local weight_unit = game.translate_string("st_kg") function on_game_start() local inv_ini = ui_inventory.UIInventory.InitControls function ui_inventory.UIInventory.InitControls(self) inv_ini(self) local wnd_pos = self.player_weight_cap:GetWndPos() wnd_pos.x = wnd_pos.x - 20 self.player_weight_cap:SetWndPos(wnd_pos) wnd_pos = self.player_weight:GetWndPos() wnd_pos.x = wnd_pos.x - 8 self.player_weight:SetWndPos(wnd_pos) end local base_parse = ui_inventory.UIInventory.ParseInventory function ui_inventory.UIInventory.ParseInventory(self, npc, all, id_list, ignore_kind) local inv = base_parse(self, npc, all, id_list, ignore_kind) if not npc or npc:id() ~= AC_ID then return inv end if self.possible_kind["s_all"] then return inv end --if all then return inv end local cat_weight = 0 for id, obj in pairs(inv) do cat_weight = cat_weight + obj:weight() end local tot_weight = db.actor:get_total_weight() -- Note: this also removes the space between total weight and kg self.player_weight:SetText( strformat("[%s] %s%s", round_idp(cat_weight, 1), round_idp(tot_weight,1), weight_unit) ) return inv end end