Fallout 4

File information

Last updated

Original upload

Created by

Zenotep

Uploaded by

Zenotep

Virus scan

Safe to use

About this mod

Sorting Mod with 16 tabs, 68 tags and ~50 icons. Sorts virtually all the game items in the inventory. There are Weightless and Vanilla versions with Full or Modular installs. This is part of an ensemble which brings Colors to Icons/Animations and Fonts in the Pipboy and colors the Icons in the in-game Barter/Container/Workbench screens.

Requirements
Permissions and credits
Translations
  • Italian
NEW:From v1.1, ARWCSM is compatible with DEF_HUD's 'Component tags' module (see below).


Introduction

ARWCSM uses DEF_INV resources to display around 50 icons before the items in the inventory. They are sorted by 68 tags.
Weapons and Armors are not sorted for now. An upgrade will come soon so in the meantime, you should use the excellent
Better Armor and Weapon naming and sorting, which displays | the | mods | attached | like | that and sorts these items well.

ARWCSM uses 16 tabs separating the items for a faster access thank to shorter lists.

With the other mods of an ensemble of three, it brings Colored icons to the inventory lists in the Pipboy/Barter/Container/Workbench screens.
ARWCSM should be used in conjunction with the two other mods of the set.
It is expressively made for a Color Pipboy.
It intends to make it finer to watch by diminishing the Contrast between the white Fonts/Icons/Animations and the black Background when
the monochrome setting is removed in order to display a Color World Map (main reason).

The other mods:
Gold Kit for Color Pipboy -anti-Black&White Screen-
The main one. It provides Colors to Icons/Animations and some Fonts for all Pipboy screens and colors the icons in the Barter/Container/Workbench windows.
From v1.1, GKCP removes the monochrome layer (green) of the Pipboy automatically, making it ready to display colors.

Zoom-Out Extended for World Map and Local Map
Allows to zoom-out fully on the World/Local Maps and deals with the on-map color of those two screens.


When one removes the monochrome display, the Power Armor Pipboy screens (World Map, inventory...) become too bright.
You'll probably need to change (or add) these lines in Fallout4Custom.ini:
Chapters [] are essential:
The default are respectively 3 and 1:
[display]
fPipboyScreenEmitIntensityPA=1
fPipboyScreenDiffuseIntensityPA=0.15

I have also seen: 1.25 and 0.15.

As GKCP v1.1 provides an automatic removal of the monochrome display of the Pipboy, making it ready to display colors, what follows is less
relevant.
Spoiler:  
Show
Basically, to remove the monochrome display in the Pipboy screens, you need to edit Fallout4Custom.ini and
write:
[Pipboy]
bPipboyDisableFX=1

Fallout4Custom.ini takes precedent over the other INIs (I read) so if that line is elsewhere (with 0 instead of 1), it would be overrun by the one you
put in Fallout4Custom.ini (...\Documents\My Games\Fallout4\ with Win7 without Steam) (make a search in C:\ if you don't know where it is).
DESCRIPTION

This mod deals with Item tagging and sorting. It is integrated with DEF_INV by Neanka which provides icon tags instead of [word] tags
in the inventory lists + configurable through modding sub-category Tabs to sort the items in more categories.
The lists are shorter and the items are sorted more specifically.
For example the Ammo Tab is inside the Weapons screen with the Grenades Tab (no need to clic 3x2 times to go to the Ammo Tab and back in the Weapons Tab).
Food/Drink/Chem also have specific tabs as well as some sets of wearables and things in Aid, Misc and Junk (see below for details) and (screenshots).
So DEF_INV is required.

There are 16 Tabs to sort items in sub-categories inside main game tabs and there are 68 tags and ~50 icons.
The tags are colored by the core mod Gold Kit for Color Pipboy which provides for some coloring of the inventory screens.

It is named ...Weightless... yes, but not for Weapons and Wearables even with the most weightless install.
That is the only way I found to play this game without sinking into maniacal routines repeated to abrutissement.
The game leads you to carry stuff and the management tools the interface provides are made for a simplistic console eight buttons controller.
For that kind of game with long lists, this is an exécrable interface. In other words, the less one deals with the inventory, the better.
Spoiler:  
Show
I remember a good game in the early 90ies, Ultima 7 which inventory was much much better then this one. It was running on a PC XT with 640Kb of mem! and a 20Mb HHD. And still...
The backpack was like a Windows window where the items were present as icons you could sort automatically or place at will (even one over the other). You could place Pouches in the Backpack where you could put items totaly separated from other items and important also, the items you were wearing were in a different screen with your full image showing the Armor and Weapons you were wearing. When you changed gear you portrait would displayed it specifically. Imagine we don't have even that rather common feature with FO4!!
So, there was no mixing of everything in a bloated inventory as separation should be one of the main aim of a good one.

Bethesda is forcing our brain to process all the items including those we don't intend to depart from, EVERY single time we barter or use a container!
The sorriness is not only that it is intrinsically silly, but also that Bethesda is forcing it on the PC gamers for the probable reason that they don't want to pay a programmer to make a specific interface for computers (because I don't believe they are lame so it must be because of the bottom line
(in the two columns accountancy papers)).
They do the same with us (PC and console players) as they do with items, they put everyone in the same basket! Again, it reduces costs...
So, the name is because Weightless is the only way I see to play this game.
Even with the weightless option, the management of the inventory is still a heavy duty.
Although, when starting a new game, players should probably use the Vanilla install. For a time, it is OK and even better, I think.

But when you start killing people with much loot, you must make some space for it. Weightless Junk is one of the possibilities, although it is bound to change the way you play because there are then no more insentives to manage the Building Material transport routine, using settlers to move Materials around. So, matter of choice. You may prefer to make other items weightless first in order to enjoy what Beth have concocted with that new feature.

A bit of Details:

The Vanilla version's weights:
No Weight: PassCards/Syringer Ammo (as other ammo)/some Aid (Med-X/Rad-X/RadAway/Skeeto).
1/2 Weight : Chems/Drinks/Quest/Unique/Bio Food/Overdue Books (items with a weight of 0.1 stay 0.1 (if not, display is 0.0)).
Vanilla Weights: Weapons/Armor/All Wearables/Food/Misc/Junk.

The Weightless version:
Everything is Weightless except for All Weapons, all Armors, all Clothes and Headwears.
--------------------------------------------------------------------------------------------------------

- Around 75 Quest/Unique/Rare items misplaced in Vanilla have been sorted properly, generaly moved from Junk to Misc and made unscrappable.
  Some items are tagged as Valuable and left in Junk, they are a bit less common then other Junk but more common then Rare (for what I can see).
  I corrected a few mistakes like the Aluminium Tray and Oil Can were giving Steel in stead of Aluminium...
  The Burnt and Ruined items like books, magazines... are scrappable Junk now. The non-trashy ones are in Misc.

- Some names have been standardized (e.i. BoS items and other things, part of sets or series).

- When I saw inconsistencies, it fixed them. See details in "spoiler" tab in Versions.

The Tabs:
Grenades / Mines
Ammo
Armors (not real armor) / Outfit / Clothing
Dog / Super-Mutant
Hats / Helmets / Masks
Food
Drink
Chem
Quests / QuestJP
Keys / PassCards / PassNotes / Passwords
Magazines / Notes
Holotapes / Games
Cooking / Crafting
Prewar / Loot
Materials / Paper / Bones
Scrap / ScrapGlass / Tools

The Tags: There are 68 tags and around 50 icons.



INSTALLATION

AUTO
Use NMM or Mod Organizer (if you want to use and test: Mod Organizer 2 alpha x).

The other Neanka's mod DEF_HUD is very good too (same adress, same fomod). There are good customized HUDs easy to install too.
Spoiler:  
Show

My own DEF_HUD HUD (16/9) is in the Optional files section of the Files tab in GKCP. It is a discret Pleasant UI type with two main differences:
- the crosshair is hidden unless you draw a weapon.
- the compass is placed over the Health bar not under (down/left) and it is a bit bigger.
- The fields are spread on the fringes of the screen.
  Except for the 'grenade' warning or the dialogues, the containers and some other things...
- The enemy health bar with info is placed middle/up but not too much.

The HUD is fully configurable when you drag HUDMenuSet.swf in flashplayer_20_sa.exe's window. Both files are installed in ...\Data\interface\.
Every field of the HUD is on the screen. Just point at one and use R to switch between info and settings.
Drag&drop or use the arrows to placing the fields and use the scroll with Shift or Ctrl to resize.
Good to know: It is not necessary to exit and relaunch the game to load a new configuration. Just open the Pipboy and exit it (I think it's that) after the changes have been saved.

The following HUDs are for 16/9 only:
Commonwealth Commonsense - DEF_HUD Preset by kirkonacid
ergonomic HUD - Preset for DEF_HUD by aselnor
Pleasant_DEF_HUD - preset inspired by Pleasant UI by Osmhoze
Scavver's HUD - DEF_HUD Preset  by Moore
Unobtrusive Interface Preset for DEF_HUD by DOOM

People with a non 16/9 monitor ratio must use the same procedure line for the install and pick the HUD corresponding to their monitor ratio
from this mod: Organized simple HUD- DEF_HUD preset by Kaimar. It provides for 16/9, 16/10, 21/9, 4/3 and 5/4 ratios.

Attention ATI
users:There is a bug (not specifically with that mod but also with it) with the Crimson drivers (still in april 2016)
called "The compass glitch". If you have it, you know what it is.
Simple solution : Fallout 4 Crimson driver compass fix for AMD by Guru3D


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you use the Automatron DLC+DEF_HUD, you should experience CTDs when walking about in the East Boston area (and County Crossing).
The Fix: County Crossing Crash Fix (Automatron) by th1nk. See sanhedrinn post (here) and the doc there.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


1) DEF_INV (and possibly DEF_HUD) installation.

    ARWCSM 1.1 is compatible with DEF_HUD's 'Component tags' module which displays the components of scrappable items when you point at them.
    That feature needs DEF_HUD to be installed.


    If DEF_INV is already installed (with whatever install) and you don't want DEF_HUD, skip this step and go to the install of ARWCSM.

DEF_INV and DEF_HUD must be installed before GKCP and the ARWCSM Patch.
The DEF_UI page and fomod are informative and clear. But here is in short what you should select:
----------------------------------------------------------------------------------------------


If you want DEF_INV only, choose those options in the fomod:

DEF_UI
DEF_INV
Your game language version
Your monitor aspect ratio
I already have sorting xml files


Overwrite if asked



If you want both DEF_INV and HUD with Component Tags, choose those options in the fomod:

DEF_UI
DEF_INV and DEF_HUD
Your game language version
Your monitor aspect ratio
Use Sorting Mod Component tags
Use existing
I already have sorting xml files

Overwrite if asked


Info:
- Your game language version:             ARWCSM displays the names of items in english. It can be used with other languages but with that restriction.
                                                          The rest of the screens remain in the original language.
- Your monitor aspect ratio:                 All but one customized HUDs are for 16/9 monitor ratio. See in the DEF_HUD tab above for other ratios.
- Use Sorting Mod Component tags:      Means the component tags used will be those provided by ARWCSM.
- Use existing                                      Means you have to install a customized HUD.
- I already have sorting xml files:         The 3 xml files are provided by ARWCSM.

-----------------------------------------------------------------------------------------------------------------------------------------------------------
After that, the order of installation doesn't matter, just make sure to overwrite when asked.
-----------------------------------------------------------------------------------------------------------------------------------------------------------

If you are using a Sorting Mod, deactivate it in the Mods window (right tab in NMM).

A Realistically Weightless Colored Sorting Mod installation:

- Install ARWCSM - 0 - DEF_INV Compatibility Patch.
  Overwrite if asked. This step adds or replaces 3 xml files from DEF_INV.

- Choose an install type: Full or Modular / Weightless or with Vanilla weights.

  A Full install consists of a single file with all the items in it: Weightless or Vanilla.
  For a Modular install, there must be 1 (the common files) + 3 modules. You can mix Weightless and Vanilla but only one of each type of items.

ATTENTION: In order to sort Weapons/Armors Better Armor and Weapon naming and sorting by Ruddy88.
I was using that mod and didn't realized that without it, Weapons and Armors were very badly sorted. So, while I correct that 'oubli',
you should use that really fine mod. For now at least, it is complementary to ARWCSM.

You should now have a Sorting Mod with the DEF_INV fonctionalities but still with white icons.
In order for ARWCSM to display DEF_INV icons with colors in the Inventory/Barter/Container/Workbench screens, Gold Kit for Color Pipboy must be installed.

Gold Kit for Color Pipboy -anti-Black&White Screen-
Install and overwrite when asked. Those files should be DEF_INV's.

Zoom-Out Extended for World Map and Local Map.
The installs correspond to the resolution of the different World Maps available.
Provides a needed fonctionnality and colors to those particular screens of the pipboy.
This mod should not overwrite other files.

-------------------------------------------------------------------------------------------------------------------------------------------------------
DEF_INV and ARWCSM provide the same tab as the keyNuker and keyRing - Hidden keys by lyravega and Neanka mod. So you must deactivate it.
-------------------------------------------------------------------------------------------------------------------------------------------------------


MANUAL
DEF_INV must be installed before ARWCSM and GKCP, this is the only sequence that matters.
See the Auto section.
Classically, look at the dir structure to see where to put the files.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
GKCP, ARWCSM and Z-o E are being selected in the list of 100+ mods presented by Haoswidasee in his Ultimate Fallout 4 Mod Compilation.
He gives precise procedures for the successive and succesfull installations of all of those mods.
It can save a lot of time to people (especially starters) to adopt that 'secure' list and maybe built from there.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Issues:
About the Barter/Container/Workbench screens:
Some people experience a dark display. The icons are hardly visible or even missing.
The visual weird display may depend on the HUD color.
When you set the three sliding bars (Settings/Display/HUD Color) all to the right, the HUD display is white (255,255,255). The icons looks like in the Pipboy but the HUD is ugly.
The more to the left you set them, the darker the display becomes.
So, one should set a compromise between color saturation and clarity in order to display fine enough icons in those screens.

For missing icons:
- If you use an other sorting mod, you should uninstall it and try with ARWCSM. If the problem persist, I'll provide support.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Incompatibilities
- Obviously, Sorting Mods are incompatible with each other.
- Mods which modify weights or names of Vanilla items like Logical Junk Weight by Elysium7. But there is patch in preparation.
- Immersive Scrapping by Xcytress is incompatible as things stand. But there is patch in preparation.



Versions

For FO4 v1.3 or higher.

- Uploaded a Patch for AnS Wearable Backpacks and Pouches by Aldebaran90 and Stndmunki
- Uploaded a Patch for AnS Wearable Backpacks and Pouches - Ballistic Weave by Aldebaran90 and Stndmunki
- Uploaded a Patch for AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity by Aldebaran90 and Stndmunki
- Uploaded a Patch for AnV Camo Backpacks by Aldebaran90 and Voivre
- Uploaded a Patch for Bandolier Standalone and Craftable by NightseeR
- Uploaded a Patch for Wearable Postman Shoulder Bag or Backpack by Eferas

1.15:
- Misc and Junk are all properly sorted.
- Two categories have been moved to be more easily accessible (non-radioactive Food and "Crafting" in Junk).
- Fixed three name issues.
Details
Spoiler:  
Show

Moved from Junk to Rare (prewar items):
Bottle da Vodka
Bottle of Whisky
Bottle de Bourbon
Brotherhood of Steel Holotag
Can Tin Unrusted
Desk Fan Restored
Fumigus Blowtorch
Giddyup Buttercup
Gold Watch
Pint Glass
Tea Kettle Clean
Toaster
Umbrella Clean
Umbrella Stand Clean

Moved Silver Locket back to Junk (as Prewar) because they are not rare.
Stingwing Barb: Put it back to Misc because it's rare (I've found 4 at level 60).

Gold Watch{{{Gear, Gold, Spring}}}: fixed the name and moved it to Rare.
But 2 gold are lost for scrapping and gold is very rare (one can buy it easily, though), so, Gold Plated Flip Lighter{{{Gold, Oil, Steel}}}  was changed
to +2 gold to compensate.
As I have more or less the same number of both items, it seems balanced to me. So, those with a collector's soul will keep those fine gold watches in Misc and collect as many gold component.

Extinguisher{{{Rubber, Steel, Asbestos}}}  Fixed name.
[Loot] Fish Tray{{{Aluminum}}}  fixed

Added [Cuisine] in order to move the [Cooking] items behind the [Crafting] items in the list.

1.1:
v1.1 is a major update for MISC and JUNK items and it makes ARWCSM compatible with DEF_HUD's 'Component tags' module.
There are more categories, and tabs are shortening the longest lists more.
As there is a limit on the number of working tabs (16), those of v1.0 have been reorganized in order to place some in the Junk category.
There are 9 more tags. At least 17 types of items in Junk have been serialized.
There are now 16 tabs, 68 tags and around 50 icons (details in Versions).
The two Wedding Rings are giving +1 Luck.

Details:
Spoiler:  
Show

Here are the install files whose names show all the categories that are sorted:
ARWCSM - 0 - DEF_INV Compatibility Patch
ARWCSM - 1 - Full - Maximum Weightlessness
ARWCSM - 2 - Full - Vanilla Weights
ARWCSM - 3 - Modular - Common1 - Vanilla Weights- Armor-Weapon-Wearables
ARWCSM - 3 - Modular - Common2 - Vanilla Weightless - AmmoBookExplosifFloraHoloKeyLevItemMagModNote
ARWCSM - 4 - Modular - Weightless - Aid-Chem-Drink-Food
ARWCSM - 5 - Modular - Weightless - Misc-Quest-Unique-Rare
ARWCSM - 6 - Modular - Weightless - Scrappable Junk
ARWCSM - 7 - Modular - Vanilla - Aid-Chem-Food-Drink
ARWCSM - 8 - Modular - Vanilla Weights - Misc-Quest-Unique-Rare
ARWCSM - 9 - Modular - Vanilla Weights - Scrappable Junk

A few items have been modified or corrected:
In the Vanilla weights versions:

v1.0-1.1:
Remark: There are quite a few weightless items in the Vanilla game, like some Quest items (~1/3) and many others.
- Mods: as weapons and armors weights are already increased when attaching mods, I've made them weightless when stored separatly
  (in the mods tab). We carry enough like that!
- Weightless for 3 non trashy newspapers (the Boston Bugle was weightless in vanilla).
- 1/2 weight: Overdue Books
-------------------------------------------------------------------------------------------------------------------------------------------------------------

Items moved from scrappable Junk to MISC, I have approximately noted:
52 Quest
20 Rare
3 Unique

v1.1:
- The Dumbbell/Barbell/Curlbar vs "Weights" components have been slightly modified for realism.
   Steel has also been added to take into account the metal bars between the weights (and not for the "Weights" themselves).

- Bloodbug Proboscis{{{Acid}}} to Bloodbug Proboscis{{{Acid, Antiseptic}}}
  because
  Empty Blood Sac{{{Antiseptic}}} to Empty Blood Sac{{{Fiberglass}}}

- Stingwing Barb to Stingwing Barb{{{Acid, Antiseptic}}}

- Rat Poison{{{Fiberglass}}} to Rat Poison{{{Acid}}}

- Feather Duster: can those weight 450gr? No sir. 1/2.

- Cans adapted. The empty can had 5 times more weight then the filled ones (same nif size)!

- In Vanilla installs: Quest/ Food : 1/2 weight has not been applied to items with a weight of 0.1 because 0.05 displays as 0.0.
  So one could think they are weightless.

- Teddy Bear: Why are they in the Mod tab? No idea. Seems to be a small Bethesda bug without consequence.

Items serialized (around):
Ashtray 3 / Ball 16 / Bottle 18 / Bowl 5 / Cigarette 3 / Desk fan 3 / Glass 3 / Hide 5 / Kickball 3 / Lab 6 / Lamp 3 / Mininuke 4 / Pan 9 / Plate 13 /
Umbrella 4 / Vase 5 / Wrench 3 / ...and some 2s.

Those were salvaged (from Junk) in 1.1:
[Quest] Silver Shroud Costume
[Unique] Pip-Boy

Added tags (in Junk):
[Bar] Ingot
[Bones] Jar
[Cooking] Cauldron
[Paper] Ore
[Prewar] Watch icon (time... prewar. Choice of icons is limited).
[QuestJP] Clover
[ScrapGlass] Bottle

Added tags (in MISC):
[PassNote] to distinguish between written passwords from electronic ones and Keys. Paper note icon.

Changed some tags to move them in a more accessible position:
[Food] to [ Food] to bring non radioactive food before the radioactive one.

Here is the number of items per tag (the tags are between brackets):
ARMOR:
Armor 31
Clothing 33
Companion 46
Dog 10
Eyeware 7
Hat 27
Hazmat 3
Helmet 21
Mask 16
Outfit 73
Super Mutant 17
Unique 47
Unplayable 42
Wedding Ring 2

AID:
Device 2
Drink.Rads 7
Drink 4
Aid.Rads 1
Aid 8
Alcohol 24
 Bio 5
Chem 21
Food.Rads 17
 Food 40
Poison 1
Quest 4
Raw 51

MISC:
Bar 3
Collectible 1
Currency 4
Lockpick 2
Misc 5
Model 8
Note 4
PassCard 8
Pipboy 1
QuestJP 23
Quest 81
Rare 20
Unique 9

JUNK:
Bar 8
Cooking 17
Crafting 36
Loot 72
Material 66
Paper 10
Poison 1
Prewar 59
Scrap 172
ScrapGlass 55
Skeleton 27
Tool 18

ACTIVATOR
Food.Rads 1
Misc 18
Quest 2

INGESTIBLE
Syringer Ammo 9 (weightless)

AMMUNITION
Syringer Ammo 1
Ammo 14
Energy 7
Fuel 1

BOOK
Magazine 121
Note 200
Password 6

COMPONENT
Material 31

FLORA
Food.Rads 47

KEY
Key 136
Password 41

MESSAGE
Quest 6

MISC
Bobblehead 20
Mod 1305

NOTE
Game 5
Hack 4
Holotape 157

PERK:
Bobblehead 13
Companion 12
Faction 6
Magazine 48
Perk 24
Quest 4
Rest 3

WEAPON:
Unique 7
ComplexWarfare 6
Grenade 9
Mine 6

16 tabs (max), 68 tags and around 50 icons.


- Uploaded a Patch for Outfit Switcher - Hotkey and Swap Loadouts by registrator2000
  Wear armor, then the charisma outfit, then the Hazmat Suit with a single real time, toggle-able hotkey. Simply indispensable!

- Uploaded a Patch for Field Scribe Backpack by jet4571

1.01:
- The Ammo Tab was abstent from the Barter/Container/Workbench windows. It's back! It is now next to Grenades like in the Pipboy inventory.
- The tag ElectronicWarfare was left from and alpha version while I changed it to ComplexWarfare in v1.0 (better adapted).
   So, it didn't work in v1.0 (i think it is the atom icon like some ammo type).
   Some small text work in a xml file.

--------------------------------------------------------------------------------------------------------------------------------------------------------


About Sorting Mods:
You should only read this if you don't install the full Set and want to keep the Sorting Mod you use or want to know more about the subject.

With a mod manager, it is easy to install/uninstall Sorting Mods. You can try 36 of them without adverse consequence, so feel free to try some.
Although, when trying mods, you should not save (as a general rule) specially that Sorting Mods don't need to be tested in-game.

A Realistically Weightless Colored Sorting Mod is fully integrated with both the two other mods of the set but importantly also with DEF_INF
for which an ad hoc Patch is provided to install over the DEF_INV required install.

Neanka's fine mod allows the display of a variety of icons before the items in the Inventory screens and the Barter/Container/Workbench in-game screens as well as Tabs to sort items by nature.

A Realistically Weightless... ARWCSM for short is a Sorting Mod with much icon diversification which also integrates a number of sub-category tabs.
For example the Ammo Tab is inside the Weapon screen with the Grenades Tab (no need to clic 3x2 times to go to the Ammo Tab and back in the Weapons Tab!).
Food/Drink/Chem also have specific tabs (like in VIS) as well as some sets of wearables and Misc items.

I provide support for my set of mods. I know they work well together and I will help solve the issues that might happen.
When it comes to other Sorting Mods, if you use them and you experience problems with the inventory, you should install ARWCSM (after
deactivating your current sorting mod). If the problem persist, I'd be providing help to solve the issue. Then you can easily go back to your
previous sorting mod.
With a mod manager, it is easy to install/uninstall Sorting Mods. You can try all without adverse consequence, so feel free to try some.
As a general rule, when trying mods, you should not save (you can see immediately what a sorting mods does).

About the missing esp warning window bug:
This bug occurs when you deselect to much ESPs at the same time. When you
try to load a savegame, the game can't display the warning window
saying some esp present in the save you try to load is not present anymore. The game freezes on that failed attempt.
If you experience that bug, you should try putting back all but one of the ESPs you removed, and try to load the savegame.
If it loads (if not, change the one you deactivated), you should save then exit the game and try removing an other ESP,
launch the game, load the latest savegame, save... untill all is removed.

Keeping your present Sorting Mod or installing one is OK in terms of compatibility provided it uses DEF_INV and the icons are displayed in the inventory.
Installing GKCP would provide Colors to the icons displayed, both in the Pipboy and the in-game Barter/Container/Workbench windows.

- If you already use a Sorting Mod but without DEF_INV, you must install it.
    DEF_INV provides support for Valdacil's Item Sorting (VIS), Bhaal's Better Sorting (BBS) and Better Item Sorting (BIS).

    DEF_INV is compatible with VIS.
    DEF_INV is compatible with BBS.
    The install for BIS should be OK but I never tried it.

- If you already use a Sorting Mod with DEF_INV, it should display the color icons provided by GKCP.

- If you don't use DEF_INV nor a Sorting Mod:
   Know that without installing DEF_INV, there would be no icons in the Inventory/Barter/Container/Workbench... thus no color for that,
   but the Pipboy's interface would still display color Animations, Fonts and interface Icons (not inventory ones).
   So it would be playable. But if you can, you should install it/them.


Credits
Bhaal's Better Sorting by Bhaal
Whose 2.1 version, which I was playing with and had made Weightless for myself, has served as core basis for this mod.
As things went, I added a lot and transformed the rest. So our two mods are pretty much different.
I looked also around about what other Mods (VIS and BIS) were doing and used that info to sort things better (Quest items mainly).
DEF_INV by Neanka
I would not have made this mod without Neanka's mod. So I believe the most credits should go to him because of the icons, tabs and system he made available for other to work on.    
Bethesda

Credits mitigés for Beth.
When you watch closely the items data, you realize there are many unthought things and a number of errors. Bethesda is not a fan of "small" details (or they don't take the time to be).
But there is an impressive mass of data in those files and the game is particularly stable for me. So credits to them.