Fallout 4

Complex Sorter FAQ - Frequently Asked Questions

Can Complex Sorter tag the mod {Insert your mod here}?
Yes.
Complex Sorter can tag any custom mod.
The standard rules will tag most custom mod items just nicely. And if not:
You can customize the tagging with the processing rules to anything you
like.

Can i use it with any other custom Item Sorter Mod?
Most probably yes.
If the Item Sorter uses its own tag names, you must add the new tag set
names to tags.ini. Just add a new section for your Custom Item Sorter
Mod and select the new tag set it in the GUI!

Can i change the way CS works, like changing rules, tags or sth.?
Absolutely! CS is extremely configurable and flexible.
Check the other articles here to learn more about the processing rules and other configuration options.

Does it work for FallUI?
Yes.
Complex Sorter was even made for it!

Does it work for Ruddy88s Simple Sorter compatible Item Sorter Mods?
Yes.
Just select Ruddy88s Simple Sorter as tag set.

How to use with FallUI - Item Sorter Mod?
In the FallUI FOMOD installer:
Disable the "FallUI Item Sorter Mod" option, which is the ESP that you are going to produce by yourself.
Leave "FallUI Item Sorter Mod (Tag configuration)" enabled, as it included the tag icons, subcategories and so on.

How can i change tags for records with INRD/INNR entry? 
Processing those items is a bit more difficult, but possible.
I recommend reading the article Instance Naming Rules (INNR) 101 on Nexus for a general understanding of INNR.
Then take a look at some INNR rules to understand them.
Finally adjust your processing rules and dynamic naming rules (rules-innr.ini) to archieve your goal.

Many weapons or apparel have no tag in "FULL - Name", why? 
While the most records get their tag directly in the "FULL - Name" field, the technique for weapons and apparel (if you use AWKCR) is different.
Those items get their tag by so called Instance Naming Rules (INNR). So check out the record field "INRD", which references to a INNR record. In this INNR record you should find the tags, which will added to the name by the game engine.

I have more than 250 EPSs and get "master list full" errors, how can i handle that?

If you use at least version 1.10 and get this error, reduce the "max masters per patch file" in advanced settings.

Important: This section only applies to version 1.9 and before. The latest 1.10 solve this problem automatically, so you don't have to care.

Spoiler:  
Show

This is a known problem with the used record modifying framework and also a limitation in the game engine and through that in FO4Edit too.
A file cannot have more than 255 referenced esp files in it. So while building the patch the record modyfing framework adds all files in the scanning process, and so reach this limit.
Note: The exact number of "which is to much" can heavily varying depending on your mods. This is, because some esp just contain no taggable item records, so wont added at all. And some have dependencies, which also could get added. Or some are ESL, which are always some kind of special.

There exists two approaches to handle this:
  • 1) Split your eps in smaller lists and make a partial patch file for the list parts (like 200 or maybe 250 - the exact number which "works" vary. see note above). Do this by selecting the first 200 esp in the CS main menu and then generate patch file 1. Then select the next 200 for file 2 and so on.
  • 2) A tricky and very effective way has been found by user Schnips and got even more refined by user 4estGimp: Split your list depending on used record types. This works, because most mods cover only recods of a few types, and so it is some kind of "automatic splitting mechanic". Additional to that, it is easier to work with than the first approach. So just select record types LVLI and MISC for patch file 1. Select ARMO, WEAP and INNR for patch file 2. And finally all other record types in the 3. patch file.

How to use with BASH?
This is the recommended way:
  • Disable all CS item sorter output patch file(s)
  • Run BASH
  • Activate the generated BASH-ESP and the item sorter patch file(s). Your CS Item Sorter patch file(s) must be below the BASH-ESP.
  • Run Complex Sorter.
Why?
Bash and CS work both the same way: Go over all your mods and create new override-records in a new file.
The problem starts at the second generation: If you just run them without disabling one side, they will take the output of the other tool as "final record". This way you will never get updates of records that are in both tools output files.
A second reason is, that CS (normally) doesn't change any records functionality. So its much better to let Bash see the "original" records, so it doesn't get confused about the tagged ones.
It is possible to turn around that order (so first CS, than Bash). But because Bash has a very long run time (which is even longer with the CS output file) and should work on the "original" records, it is recommended in the above order.

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