2.0 KiB
Inventory slot errors during ordinary input
The first complete keyboard cycle observes walking, exact inventory open/close transitions and later neutral input, but records two native GUI errors: OverlayWidget Frame0 has a GridWidgetSlot where a LayoutSlot operation is requested. The run remains failed; the short diagnostic grace does not waive either error.
The read-only source audit hashes five extracted vanilla files without copying them into successor addons. Native SCR_InventoryMenuUI.ShowStoragesList creates {FC579324F5E4B3A4}InventoryCharacterGrid.layout inside StoragesListSlot. The stock {981ACF4F45EAECAE}InventoryMain.layout defines that parent as a GridLayoutWidget; the child root is the overlay named Frame0. After its base initializes the widget, SCR_InventoryStoragesListUI.HandlerAttached invokes exactly two linear LayoutSlot operations: setting size mode and fill weight. Both are incompatible with the grid child slot. The native deferred storage-list initialization also matches the error timing.
This is a source-consistent explanation, not a completed vanilla-only runtime control. No successor override of those layouts or handlers was found. Do not suppress these errors or copy/replace the entire inventory implementation on this evidence alone. Next, reproduce an inventory open in an isolated stock control and compare widget behavior. A compatibility correction, if justified, must retain base initialization, RefreshList and the correct slot semantics rather than skipping inventory initialization.
The native open-labelled screenshot shows the previous world frame. Its file and request marker do not prove inventory visibility. A later screenshot must wait for rendering and revalidate the exact still-open menu before capture. The current source remains 192 authored addon files; only the test tooling and evidence changed during the input experiment. Original Escapists missions are unchanged.