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Unlock native folder management in the Character Databank. Create, rename, and delete custom-character folders, then move characters between them—all using native-styled controls and the game’s existing persistence system.

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Enhanced Databank

Nexus Mods UE4SS License: MIT

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.

Features

  • 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.

Using Enhanced Databank

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.

Requirements

  • Star Wars: Zero Company
  • UE4SS for Zero Company, with the delayed game-thread action API (ExecuteInGameThreadWithDelay, RetriggerableExecuteInGameThreadWithDelay, MakeActionHandle, CancelDelayedAction, IsValidDelayedActionHandle, IsDelayedActionActive and UnregisterHook)
Steam build Status
25134257 Tested
24874058 Tested

Steam is the tested launcher. Later builds may work but are unverified until tested.

Installation

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.

With a mod manager

  • 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.

By hand

  1. Install UE4SS for Star Wars: Zero Company.
  2. Extract the Enhanced Databank folder into SWZeroCompany/Binaries/Win64/ue4ss/Mods/.
  3. Check that ue4ss/Mods/Enhanced Databank/Scripts/main.lua exists. Install the whole Scripts folder; main.lua loads the other modules.
  4. If your UE4SS setup ignores the packaged enabled.txt, add Enhanced Databank : 1 to ue4ss/Mods/mods.txt.

Updating and uninstalling

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.

Compatibility

  • 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.

Troubleshooting

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

Reporting a bug

Open an issue with:

  • the game build and UE4SS version;
  • other Databank mods installed;
  • the steps to reproduce it; and
  • enhanced_databank.log and UE4SS.log.

scripts/collect_debug_logs.sh gathers the logs and the latest crash reports (--crashes COUNT, 3 by default).

Repository layout

.
├── .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.

Development

  1. Clone the repository and copy or link src/Enhanced Databank into the game's ue4ss/Mods folder.

  2. 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
  3. 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.

Releasing

The manually run Release to Nexus Mods workflow publishes a release; build a local ZIP for package-only checks.

  1. Add release notes under ## [Unreleased] in CHANGELOG.md.

  2. Bump the version with patch, minor or major:

    ./scripts/bump_version.py patch
  3. Run the tests. Package src/Enhanced Databank with a copy of LICENSE, keeping the top-level Enhanced Databank folder, into dist/Enhanced Databank V#.#.#.zip, and check it with a mod manager and a clean manual install.

  4. Run Release to Nexus Mods from the Actions tab. It needs the NEXUSMODS_API_KEY repository secret.

The workflow:

  • requires modinfo.json and zcom-mod.json to hold the same #.#.# version, matching local VERSION in main.lua;
  • reads that version's notes from CHANGELOG.md;
  • packages src/Enhanced Databank, with LICENSE added, as Enhanced 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).

Contributing

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.

Support

Attribution

The UMG-drawn action glyphs follow the visual language of Tabler Icons, licensed under MIT. See the packaged THIRD_PARTY_NOTICES.txt for details.

License

MIT © 2026 Chatter Chats. The release ZIP includes the license. Third-party attributions remain governed by their own licenses (see THIRD_PARTY_NOTICES.txt).

About

Unlock native folder management in the Character Databank. Create, rename, and delete custom-character folders, then move characters between them—all using native-styled controls and the game’s existing persistence system.

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