Enhanced Databank is a UE4SS Lua mod for Star Wars: Zero Company that unlocks native custom-character folder management in the Character Databank.
It uses the game's own character-pool manager and Databank view models. Folder identity, character ownership, persistence and empty-folder cleanup stay with the game; the mod keeps no folder database of its own and never rewrites save files.
- Create native custom-character folders from the Databank.
- Rename player-created folders.
- Delete empty player-created folders; the default Player Created pool is protected.
- Move the selected character between Player Created and custom folders.
- Rebuild the visible folders from the game's own pool ownership.
- Compact, native-styled controls with Tabler-inspired icons drawn entirely from UMG primitives.
- Shares its action row with Character Share's compact Import button when both mods are enabled.
Both the Custom Characters and Astromech pages are supported. Each has its own folders and Player Created pool; characters move only between folders of the same category.
Open the Character Databank and select Custom Characters or Astromech.
- The folder-plus action beside Create New creates a folder.
- The pencil action on a custom folder renames it.
- The trash action deletes an empty custom folder.
- To move a character, select it, choose Move beside the normal character actions, and pick a destination.
Only empty custom folders can be deleted. Moving the last character out of a custom folder may let the game remove the empty folder as part of its normal lifecycle.
- Star Wars: Zero Company
- UE4SS for Zero Company, with the delayed game-thread action API
(
ExecuteInGameThreadWithDelay,RetriggerableExecuteInGameThreadWithDelay,MakeActionHandle,CancelDelayedAction,IsValidDelayedActionHandle,IsDelayedActionActiveandUnregisterHook)
| Steam build | Status |
|---|---|
| 25134257 | Tested |
| 24874058 | Tested |
Steam is the tested launcher. Later builds may work but are unverified until tested.
Download the release ZIP from
Nexus Mods, not
GitHub's source-code archive. The ZIP keeps Enhanced Databank as its
top-level folder and includes metadata for both mod managers below.
- Zero Mod Manager (formerly ZCOM Mod Manager): open Install, drop in the ZIP, then confirm Enhanced Databank is enabled under Mods.
- Zero Company Mod Command: drag the ZIP into the Hangar Bay and check that it's enabled.
- Install UE4SS for Star Wars: Zero Company.
- Extract the
Enhanced Databankfolder intoSWZeroCompany/Binaries/Win64/ue4ss/Mods/. - Check that
ue4ss/Mods/Enhanced Databank/Scripts/main.luaexists. Install the wholeScriptsfolder;main.lualoads the other modules. - If your UE4SS setup ignores the packaged
enabled.txt, addEnhanced Databank : 1toue4ss/Mods/mods.txt.
Close the game, then install the new ZIP the same way (by hand, copy it over
the old folder). To uninstall, disable or remove it in your mod manager, or
delete the Enhanced Databank folder.
- Character Share: designed to work together. Create New, compact Import and compact Create Folder share one flat row with separate hitboxes and native spacing; Move and Share share the selected-character row.
Enhanced Databank writes details to enhanced_databank.log beside the
installed mod (when that folder is writable). UE4SS.log remains the main
startup and crash log.
| Shortcut | Action |
|---|---|
Shift+F7 |
Rebuild folders from the game's own pool ownership |
Shift+F8 |
Remove Enhanced Databank's UI and restore the stock Databank |
Open an issue with:
- the game build and UE4SS version;
- other Databank mods installed;
- the steps to reproduce it; and
enhanced_databank.logandUE4SS.log.
scripts/collect_debug_logs.sh gathers the logs and the latest crash reports
(--crashes COUNT, 3 by default).
.
├── .github/workflows/release-nexus.yml # manual Nexus release
├── CHANGELOG.md
├── README.md
├── Zero_Company_Databank_Modding_Guide.md # historical Databank investigation
├── docs/
│ ├── architecture.md # modules, reload rules, local checks
│ ├── lifecycle-validation.md # entry-driven initialization
│ ├── practical-ue4ss-ui-modding-notes.md
│ ├── nexus/description.bbcode # mod page description
│ └── ... # investigations
├── media/ # banner and main image
├── scripts/
│ ├── bump_version.py # version bump + changelog promotion
│ ├── collect_debug_logs.sh
│ └── nexus_changelog.py # a release's notes as Nexus text
├── src/Enhanced Databank/ # the distributable mod folder
│ ├── Assets/
│ ├── Scripts/
│ ├── README.txt # player readme
│ ├── THIRD_PARTY_NOTICES.txt
│ ├── enabled.txt
│ ├── modinfo.json # Zero Company Mod Command
│ └── zcom-mod.json # Zero Mod Manager
└── tests/ # LuaJIT and Python tests
src/Enhanced Databank is the distributable folder; there is no build or
bundle step. Practical UE4SS UI Modding Notes
collects the UI findings shared with Character Share, Colors+ and related
work; the Databank investigation
keeps the detailed experiments and stability history.
-
Clone the repository and copy or link
src/Enhanced Databankinto the game'sue4ss/Modsfolder. -
Run the tests from the repository root:
for t in tests/*_test.lua; do luajit "$t" "src/Enhanced Databank/Scripts" || break; done for t in tests/*_test.py; do python3 "$t" || break; done
-
Test in game on a supported build: the mod works on generated Blueprint classes and live UMG widget trees that the tests only fake.
See Script architecture for module responsibilities and Lifecycle validation for entry-driven initialization and its in-game status. For folder or move changes, test at least:
- cold entry into both Databank categories and switching between them;
- Default to custom, custom to Default, and custom to custom moves;
- moving the last character out of a folder;
- create, rename and delete persistence after a restart, in both categories;
- switching categories while a folder dialog or deferred move is pending;
- coexistence with Character Share; and
- repeated Databank entry without duplicate controls.
Hot reload. The mod keeps its hook IDs and cancels its own delayed
actions on teardown. When available, ClearAllDelayedActions() also clears
leftovers at startup; set EnhancedDatabankClearDelayedActionsOnReload = false
before reloading to skip that sweep. Existing buttons are adopted when the
Databank reinitializes. Restart the game once when upgrading from versions
that didn't keep hook IDs.
The manually run Release to Nexus Mods workflow publishes a release; build a local ZIP for package-only checks.
-
Add release notes under
## [Unreleased]inCHANGELOG.md. -
Bump the version with
patch,minorormajor:./scripts/bump_version.py patch
-
Run the tests. Package
src/Enhanced Databankwith a copy ofLICENSE, keeping the top-levelEnhanced Databankfolder, intodist/Enhanced Databank V#.#.#.zip, and check it with a mod manager and a clean manual install. -
Run Release to Nexus Mods from the Actions tab. It needs the
NEXUSMODS_API_KEYrepository secret.
The workflow:
- requires
modinfo.jsonandzcom-mod.jsonto hold the same#.#.#version, matchinglocal VERSIONinmain.lua; - reads that version's notes from
CHANGELOG.md; - packages
src/Enhanced Databank, withLICENSEadded, asEnhanced Databank V#.#.#.zip; and - uploads it to Nexus as
Enhanced Databank v#.#.#.zip, finding the mod and its single active file through the API (exactly one active file is required).
Bug reports and focused pull requests are welcome through Issues and Pull Requests. Keep folder identity, ownership and persistence with the game's native systems.
- Downloads: Nexus Mods
- Changes:
CHANGELOG.md - Bugs and requests: GitHub Issues
The UMG-drawn action glyphs follow the visual language of
Tabler Icons, licensed under MIT. See the packaged
THIRD_PARTY_NOTICES.txt for details.
MIT © 2026 Chatter Chats. The release ZIP includes the license.
Third-party attributions remain governed by their own licenses (see
THIRD_PARTY_NOTICES.txt).