universal Weapon Slot System By Vortex

Post by Femidoom »

vortex wrote: Fri May 29, 2026 8:05 pm
Femidoom wrote: Fri May 29, 2026 2:08 pm sorry if this is too off topic, but have you / could you make a mod that replaces all custom weapons with vanilla ones based on their slot? (for the purpose of using gameplay mods on top of mods with pre-existing custom weapons) i.e. all slot 1 weapons are chainsaws, slot 3 are shotguns or super shotguns etc. this mod's ability to check weapon slots just reminded me of that, and you seem to take requests? I don't expect you to actually do anything, trust me, I've just been looking for something like this for a while.
No worries, not too off-topic, but it's a different mod from VUWS. VUWS organizes which slot weapons live in and caps how many per slot, but it doesn't replace the weapon classes themselves. What you're describing is a weapon-normalizer mod that uses replaces or Actor.GetReplacement to swap any mod-defined weapon for the vanilla one in the same slot. That seems cool and useful and doable but as a separate project. I might tackle it later if there's enough interest, would be cool to have a mod you could apply on top of any wad that makes sure only vanilla weapons are being used.
Yay! thank you!
ApexMX
Posts: 3
Joined: Thu Mar 21, 2024 12:04 am

Re: Universal Weapon Slot System By Vortex

Post by ApexMX »

Excellent Mod! :thumb:

It's ideal for load on top of mods like...
World War Wolf Gameplay Mod: viewtopic.php?t=72759
HXRTC Project: viewtopic.php?t=48074
HeXeReTiC Fantasy: viewtopic.php?p=1020405#p1020405 (HXRTC but for Heretic)
And more gameplay mods with huge varieties of weapons that you can equip.
Last edited by ApexMX on Mon Jun 01, 2026 7:20 pm, edited 1 time in total.

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