Recommendation: This mod is very comprehensive. Always place Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch as close to last in your load order. It overwrites and fixes more things then I could ever list using INNR records (The same method that Valdacil uses in the core VIS file) including things that other mods and patches break.
Enjoy
Feel free to let me know if there is something I overlooked (even if you are not sure, just PM me)
I know this is old so I'm posting this for the sake of other people with the same question. Probably not BUT you might want to look into this: https://www.nexusmods.com/fallout4/mods/35292
As many people have mentioned, some Weapons have missing tags. I think the Pipe Shotgun, Crude Blowback and Handmade Revolver are affected. There is a way to fix it and it is easy to do, once you did it once or twice.
How to fix/add the "Pipe Shotgun" tag:
1. Use FO4Edit 2. Select RaiderOverhaul.esp and confirm to load it 3. RaiderOverhaul.esp -> Weapon -> ... 4. right click "pipeshotgun" and click "copy as overrite into..." 5. ONLY activate <new file> and press OK 6. Navigate to the newly created .esp 7. Right click -> Add Masters... -> ArmorKeywords.esm 8. (newesp).esp -> Weapon -> pipeshotgun (left-click on it) 9. Find "KWDA - Keywords" inside of it 10. Right click right next to "KWDA - Keywords" in the column of your new .esp and click "Add" 11. Edit the newly added Keyword entry to "_WeaponCaliber_12_Gauge [KYWD:0600087A]" 12. Close FO4Edit and make sure to create/save the new .esp
You can do that with every Weapon that uses Vanilla or AWCR compatible Ammo. To find out the right Keyword, you have to find equivalent weapon calibers in ArmorKeywords.esm. They are easy to find in the Keyword drop-down menu, once ArmorKeywords is added as Master. I'm not sure how hard it is to add non-vanilla calibers, though.
Oh and to refresh already obtained weapon (etc.) tags, just drop them in a settlement and store them with tab in the Workshop.
Update: The Melee Weapons are affected, too. I have created a quick and dirty Patch, but am still waiting for MadMax's Permission to post it publicly. Meanwhile, just pm me if you want the file. @thirdstorm: You could also integrate it into this mod if you want so everything is in one place.
Melee Weapons are named using "Instance Naming Rules". I have added a Naming Rule that puts [Melee] in front of all the new Melee Weapons.
Here is a link to a fix for both ranged and melee weapons. It's a dirty fix, because it just adds the Tag without adjusting the naming schemes the way VIS does. And in rare instances, the Handmade Revolver doesn't have a tag.
http://www86.zippyshare.com/v/rOsVcfzQ/file.html (you still need kkthebeast's patch)
I'm a bit late for this reply but thanks! I actually managed to figure out how to get the INNR to work with the melee weapons so they're coming up tagged now. I don't have anything I can upload though as it's all integrated into my own custom overwrite patch along with about a million other things. Also, I can't really remember how I solved it.
I've made a comment detailing a few issues but personally I don't have a problem getting an icon for the Pipe Shotgun and such any longer, but only Fatman, Missile Launcher, Chainsaw, Drifter Outfit and the Handmade Revolver if it's modded to use 12 Gauge ammo. Just thought I'd give a heads up. Although, I do use Better Locational Damage and it's Raider Overhaul VIS Compatability Patch, I can't confirm if it's working without that.
This bit of advice was very handy. Thanks. I'd been wondering why the Pipe Shotguns weren't getting the sorting tags like other stuff was. Same for the Chainsaw, though I hadn't made the connection.
Just for the record though, since the load order position of the ArmorKeywords.esm file can vary, the keywords themselves aren't always going to start with 06. Mine started with 08. Just figured I'd point that out in case anyone got errors... But then I guess anyone trying to patch this issue themselves probably knows that well enough by now.
Not sure why the melee weapons are handled so differently to the guns... but I think I've managed to fix those too. As an aside, I find it odd that Valdacil has all the melee weapons tagged with exactly the same word when there are icons available for different types of melee weapon... and at the very least for distinguishing between 1H, 2H and H2H weapons.
I have an issue where the Raiders armor is named "RAIDER ARMOR insert number" and not sorted (no icons) it might happen for other factions but I can't tell right now since I can't find any other factions to check.
And here's is a pic of what I mean: https://i.imgur.com/jvPeLJw.jpg
The Restored version doesn't work, for example the OMGDIE mask doesn't have any icons, tags or any sorting whatsoever even though everything is installed properly.
I think your FOMOD needs repackaged. I select the no AE version and it installs an outdated AE esm + AE VIS patch, lol. I don't want/need AE but it seems like it's required even for your 'NO AE' patches. Unless I'm missing something. Edit: got the AE removed version but had to dig into the archive manually to find it
Also having an issue with raiders spawning without their armor equipped. An issue this mod tries to address https://www.nexusmods.com/fallout4/mods/20923?tab=posts . Of course, I can't use it because it also requires AE. People really need to stop with the AE dependency stuff
I noticed in FO4Edit that this patch does not carry over some leveled list entries from the Raider Overhaul Restored Content AE patch. Should I carry over those manually, or is that on purpose (ie a fix)?
FOr some apparent Reason the "bas ass" looted and the other longcoat are catogorised under militairy when I try to go and change it in either CK or Fo4edit. the (Militairy) tag won't show up and putting (Raider) infront of it to tag it under raider wont help either because (Military) will still show up front ???? how do iget rid of the militairy stuff i want to catogrize this under raider tyvm
This I found the problem... you named everything based on clothing class and the clothing class was military gonna see ingame now that ive changed to raider what it did. :)
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Enjoy
Feel free to let me know if there is something I overlooked (even if you are not sure, just PM me)
If you are getting weird names, It's either 1 of 2 things.
1) Load Order Issue from using LOOT
2) You have 1 or More mods, either Overwriting Armorkeywords (AWKCR) or has all out replaced the file.
3)UPDATE AWKCR and AE and/or Reinstall them. Some horribly written mods overwrite this files and destroy mods that depend on them.
Track down these issues and I guarantee it will work as expected
Re-Uploaded 1.8.0 as 1.8.1, it seems that upload did not include all of the updates.
Thanks to red_codec for pointing it out indirectly.
PLEASE report problems(bugs) with detailed breakdowns including load orders on the appropriate mod pages, it's the only way we can run down problems.
These are "As-Is" until kkthebeast returns, updates to fix bugs and keep in line with RO, but I am not a VIS user.
https://www.nexusmods.com/fallout4/mods/35292
How to fix/add the "Pipe Shotgun" tag:
1. Use FO4Edit
2. Select RaiderOverhaul.esp and confirm to load it
3. RaiderOverhaul.esp -> Weapon -> ...
4. right click "pipeshotgun" and click "copy as overrite into..."
5. ONLY activate <new file> and press OK
6. Navigate to the newly created .esp
7. Right click -> Add Masters... -> ArmorKeywords.esm
8. (newesp).esp -> Weapon -> pipeshotgun (left-click on it)
9. Find "KWDA - Keywords" inside of it
10. Right click right next to "KWDA - Keywords" in the column of your new .esp and click "Add"
11. Edit the newly added Keyword entry to "_WeaponCaliber_12_Gauge [KYWD:0600087A]"
12. Close FO4Edit and make sure to create/save the new .esp
You can do that with every Weapon that uses Vanilla or AWCR compatible Ammo. To find out the right Keyword, you have to find equivalent weapon calibers in ArmorKeywords.esm. They are easy to find in the Keyword drop-down menu, once ArmorKeywords is added as Master. I'm not sure how hard it is to add non-vanilla calibers, though.
Oh and to refresh already obtained weapon (etc.) tags, just drop them in a settlement and store them with tab in the Workshop.
Here is a link to a fix for both ranged and melee weapons. It's a dirty fix, because it just adds the Tag without adjusting the naming schemes the way VIS does. And in rare instances, the Handmade Revolver doesn't have a tag.
http://www86.zippyshare.com/v/rOsVcfzQ/file.html (you still need kkthebeast's patch)
Just for the record though, since the load order position of the ArmorKeywords.esm file can vary, the keywords themselves aren't always going to start with 06. Mine started with 08. Just figured I'd point that out in case anyone got errors... But then I guess anyone trying to patch this issue themselves probably knows that well enough by now.
Not sure why the melee weapons are handled so differently to the guns... but I think I've managed to fix those too.
As an aside, I find it odd that Valdacil has all the melee weapons tagged with exactly the same word when there are icons available for different types of melee weapon... and at the very least for distinguishing between 1H, 2H and H2H weapons.
And here's is a pic of what I mean: https://i.imgur.com/jvPeLJw.jpg
Modlist: https://modwat.ch/u/uBadger/plugins
Anyone has any idea how to fix this?
Thanks.
Also having an issue with raiders spawning without their armor equipped. An issue this mod tries to address https://www.nexusmods.com/fallout4/mods/20923?tab=posts . Of course, I can't use it because it also requires AE. People really need to stop with the AE dependency stuff
EDIT: still not working :l