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Valdacil

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valdacil

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About this mod

Tagging items for sorting built using FO4Edit. Does not modify Strings. Includes tagging of dynamic names generated for weapons and armor with upgrades. Now compatible with armor mods that use the Armor and Weapons Keyword Community Resource (AWKCR) (like Armorsmith Extended).

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This mod renames items with tag prefixes so that they will sort better in the inventory.  The vision behind the sorting method is to:

1) Group like items together (notes, holotapes, keys, food, chems, etc)
2) Sort the most commonly used items near the top for easy accessibility

HUGE OVERHAUL for 11.x 

VIS 11.x no longer requires AWKCR but instead uses a very lightweight VISKeywords.esm which only contains the Armor and Cosmetics keywords necessary to sort these items.  Patches compatible with VIS 10.x and AWKCR will not work properly with VIS 11.x if the patch relates to Armor, Clothes or Weapons.  Since removing AWKCR mid-playthrough isn't safe, VIS 11.x requires a clean save... either a new save or a previous save which doesn't contain AWKCR.  See details below and articles for creating patches.


Tags Used By This Mod
----------------------------
AID:
(Chem) - chems with only benefitial effects (stimpack, rad-x, radaway, etc)
(Device) - stealth boy [NOTE: with DEF_UI/FallUI these are grouped in the Misc tab under Holotapes and Devices]
(Drink) - drink with beneficial effects
(Food) - cooked food and food with beneficial effects
[Chem] - addictive chems (Buffout, Mentats, Psycho)
[Liquor] - all alchohol
[Nuka] - Nuka Cola, Nuka Cola Quantum, Nuka Cherry and their ice cold variations
[Prewar] - all prepackaged prewar food (Fancy Lads Snack Cakes, Pork n' Beans, Blamco...)
[RadFood] - radiated food that isn't used as an ingredient in recipes (i.e. Melon, Wild Carrot, Wild Corn...)
[Raw] - raw meat, vegetables and flowers used as inputs in crafting
[Syringer] - Syringer ammo


AMMO:
(Ammo) - standard ammunition
(Fuel) - Flamer and Fusion Core


ARMOR:
Armor is sorted using dynamic naming rules therefore will stay sorted after modifying at a crafting bench.
SortBySlot Armor Rule: [slot] Type Rank Armor of the Legendary (material) {lining}
SortBySlot PA Rule: [PA slot] Type Rank (material) {option}

Examples:
ArmorBySlot: [ArmL] Leather Sturdy Armor of the Chameleon (Shadowed) {Pocketed}
PAArmorBySlot: [PA LegL] T-51 Mk.2 {Winterized}


COSMETICS:
Sort by Class:
Non-body slot items get tagged for their slot usage:
(Eyewear) - Items that take up the Eyes slot
(Hat) - Headwear that does not cover the face and does not have DR
[Helmet] - Headwear that has DR (may or may not cover the face); uses [ ] to sort with Armor
(Mask) - Items that cover the face
(Neck) - Items worn in the neck slot (necklace, scarf, etc)
(Ring) - Items worn in the ring slot
... - There are other classifications which could be used by mods (ie. Bandolier, Belt, Back, Earring, Headband, etc..)

Specialty items for their purpose:
(Biosuit) - Clothing that prevents wearing chest armor and only has RR
(Dog) - Armor for Dogmeat
(Mutant) - Armor wearable only by super mutants

Body slot items (Outfits) identified by class or faction:
{Atom}
{BoS}
{Institute}
{Minutemen}
{Raider}
{Railroad}
{Vault}
{Casual}
{Dapper}
{Military}
{Rugged}

{Skimpy}


EXPLOSIVES:
(Grenade)
(Mine)
(Signal)



JUNK:
{Resource} - base resources like wood, steel, concrete
{Scrap} - items that break down into resources
{Tool} - items that can be sold to Calvin in Vault 81


NOTE: Separate modules for Junk tagged with DEF_UI/FallUI component tags are available in the installer and come in Vanilla, Better and Weightless options.  


MISC:
(Currency) - Includes PreWar Money, Subway Tokens and the like.  See note below on PreWar Money
(Valuable) - items valued at greater than 50 caps per lb (see Not Junk below)
(Lockpick) - Bobby pin
(Settings) - For Settings holotapes mods use for configuration
(Unique) - items with only one instance
[Bottle]- empty bottles that can be filled in Survival Mode
[Collectible] - Robot models for collection, Vault-Tek Lunchboxes, You're SPECIAL
[Crafting] - items that can be used in crafting without breaking down to components
[Game] - All the holotapes that are playable games
[Hack] - All the holotapes for hacking turrents, spotlights, etc
[Holotape] - All other holotapes
[Note] - Paper based notes
[Password] - Paper based notes that contain passwords
[Bobblehead] - all Bobbleheads
[Magazine] - all magazines
[Quest] - Items that are only used in quests and cannot be dropped
[Trash] - Useless items such as burnt magazines/books
{Mod} - Loose mod items for armor/weapons
|Key| - All keys
|Passcard| - All keycards and passwords categorized as keys



WEAPONS:
Tagging of Weapons remain sorted when upgrading items!!
Weapons: [ammo] Name Pistol/Rifle LegendaryName [receiver] (modifier) {barrel}

Examples:
[.308] Hunting Rifle {Bayoneted}
[.308] Pipe Bolt-Action Pistol
[.38] Pipe Sniper Rifle (Hardened) {Quick High Capacity}
[.45] Pipe Revolver Pistol
[Fusion Cell] Laser Pistol [Automatic]
[Melee] Baseball Bat (Barbed)
[Melee] Baton
[Shotgun] Double-Barrel Shotgun


PERKS:
Technically not an item, but this module adds a tag to some of the perks that display on the Status tab of the Pip-Boy so they group together:
(Bobblehead)
(Companion)
(Faction)
(Magazine)
(Quest)
(Temp)



Not Junk
----------------------------
The primary goal is to move some items from Junk that are high in value (value/weight ratio around 50), can be used as currency (cigars and cigarettes), are quest items, or I considered collectible.  See the readme for specific items.


Quests
----------------------------
Adds tags to quests.  Since this module has a higher potential for conflict with mods which modify vanilla quests, I have made this an optional module and all patches are also separate overrides (all flagged ESL).  Radiant quests are marked with a + after the tag.  This concept based on my modifications to Quest Tags by aogara.
[Acadia] - Far Harbor Acadia
[Atom] - Far Harbor Children of Atom
[BoS] - Brotherhood of Steel
[Cabot] - Cabot House
[CC] - Creation Club
[DC] - Diamond City
[FHMQ] - Far Harbor Main Quest
[FHSQ] - Far Harbor Side Quest
[GN] - Goodneighbor
[Institute] - Institute
[MM] - Minutemen
[MQ] - Main Quest
[SQ] - Side Quest
[NWMQ] - Nuka-World Main Quest
[NWSQ] - Nuka-World Side Quest
[Raid] - Nuka-World Raid
[RR] - Railroad]
[Vaultxx] - Quests for specific Vaults; xx = vault number


DEF_UI/FallUI Config
----------------------------
VIS comes packaged with lyrConf.xml, DEF_INV_TABS.xml and DEF_INV_TAGS.xml for use with DEF_UI or FallUI which features the following:
  • Inventory icon tag substitution for all VIS tags (optional to exclude weapons as I prefer to see the caliber tags)
  • Keyring container grouping all items tagged Key, Passcard, and Password
  • Trash container grouping all items tagged Trash
  • Notes container grouping all items tagged Note
  • Holotapes and Devices container grouping all items tagged Holotape, Game, Hack, and Device
  • Collectibles container grouping all items tagged Magazine, Bobblehead, Collectible, and Unique
  • Aid container grouping all items tagged Aid
  • Chems container grouping all items tagged Chem
  • Drinks container grouping all items tagged Drink, Liquor, and Nuka
  • Ingredients container grouping all items tagged Raw
  • Explosives container grouping all items tagged Grenade, Signal and Mine
  • Bottles container grouping all items tagged Bottle
  • Food container grouping all items tagged Food, RadFood, and Prewar
  • Settings Holotapes container grouping all items tagged Settings
  • Stencil Mods container grouping all items tagged Decal and Stencil
  • Quest Items container grouping all items tagged Quest
  • Currency and Valuables container grouping all items tagged Currency and Valuable
  • Campsite Equipment container grouping all items tagged Camp


Other Features

----------------------------
In addition to dynamic naming and tagging, VIS includes some additional features:
  • Aid and Chem items are weightless
  • Ammo is weightless
  • Junk weight and components adjusted to make more sense (i.e. Aluminum Trays grant Aluminum instead of Steel)
  • Various Misc items (Holotapes, Notes, etc) are weightless
  • Loose Mods are Weightless
  • UFO4P and Community Fixes Merged bug fixes carried forward into any item modified by VIS without dependency on UFO4P or Community Fixes Merged files (optional patches contain edits which depend on original mod resources)
  • All clothing slot usage adjusted to be Underarmor and can be worn with armor pieces (similar to the feature of Armorsmith Extended or New Equipment Overhaul [NEO])
  • All clothing now classified as Underarmor gains Linings slot (like Vault Suits)
  • All clothing now classified as Underarmor gains Ballistic Weave slot (still need to unlock Ballistic Weave normally)
  • All hats gain Linings and Ballistic Weave slots (to be more competitive with Helmets)
  • In some cases, clothing Armor which can now be worn as Underarmor has had its native Armor rating reduced to compensate for being able to wear it with armor pieces (as per New Equipment Overhaul [NEO])
  • All clothing, eyewear, and other cosmetics now run Instance Naming Rules
  • Standardized cosmetic slot usage as per the original slots agreed upon by the community for earlier versions of AWKCR.
  • Slot standardization for cosmetic items for any packaged patches.  Example: Gloves from We Are the Minutemen use Slot 34/35 (Hand) slot instead of Slot 51 (Ring).


Compatibility
----------------------------
** See sticky post for specific mods **

  • This mod will conflict with any other mod that directly edits the same items (ie mods that change weight or stats of items).
  • This mod will conflict with any other mod which modifies instance naming rules for Melee, Guns, Armor, Clothes, and Vaultsuits.
  • Mods which add armor or cosmetics that aren't patched to use VISKeywords.esm may have inconsistent naming via the naming rules.  If the items use vanilla mod slots (Lining, Weave, etc), most likely the item just won't have a sorting tag but will otherwise work.
  • Mods which inject entries into naming rules via a script may cause oddities as their injection likely won't be in the same order as VIS.
  • Mods which create new naming rules for their items will work for those items, but won't be named via VIS rules without a patch.
  • VIS dynamically tags calibers of weapons based on the vanilla calibers and available vanilla keywords.  Mods which add new calibers won't be accounted for.  Additionally, if a mod adds a weapon but they put vanilla keywords which identify it as say [.38] per vanilla keywords, VIS won't know that the weapon isn't .38 and therefore will tag it as such.
  • The Quests module will conflict with any mod which modifies Vanilla quests.
  • Patch creation guide


Known Issues
----------------------------
- Armor, Power Armor and Weapons existing in the inventory or containers when the mod is installed will not be tagged.  Tagging will update when the item is modified at the crafting station.
- Cobalt, Gallium, Hydrocloric Acid, Tungsten and other items used for that quest are not sortable.  I renamed the objects, but they come up as "[Quest] Unidentified Sample XXX".  When they are identified as part of the quest, a script alters the names of the objects.
- Named unique armor and weapons that were generated prior to loading this mod will not be sorted.
- Quest items tagged as [Quest] retain their tag even after they are no longer needed for the quest.  It would require significant scripting to fix this problem and would create potential problems and incompatibilities.  Most items can be manually renamed at the workbench where you can assign the correct tag to the item causing it to be sorted differently.


Installation
----------------------------
With Vortex (highly recommended) [MO2 should work similarly]:
1. Download with Vortex and activate.  Vortex will prompt for options, allow selecting an optional Junk+DEF_INV tags, then prompt for various included compatibility patches.

Without Vortex:
1. Download the file manually.
2. Then use your favorite .7z, .zip, .rar program to extract the desired modules from the Data folder in the archive to your Data folder ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data.
4. Then in the Fallout 4 launcher select the hidden plugin manager and select the modules to activate them.


Uninstallation
----------------------------
With Vortex:
1. Deactivate/Uninstall the mod in Vortex

Without NMM:
1. Delete any file named "ValdacilsItemSorting-*.esp" or "VIS-Patch*.esp" from your Fallout 4\Data folder.


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