I was able to get it working with a few updates to the script. The SetFilters function definition needs to update, and "Log" needs to be replaced with "FTLog".
The replacement SetFilters func def looks like this: private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void {
To those who got the redscript error after trying this, there are two replacements to be done: 1. The line containing "SetFilters" to be replaced with the one in the parent comment. 2. Find "Log" and replace with "FTLog". The replacements are to be done in the "MoreInventoryFilters.reds" file found in r6 > scripts> MoreInventoryFilters
Weird, I actually made both replacements, but still getting that error. Checking the logs, it shows this> [ERROR - Fri, 13 Oct 2023 21:48:25 +0200] At C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\MoreInventoryFilters.reds:218:1: private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void { ^ syntax error, expected "@"
[ERROR - Fri, 13 Oct 2023 21:48:28 +0200] Compilation error: REDScript compilation failed. The game will start, but none of the scripts will take effect. This is caused by errors in: - MoreInventoryFilters.reds
Hello guys, i tested this mod in the 2.1 game version, (with the replcaements told by YukiShiku) , and it's working , i wish i could upload the script file here for those who are finding it difficult to make it work. Just open the MoreFilters.reds (script file) located in the downloaded mod folder "r6/scripts/" and copy it to the desktop. now open it with VScode, then press Ctrl+f (not the search bar at the top) , and search for "Setfilters" , and remove that whole line, and paste "private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void {" in place of that, and now search again "log" and place "FT" in front (FTLog) save the file, and paste it into "Cyberpunk base folder/r6/scripts/" now open the game, it should work, if not, follow the steps again carefully, you made a mistake somewhere. Happy gaming ;)
I was also getting the same error orisha77 posted, but what fixed it for me was where I was applying these fixes. I was initially editing the script file in the vortex staging folder, the one you get to by right clicking the mod in vortex and selecting "open in file manager". But since I had this mod enabled already, I figured I had to edit the script file that vortex was injecting into the game folder. And I was right. Once I edited the file found it r6 > scripts> MoreInventoryFilters, the error went away. Alternatively, if you already have the staging folder file edited, I reckon disabling and reenabling the mod would have the same effect.
ok i just fiound out "redscript - Required for the mod to work". So it is some kinda another mod that i also need to install so the current mod also would work?
Ok so i went to the page of that some other "redscript" mod, downloaded it as well, and put it's files exactly at places were description says they should be. But now i get this error when i start my game:
What am i doing wrong and could you please provide a more detailed instruction on how to install More Inventory Filters? It's only my second mod for Cyberpunk 2077, so i'm not too experienced in this.
malcoth Thank you for answer, brother, but it's definitely not tha case. Because i had never update to 2.0 deliberately. So it can't be a problem. I started to play Cyberpunk in the middle of the summer and has never updated at all. I am still playing the same old version. I don't know if the numbers are important but game menu says it's 1.63 version. It's definitely not this new 2.0 version, it's some old one. But i still have this problem nevertheless.
So i really can't understand what's wrong with this thing. It's very hard to manage inventory without good filters. How people make this mod to work on old versions like mine?
Your game and all required mods for this mod (of which there are three) NEED to be completely up to date for anything to work properly. If you choose not to update your game that's fine but it also means you gonna be playing without mods. It is technically possible, but it would require a much better understanding of the modding process and a whole lot of wasted time. I recommend you go watch a few videos on how to mod cyberpunk first before you do anything else. Update your game, install ALL core mods (preferably with Mod Organizer), then come back here and try again. Anything less will just lead to hours of frustration, just to add a few extra filters.
The mod looks promising, buuutt. Tried to follow the install: however, the r6 folder in my game does not have the scripts and tweaks folder like the DL file just the cache and config folders Tried to install the DL's Script and Tweak folders to my r6 folder. No change. Tried install the r6 folder Nope. As of this post I am also just starting a new game run so my collected stuff is minimal. Could it be that I have to acquire the stuff to have the tabs? I am installing manually BTW.
Take a look at the dependencies, you need Redscript (for the "r6/scripts" folder) and Tweak XL (for the "r6/tweaks" folder) installed. I disabled the annoying popup to download the dependencies, because I trust that most people can read the description. (And since almost any mod uses Redscript or Tweak XL, most people have them already installed anyway.)
Well, I have never used Redscript and Tweak XL an after getting them here they seem to have their own dependencies leaving me a little confused on the install. Most of the mod installs I have done were straight file drop-in at the appropriate game folder. Still, will try to follow the way.
Probably not. Cyberpunk and the Witcher games are "PC first" games, and it's menus are designed around the advantage of having a mouse to navigate them. This is in contrast with Skyrim and the vast majority of AAA games, which have menus designed mainly for controllers. I think boxes and tooltips work for keyboard and mouse, and this is why I personally don't think Cyberpunk needs a SkyUI style menu, as much as Skyrim needed it.
Unlike with Skyrim, you also lose some of functionality: namely the weapon (and item) icons, that make the weapons (and items) easier to distinguish, and provide a nice large box to click on them.
It can be done, but it'd be a BIG project. I don't think it could reuse much of the current inventory. And such a mod would mostly benefit controller users, and for an FPS on PC, mouse and keyboard is just better.
Yeah, that's fair enough. I'd just like a way to be able to compare weapon and item stats side by side simultaneously without having to go back and forth hovering with the cursor to show the tooltip.
bro thx for this mod i searched somthing like this for so long. espacially the iconic filter!!!!
Feedback: in the stash the filter workes but there is no icon in the Box
Wish: is it possible to filter for Helmets (or what ever) and than use the sorting system? i would love to have this in the stash. i imagine somthing like a dropdown on the armor filter. if this is possible maybe its also possible for weapons and melee. like throwing knifes seperated form meele. or even further. i dont konw how hard/easy it would be to categorize everything
Which icon is missing for you? I've tested it (with and without stash filters installed) and all icons seemed to be there (although I was on 1.6.1).
The separate filters by clothing type are doable, although they require some work and you'll have a ton of filter buttons to manage. The "dropdown" on the filter buttons is not really, at least not without a rewriting a big chunk of the filter system on the UI. And the game doesn't have icons for any of these, so while this time I could just repurpose some, I'd need to add new icons for each weapon or armor, or they'd all just look the same.
https://imgur.com/a/7EqsGmT the last filter icon in the stash is missing on me. but i have like 50 other mods installed. if i am the only one, just ignor it.
i personally would love every filter button that is doable without a huge amount of work. i personally dont need a spesific icon, its convinient yes, but i can hover over and see the text. just to have it would be huge. i see there would be a ton of buttons, some ideas of me to fix this would be:
as an alternetive idea (still just if it is not a huge amount of work) maybe you can get a secod filter line apper bassed on the first. like just duping it and reference to the main filter that you selceted. (i cant code but i imagine this easyier than rewriting huge chunks for a dropdown that does not evan exist yet.)
or maybe you can use the first results of the stash itself.
thx for your work man. i dont wanna sound like i want this from you. it is just some ideas of me if you have time and passions. English isnt my main language so sorry if i sound like i would demand somthing form you. that is definitly not the case. just this mod alone, ads so mutch enjoment to the game. thx for this work.
39 comments
More Inventory Filters (with Food filter) - Update 2.2
Working well with Stash and Backpack Search. :)
The replacement SetFilters func def looks like this:
private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void {
To those who got the redscript error after trying this, there are two replacements to be done:
1. The line containing "SetFilters" to be replaced with the one in the parent comment.
2. Find "Log" and replace with "FTLog".
The replacements are to be done in the "MoreInventoryFilters.reds" file found in r6 > scripts> MoreInventoryFilters
Checking the logs, it shows this>
[ERROR - Fri, 13 Oct 2023 21:48:25 +0200] At C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\MoreInventoryFilters.reds:218:1:
private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void {
^
syntax error, expected "@"
[ERROR - Fri, 13 Oct 2023 21:48:28 +0200] Compilation error: REDScript compilation failed. The game will start, but none of the scripts will take effect. This is caused by errors in:
- MoreInventoryFilters.reds
But no idea how to fix it.
and to mukulhastak as well for the detailed instructions.
Just open the MoreFilters.reds (script file) located in the downloaded mod folder "r6/scripts/" and copy it to the desktop.
now open it with VScode, then press Ctrl+f (not the search bar at the top) , and search for "Setfilters" , and remove that whole line, and paste "private final func SetFilters(root: inkWidgetRef, const data: script_ref<array<Int32>>, callback: CName) -> Void {" in place of that, and now search again "log" and place "FT" in front (FTLog)
save the file, and paste it into "Cyberpunk base folder/r6/scripts/" now open the game, it should work, if not, follow the steps again carefully, you made a mistake somewhere. Happy gaming ;)
But now i get this error when i start my game:
What am i doing wrong and could you please provide a more detailed instruction on how to install More Inventory Filters? It's only my second mod for Cyberpunk 2077, so i'm not too experienced in this.
I think no. What is Redmod? Mod launcher? Its like Nexus Mod Manager for Fallout?
I dont use any mod launcher at all.
Thank you for answer, brother, but it's definitely not tha case. Because i had never update to 2.0 deliberately. So it can't be a problem.
I started to play Cyberpunk in the middle of the summer and has never updated at all. I am still playing the same old version. I don't know if the numbers are important but game menu says it's 1.63 version. It's definitely not this new 2.0 version, it's some old one. But i still have this problem nevertheless.
So i really can't understand what's wrong with this thing. It's very hard to manage inventory without good filters. How people make this mod to work on old versions like mine?
Tried to follow the install: however, the r6 folder in my game does not have the scripts and tweaks folder like the DL file just the cache and config folders
Tried to install the DL's Script and Tweak folders to my r6 folder. No change.
Tried install the r6 folder Nope.
As of this post I am also just starting a new game run so my collected stuff is minimal. Could it be that I have to acquire the stuff to have the tabs?
I am installing manually BTW.
Most of the mod installs I have done were straight file drop-in at the appropriate game folder.
Still, will try to follow the way.
Unlike with Skyrim, you also lose some of functionality: namely the weapon (and item) icons, that make the weapons (and items) easier to distinguish, and provide a nice large box to click on them.
It can be done, but it'd be a BIG project. I don't think it could reuse much of the current inventory. And such a mod would mostly benefit controller users, and for an FPS on PC, mouse and keyboard is just better.
Feedback:
in the stash the filter workes but there is no icon in the Box
Wish:
is it possible to filter for Helmets (or what ever) and than use the sorting system? i would love to have this in the stash. i imagine somthing like a dropdown on the armor filter. if this is possible maybe its also possible for weapons and melee. like throwing knifes seperated form meele. or even further. i dont konw how hard/easy it would be to categorize everything
The separate filters by clothing type are doable, although they require some work and you'll have a ton of filter buttons to manage. The "dropdown" on the filter buttons is not really, at least not without a rewriting a big chunk of the filter system on the UI. And the game doesn't have icons for any of these, so while this time I could just repurpose some, I'd need to add new icons for each weapon or armor, or they'd all just look the same.
the last filter icon in the stash is missing on me. but i have like 50 other mods installed. if i
am the only one, just ignor it.
i personally would love every filter button that is doable without a huge amount of work. i personally
dont need a spesific icon, its convinient yes, but i can hover over and
see the text. just to have it would be huge. i see there would be a ton
of buttons, some ideas of me to fix this would be:
as an alternetive idea (still just if it is not a huge amount of work) maybe
you can get a secod filter line apper bassed on the first. like just
duping it and reference to the main filter that you selceted. (i cant
code but i imagine this easyier than rewriting huge chunks for a dropdown that does not evan exist yet.)
or maybe you can use the first results of the stash itself.
thx for your work man. i dont wanna sound like i want this from you. it is
just some ideas of me if you have time and passions. English isnt my
main language so sorry if i sound like i would demand somthing form you.
that is definitly not the case. just this mod alone, ads so mutch
enjoment to the game. thx for this work.