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 Specialty items for their purpose: Body slot items (Outfits) identified by class or faction:
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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 ammoAMMO:
(Ammo) - standard ammunition
(Fuel) - Flamer and Fusion CoreARMOR:
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..)
(Dog)- Armor for Dogmeat
(Mutant)- Armor wearable only by super mutants
{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
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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
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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 numberDEF_UI/FallUI Config
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VIS comes packaged withlyrConf.xml, DEF_INV_TABS.xml and DEF_INV_TAGS.xml for use with DEF_UI or FallUI which features the following:
Other Features
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In addition to dynamic naming and tagging, VIS includes some additional features:
Compatibility Without Vortex: Without NMM: Featured
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** See sticky post for specific mods **
Known Issues
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- 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
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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.
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 folderie: 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.
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With Vortex:
1. Deactivate/Uninstall the mod in Vortex
1. Delete any file named "ValdacilsItemSorting-*.esp" or "VIS-Patch*.esp" from your Fallout 4\Data folder.
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