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DaveLessnau

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DaveLessnau

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85 comments

  1. DaveLessnau
    DaveLessnau
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    Sticky
    If you're using a mod (I'll call it Mod X in the instructions, below) that has inventory items that need sorting and I don't have a compatibility file for it, you can roll your own and use it in conjunction with my stuff. All you need is FO3Edit:

    http://www.nexusmods.com/fallout3/mods/637/?

    Fire up FO3Edit and let it load all the mods you're using. Expand Mod X's Ingestible, Ammunition, Armor, Book, Misc. Item, and Weapon categories (if they exist). The easiest way to get the items there working with my mod is to right-click on each of those categories and select " Deep copy as override into..." (you could right-click the individual items in those categories and " Copy as override into...," but it's easier to just copy at the category level). FO3Edit will prompt you for a file to copy to. Check the New File checkbox down at the bottom and give it a unique name when prompted. Once all those categories are copied into your own file, collapse Mod X's category tree and expand your own file's. For each item in those categories for that file, right-click on the Full - Name field and add your prefix. Save that new file. As long as your compatibility mod loads after my base mod and after Mod X, you should now be set to go.
  2. KZavi
    KZavi
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    Updated version of DALCO for UUF3P. Feel free to use.
    1. BloodReaperZ
      BloodReaperZ
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      Where do you even put that file?
    2. KZavi
      KZavi
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      It's a patch, so load it after the original DALCO and UUF3P.
  3. LeavingUndad
    LeavingUndad
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    I like this mod, thank you! The advantage of your mod over other similar mods is that its esps include Bash Tags 'Deactivate', 'Names' and 'NoMerge', so that if they are almost at the bottom of the load order (just before the Bashed/Merged patch) they don't interfere with the other mods but change the names of items as it was intended. The 4-letter prefix system for grouping items also makes sense and is reasonable. I use your mod now because I haven't found better sorting mod for FO3 here on Nexus, something like Universal Item Sorter for FNV (which safely renames items with scripts, I'm afraid such mod is impossible to implement for FO3 without support of JIP LN NVSE Plugin and its features).

    Unfortunately the mod is old and somewhat outdated, for example I had to manually (with help of xEdit) carry forward changes made by the latest version of the Unofficial Fallout 3 Patch in DALCO Inventory Sorter - Unofficial Fallout 3 Patch.esp. I also don't use half of optional patches for outdated and unnecessary mods, but have manually changed (with help of xEdit again) the names of new items in other mods that I have installed, for the sake of consistency.
  4. CorpoAnakin
    CorpoAnakin
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    DEBUG (22:11:56.0285): createfile w: c:\games\fallout 3/Data\Inventory Sorter - Merged.esp -> C:\Users\Fgtranime\Desktop\Mod Organizer\mods\Inventory Sorter - Merged\Inventory Sorter - Merged.esp (80 - 3) = 000008D0 (0)
    DEBUG (22:11:56.0285): handle opened with backup semantics: c:\games\fallout 3/Data\SShopItems.esp
    DEBUG (22:11:56.0285): createfile w: c:\games\fallout 3/Data\SShopItems.esp -> C:\Users\Fgtranime\Desktop\Mod Organizer\mods\sshop\SShopItems.esp (80 - 3) = 0000085C (0)
    INFO (22:11:56.0285): Windows Exception (c0000005). Last hooked call: void *__stdcall CreateFileW_rep(const wchar_t *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)
    ERROR (22:11:56.0285): This is a critical error, the application will probably crash now.
    DEBUG (22:11:56.0283): createfile w: c:\games\fallout 3/Data\megalight.esp -> C:\Users\Fgtranime\Desktop\Mod Organizer\mods\Megaton Lighting Overhaul\megalight.esp (80 - 3) = 000008D8 (0)
    DEBUG (22:11:56.0285): handle opened with backup semantics: c:\games\fallout 3/Data\Fallout3.esm
    INFO (22:11:56.0355): Windows Exception (c0000005). Last hooked call: void *__stdcall CreateFileW_rep(const wchar_t *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)
    INFO (22:11:56.0355): Windows Exception (c0000005). Last hooked call: void *__stdcall CreateFileW_rep(const wchar_t *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)
    DEBUG (22:11:56.0285): handle opened with backup semantics: c:\games\fallout 3/Data\Inventory Sorter - Merged.esp
    what does it mean
  5. Imiona
    Imiona
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    Really nice Mod but WAY to many Esp's
  6. acelogan
    acelogan
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    On that note, in regards to using the Dalco compatibility patches, and more specifically after making custom compatibility plugins - any solid advice on actually then reducing (merging?) the various compatibility plugins to help manage the load order? Too many plugins can be an issue, and a headache.
    1. acelogan
      acelogan
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      In response to post #27643890.


      Spoiler:  
      Show
      acelogan wrote: On that note, in regards to using the Dalco compatibility patches, and more specifically after making custom compatibility plugins - any solid advice on actually then reducing (merging?) the various compatibility plugins to help manage the load order? Too many plugins can be an issue, and a headache.

      This might have potential for merging the massive Dalco plugins.
      Merge Plugins xEdit Script by matortheeternal or Merge Plugins Standalone (beta)

      Still no traction on getting an item name prefix script.
  7. kathrynfr15
    kathrynfr15
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    Ohhh my god, I've been looking for this everywhere I jsut didn't know what it was called. Started goodling food/chem/aid mod and you popped up. Tyvm for this
  8. Degrelescence
    Degrelescence
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    Your mod does exactly what it says it does, so I went ahead and endorsed. Unfortunately, it just has too many compatibility issues. I can see you took a lot of time to make a ton of compatibility patches and a scripted loader to detect them, but for really heavy modders, your mod just isn't feasable. Very good work though! Not sure if it is possible, but can you change item names via script, so that you don't have compatibility issues? If not, I can't think of any way you could make it any better. It's just too all inclusive for over-modders lol.
    1. acelogan
      acelogan
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      In response to post #26467744.


      Spoiler:  
      Show

      Degrelescence wrote: Your mod does exactly what it says it does, so I went ahead and endorsed. Unfortunately, it just has too many compatibility issues. I can see you took a lot of time to make a ton of compatibility patches and a scripted loader to detect them, but for really heavy modders, your mod just isn't feasable. Very good work though! Not sure if it is possible, but can you change item names via script, so that you don't have compatibility issues? If not, I can't think of any way you could make it any better. It's just too all inclusive for over-modders lol.

      A script that auto-appends items would be pretty handy. I really don't know if such a thing is possible to do. I assume it could be done utilizing FO3Edit or WryeFlash, perhaps? The issue I see though is that you can't go appending item name IDs in originating plugin, as it would break anything that relies on or calls-to that item. To the best of my knowledge, patches are really the only way to accomplish it without breaking something. However, if a script could be made to auto-pull all the item records from all the active plugins into a patch, and then auto-append them, that would be ideal; it would save a lot of frustration, time, and reduce plugin bloat.
      If I knew how, or even had a head for programming, I'd give it a go myself
  9. Cephaler
    Cephaler
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    Your mods are so awesome. I'm gonna' call you genius, ok?
  10. SARINTHR33
    SARINTHR33
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    Being a new modder pls excuse me if this is stated poorly or the solution is obvious!!
    Is there a way we can easily share with each other the manual editing of prefixes in FO3Edit?
    Many thanks
    1. DaveLessnau
      DaveLessnau
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      Sure. You should be able to go to the User Area under your account and just Add a New File in the Files area. If you've followed my instructions at the top of this forum and have your own changes in their own file, that's the file you'd add. There should be step-by-step instructions there for including things like your Readme and prerequisites and things.
    2. Koinonos
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      Hey Dave, I am working on a fairly major addition to your work to include FOOK 2, WMK (all weapon states: SI, SC, etc.) Xaz''s 20th Century weapons, Apocalypse Armory, RH IronSights, Jacko's Military equip, Dragonskin Armor, etc. to include Weapon weight, Weapon health, and Misc Item weights changes from these mods.

      I have about 1,500 entries to modify at 5-10 seconds per modification since I am merging weight, weapon/armor health, and name values, so I am just beginning to appreciate how much work you put into this already..

      Do you want me to IM my DALCO Meta Merged file to you for inclusion on your page here, or submit it as my own extension to your work? It was your work that got me started with the steps on how to manually modify & extend your work, so I want to give credit where credit is due to you.What an eye opener it is to use Advanced Editing in FO3Edit and to how & which values get overwritten. I had no idea I was missing out on so many changes (item weight, weapon health, damage, clip size, etc.) by trying to run Mods together *even* with their FOOK 2, WMK compat add-ons. So I am hooked on rolling my own merges now thanks to you!

      Kind Regards,
      -K
  11. Koinonos
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    Great mod Dave! For those who want more simplicity in their Inventory sorters (ACLH, BOOK, WEAP, ARMR, etc. instead of Dave's many weapon and armor subcategories) you can use a combination of the GECK, FO3 Plugin Utility - http://www.nexusmods.com/fallout3/mods/5104, and Notepad++'s Search and Replace.

    If you don't want to make a mega-merged file of all of your favorite mods, the basic workflow goes like this:

    1.) Using Notepad++ (or your favorite text editor), load up that same .esp

    2.) Use the Search and Replace feature of your Text Editor (mine is Notepad++).

    3.) Have Dave's list of Weapon and Armor sub-codes in the Description page and enter them into the Find What: (ex: ARMA, ARMC, ARMD, etc) and in the Replace With: put ARMR and choose Replace All.

    4) Save the .eps file in Notepad++, and perform the same Geck/Notepad++ load on the DALCO plug-ins you are using.

    Now when you bring up the game, you will have a much simpler list of CHEM, ALCH, AIDs, BOOK, WEAP, AMMO, ARMR, HATS, QUST, etc. major categories.

    Thanks again to Dave for doing all of the hard work!

    Sept 9th update #1: When doing a Search & Replace make sure to search with the ':' and the word, such as find ARMC: and replace with ARMR: I found out that otherwise it bulk replaces actual texture and NIF names and that can cause screwball results. But using this approach appears to solve the issue.

    Sept 9th update #2: This mod imports all information about the objects, meaning that is uses stock values for the weights and damage and repair lists which can defeat those mods. An example is that FOOK takes many food items and changes the from 1 pound to .05 pounds, but this mod will show a weight of 1.0. So either load it before FOOK 2, or be willing to edit your plug-in using FO3Edit and manually modify the weights, repair lists, etc.

    -K