Fallout 4

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MardukNT

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MardukNT

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  1. MardukNT
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    Disclaimer:
    Please keep in mind I’m limited by the game as to what items I can tag with Tag Bag Plus. Things I would love to tag/highlight like pre-war food, ammo, medicine, cap stashes and collectible magazines (to name a few), are by design incapable of it.

    ...And before you ask, weapons, armor and clothing are also excluded by the game. Plus, I won’t be porting this to any console platform as I don’t own or play on one and have no desire to support them sight unseen.

    Basic rule: if an item cannot be scrapped for components, it cannot be tagged by this mod.
    If you want to request something be added in, please make sure it passes this rule (and it isn't excluded by the game first) before asking.

    ======================================================================================================================

    Folks, version 1.2.0 is up and at this point I'm satisfied I've extended the Scrapper Lv2 perk to cover all the useful items I could and/or wanted to cover. So, outside of requests to make changes, this will likely be the final update to Tag Bag Plus.
  2. MardukNT
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    Want a great way to test Tag Bag Plus?
    First, if you haven’t yet, invest a few points into the Fortune Finder and Scrounger Perks to put more bottlecaps and ammo on the map to discover, then come back to try this.

    OK, open up your Pip-Boy and switch over to the Junk Tab.
    Next, switch your Pip-Boy to component view and (if you have it tagged) un-tag Scroungite.
    Now, go to a large interior dungeon like a hospital or office building (some place that has lots of containers to loot is what I’m getting at).

    Go ahead and loot the place like you normally would. Once you ‘think’ you got everything, go back into your Pip-Boy, tag Scroungite again and get ready to be surprised by what you missed!

    Bethesda's game designers hid bottlecaps and bobby pins (usually along with other good loot) in some rather devious locations.
    It sure caught me off guard what I missed when I tried this test at BADTFL, but YMMV.

    -- Enjoy!
  3. MardukNT
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    Quick update:
    Now I know I originally posted that weapons and armor cannot be tagged/highlighted because the game blocks them by design. That sadly hasn’t changed. But, I got to thinking, what about weapons and armor mod kits? Turns out, those items can be tagged! I’m working on an optional addon to Tag Bag Plus (Name TBD) that would allow you to tag/highlight all known Armor, Weapon and Robot mod kits!

    2231. So far, that’s the number of Armor, Weapon and Robot mod kits in the game that I’ve found across Fallout 4, Far Harbor, Automatron and Nuka-World. That number gets exponentially bigger were I to add in 3rd party support for mods like Armorsmith Extended or Legendary Modification. For now, I don’t want the headache involved.

    See HERE and HERE for listings of what's been tagged.

    Also, I had to resort to a different tactic to get the Recipes working this time due to the sheer amount of tagged items. Turns out the game UI gets really cranky when you add a lot of items into a recipe then have it create that massive recipe’s list on the fly. Terrible lag.

    But if you instead create the recipe and point it at a FormID list populated with your tagged items, no lag. Downsides to this approach: All that shows in the recipe is the fake component to tag and the ‘Full - Name’ of your FormID list. Second, since no individual items are showing, no item count can be seen.

    Now, I'm not sure how useful this mod will be once done. I'm making this mainly because I'm trying out a new skill in FO4Edit and because I wanted to.

    To check it out in game (Once I post it), you can go to the Castle where I know there are weapon mods lying loose to discover in the Castle’s Armory. Plus, the one location I recall seeing robot mods kits sitting around loose was inside the Mechcanist’s Lair. Often near the Robot Workbenches.

    Could be other mod kits hidden in plain sight in Far Harbor and elsewhere and this addon could help you discover them if they exist. Also would be handy for item recovery if you say craft a mod kit, then accidentally drop it in some deep water or tall grass.

    Still testing, so no ETA…
    I would like to hear your opinion. Would such an addon be useful to you? Kindly post a comment below.
  4. rahlzel
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    Does this mod break the Workshop's "T" key functionality when storing all junk items?

    I have the Miscellaneous / Scroungite section tracked which includes bottlecaps and bobby pins, and apparently also tags them as junk, so when I press T at my workshop to store all junk, all my bobby pins get stored. (But not my caps?)

    I just had a situation where I found a locked chest, went to pick the lock, and my character said they had no bobby pins for that. First time I've ever heard that voice line.

    I deselected Scroungite from being tagged. Didn't work. Reloaded a save. Didn't work. Closed game and restarted. Didn't work. And I assume that disabling Scroungite from bobby pins means that I also won't get everything else in the Miscellaneous section from being highlighted - caps, etc.

    Am I correct in assuming I have only 3 options: A) Have bobby pins and caps highlighted, but never use the Workshop's T key, B) Have bobby pins and caps highlighted, but fish out bobby pins from the workshop every time I use the T key, or C) Don't use this mod?

    EDIT: It's also not storing cigar boxes, cigarettes, silver lockets, etc with the T key, which I need to store manually now. Did I uninstall the incorrectly or are these known issues? I re-read the "Known Issues" section - it looks like you attempted to describe this but the truth is far more inconvenient, at least for me. Getting objects is now easier but putting them away is now tedious. Damn game.
  5. vram1974
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    Sorry if this is a bit dense but does this mod work in conjunction of Tag Bag or do I remove the original Tag Bag and just use your mod?
    1. MardukNT
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      vram1974,
      Let me see if I understand your question. You are asking if Xatmos' mod and my mod Tag Bag Plus can be (or needs to be) run simultaneously and does it help or hurt to do so, correct?

      The answer is, they would conflict. Plus all the features of Xatmos' mod are included in TBP, so it would be redundant to run both.

      Before switching mods, I recommend going into your game, un-tagging all items at a Chem Bench, do a full save and then quit the game like normal. Now, you can switch over mods. Less chance of causing savegame bloat when you do it that way.
    2. vram1974
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      Thanks that's great. Appreciate it.
  6. morpheas768
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    Great mod!
    I was looking for something simple, that would allow me to easily turn on and off the highlight effect of Scrapper, without having to use console commands or settings holotapes.

    Anyway, for me all the extra stuff this mod adds feels a bit "cheaty", as it makes looting too damn easy, so all I wanted was to be able to toggle the effect on and off via drawing/holstering my weapon. However, I wanted the effect to turn ON when my weapon is holstered, not when it is drawn.

    And thats what I did, thanks to this mod!

    In case anyone else wants to do the same, here's how:

    MardukNT has already explained how to do this, using FO4Edit.
    However, simply changing the comparison value from 0 to 1 wont work. At least it didnt work for me.

    What you need to do, is change the Comparison Value - Float to 1.000000, as suggested by MardukNT, but also change the "Greater" to "Lesser" in the Type field.
    So it should be "Lesser than 1" instead of "Greater than 1".

    Now, if you want everything else added by this mod to be removed (like I wanted), then simply delete all edits except the "Perk" (and ofc File Header) under TagBagPlus.esp.

    Easy edits, seriously. It took me longer to type this post than to actually modify the .esp myself.

    P.S. You may also edit the view distance for the highlight effect. I set mine to 500 (2x times longer than vanilla). Value is under Function Parameters -> Float and it reads 1000 (default is 250).
    1. MardukNT
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      morpheas768,
      I'm happy that you are finding my mod useful and I don't want to steer you away from using my mod (as I think it's a great mod too!), but I feel for the trouble you might be better tweaking Scrapper Highlights Only When Weapon is Drawn by Kavutje instead. Less edits to do, to accomplish the same goal.
      Just my $0.02 worth.
    2. morpheas768
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      Heh, dont I feel silly now. If only I had found that mod you suggested before doing those edits.

      Anyway, its all good. It only took me a couple of minutes in FO4Edit. It really isnt a big deal.

      None of it would be possible if I hadnt found your mod though.
      So thanks again.
  7. Freso
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    The one thing I would like is an option that doesn't add a new "fake" material to the game. I know that this means that highlights won't be preserved across saves, but I'd personally rather go and retag non-components rather than have most Misc items get sorted under Junk. :/
    1. MardukNT
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      Well, it’s the fake components that make it possible to tag/highlight all the extra items in the first place. I really couldn't make Tag Bag Plus work properly without them.

      Now, I tried many designs in creating my mod hoping that I could avoid the sorting issue. Alas, you reach a point where you have to decide to either stop fighting the game and go with what works or never publish your work. I finally went with what works.

      I encourage you to take a look under the hood and take inspiration, then come up with your own way of doing this as you described. Just because I ran out of ideas, doesn't mean there's no solution.

      But, if you come up with better way, please share so we can all learn and benefit from the knowledge.
    2. MardukNT
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      Okay, after some looking around, I found Tagging Recipes by Lapdragon might be closer to what you are after. There's some overlap between our mods but nothing that should conflict if you wanted to run both mods.

      Also, no DLC item support yet.
  8. Edgertonian
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    Every time I scroll past your mod the 12 year old in me thinks "Tea Bag." ENDORSED!
    1. theavernus
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      Thanks thats all I see now and I always giggle.
  9. CJoker3221
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    Could I suggest to add the vanilla scrapper way? Highlight all the time instead of when only weapon is drawn? Or make it vice versa? Items only show when you holster? Makes more sense that you won't have your weapon out when scavenging and your view isn't obstructed by your weapon.
    1. MardukNT
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      CJoker3221,
      I would be happy to document how to alter my mod for your personal use, but far as making one available for everyone... Not unless there's a super interest for it, then I'll consider it.

      Now I chose to have the component highlight effect be tied to the drawing of your weapon for a couple reasons.
      First (and foremost in my mind) I didn't want the perk effect to highlight every scrounge-able object in range, while wandering inside relatively safe locations like settlements or cities.
      Typically I don't loot those locations for components and don't normally walk around with my weapon drawn. But I found the reverse situation to be true, so that became the default condition.

      Next, I didn't want to tie the component highlight effect to a toggleable mechanism as that would require the player to actively remember to toggle on the effect each time they wanted to use it. I wanted Tag Bag Plus to be as passive as possible to avoid frustrating situations like "Why isn't this mod working? I show the item is tagged? Why doesn't it glow?" and "How long has highlighting been off and how much stuff did I already miss?"
    2. CJoker3221
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      Hmm, that makes sense about the settlement thing, considering that I don't hang out as often around friendly settlements than I do with Raider/Mutant camps. Actually tempted to do it on my own as well but have little to no experience with the Creation Kit, apart from adding objects to the game, much less scripting it.
    3. MardukNT
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      The Creation Kit is too heavy handed of a tool for a simple mod like this.
      I would suggest editing TBP in FO4Edit instead.

      Once you have my mod loaded into FO4Edit:

      Expand out the Perk branch and select the Scrapper02 Perk
      Now, in the right hand pane, right click and choose Hide no conflict rows (after that it should be easy to spot the changes I made).

      Now in your case, I'd alter the single added condition of IsWeaponOut by changing the comparison value from 0 to 1 (highlight on when weapon holstered) OR you can remove the condition entirely to return the Scrapper02 perk to vanilla behavior of highlighting on 24/7, it's your call.

      Exit out of FO4Edit, save your changes and then test your change out in game.

      Good luck.
  10. Atabata
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    This will become one of those mods people didn't realize they were missing until they start using it.

    Setting the quantity of component items to tag was a brilliant idea.

    It's too bad the game limits what can be tagged - ammo, stimpaks, etc. would have been a great addition. But it is what it is.

    Immensely useful nonetheless.
    1. MardukNT
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      Thank you Atabata for your feedback.
      I'm happy to hear someone other than me is finding Tag Bag Plus a great addition to their game play and it certainly has changed how I look for loot in game.

      Now, I too was disappointed when I discovered what the game blocked from being tagged and tried several ways to get around the limitation, all to no avail. So I cut my losses, accepted what I could tag and called it good.

      Plus, I can't take credit for the component trigger recipe idea, as that was in Xatmos' original mod too. I just lovingly recreated them for TBP and gave them better names. Regardless, I'm glad to hear you find them useful.
  11. AlienXtream
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    can you add in a basic version that JUST adds the tag bag and doesn't edit the perk?
    also, what's the difference between sorted and unsorted
    1. MardukNT
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      So are you asking me for a version that leaves the scrapper perk highlight effect on all the time?
      You may think you want that, but trust me it gets old fast when walking around the game and everything highlighted is wanting your visual attention and the only way to get things not to glow any longer is to un-tag items each time.

      Also, for the differences in sorted vs unsorted, I suggest you look over Valdacil's Item Sorting Mod to get a better understanding of what a sorting mod does for one's personal inventory management.
    2. AlienXtream
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      the idea of a "basic" version was more incase you already had a mod that edited the perk and they were incompatible.

      secondly, i know what VIS dose, i just wasn't sure at first what the difference was
    3. MardukNT
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      Well, if you run up against this situation, kindly let me know the details and I'll investigate.

      Till then, I'm (relatively) happy with the eight options I've made available. Also, VIS is great and my mod really leverages the icon tagging feature to help keep items better organized. But I'm guessing you now know that. :-)

      Right now, I'm working on an update that covers a few more quest, collectibles, and valuable items I hadn't considered. Such as Flight data recorders and Distress pulsers (BoS quest item). Still in testing, so no ETA...

      Now that you have been using TBP for a while, any thoughts?