Hey, so I noticed you could omit certain items from being affected by the Tagifier patcher. What do I have to input into the overrides section to make it so the item I want gets omitted? I tried looking around and couldn't find anything saying the specific command
Hi Pra! Back from a long absence! I sort of rage quit after a couple of playthroughs which became unplayable and never made it past "Act 1" in FO4 so I'm trying again (without Sim Settlements for now). I have all of your current zEdit scripts and zEdit 0.6.6 x64 with xelib v0.6.0.0.
Anyway, I started completely from scratch with everything and am just slowly installing mods I want. I've found a number of cases where running the Tagifier crashes now and it's always in the armor section. I'll post an update should I find the issue. I used this a couple of years ago with no issues.
I see the problem. In getArmorType the line armorRating = parseInt(xelib.GetValue('FNAM\\Armor Rating')); should be: armorRating = parseInt(xelib.GetValue(record,'FNAM\\Armor Rating'));
It only comes into play when an "armor" item has no keyword and no INNR.
Mhh... and here I thought nobody's using zEdit and I could just abandon it...
Edit: sorry, but it seems I can no longer get npm to work with zEdit patchers. No clue if it's the fault of Windows 10, or the version of NPM I just installed is too new, or the packages it used to depend on simply aren't working anymore. If you want to take over development here, I'm ready to send you everything I have.
Edit2: hm, I made it work. Still, the offer still stands. I don't really feel like continuing this...
I noticed on the front page you said Zedit doesn’t fully support ESL’s, does it have any ESL support at all? I am nowhere near the MOD limit for zedit but I’m just worried about ESL support mainly because I want to use your weightless item patcher but it does not seem to be available in your xedit script package.
Hello, i am using fallui and ofc your tagifier...great work, would it be possible to check if an item already has a tag (from another sorting mod) and then convert this one to the desired form ?
Unfortunately this screenshot is useless. zEdit never gives any useful error messages. You say it happens if you enable scrappable? It it works just fine for me. Any clue which mod might be causing it?
edit: hm, failed to add at CVPA. Okay, maybe not that useless.
edit2: only thing I can imagine is that some OMOD has something which isn't a MISC as it's loose mod. Added a check for that. And another one if it fails to add that CVPA.
Hello, found 2 little errors in the makeItemsWeightless module: 1: return (xelib.GetIntValue(record, 'DATA\\Weight') > 0); GetIntValue has to be changed to GetFloatValue 2: xelib.SetIntValue(record, 'DATA\\Weight', 0); SetIntValue has to be changed to SetFloatValue now the patcher should word flawlessly...
happy patching
edit: it would be nice if you could create a module that forwards the changes of the unofficial fallout 4 patch
normally i like to use a smashed patch for my complete load order which works really well, but with fallout 4 my game wont start with a smashed patch activated. That is why i now have to rely on zEdit patches and manual corrections via fo4edit, but this is just tedious...
thank you very much for your work maybe i will start another playthrough centered around horizon and use your horizonifer :)
For the Tagifier settings for VIS-G I think "Scrap" needs to be mapped to "[Trash]". VIS-G doesn't seem to use the "{scrap}" tag so the items sort of disappear on the categories. I noticed that items like bottles, Cigar Box, Cigarettes, etc. didn't show up except in "All". I just edited it in modules\praTagifier\index.js and that took care of it.
FYI - Vortex puts scrap mods just before the dynamic patches but puts sorting mods before that so - the sorting mod renaming will get ignored if the same items are also included in your scrap mods.
Admittedly I've been away. Is there an alternative with the same functions which is more active that you'd suggest? xEdit again? The tagifier, item type service, autodoor patcher, and awk-tagger have always worked well for me since I started using them. It's much better than downloading additional mod files just to add tags.
Before I changed the entry items which had the {scrap} tag added didn't show in the pip boy. I couldn't see why either all of the items I couldn't see were {scrap} as far as I can tell. I changed the setting to [trash] and they showed.
Hey pra, your suite of zedit modules are a key part of my modlist so people most definately are using it! Thanks again for your work with these, happy new year to you.
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Anyway, I started completely from scratch with everything and am just slowly installing mods I want. I've found a number of cases where running the Tagifier crashes now and it's always in the armor section. I'll post an update should I find the issue. I used this a couple of years ago with no issues.
So far I found these mods cause the crash:
CWSS Redux.esp
cVc Dead Wasteland 6.esp
BTInteriors_Project.esp
3DNPC_FO4.esp
NAC.esp (NAC-X what kind of armors...)
PS: I finally started working on a zEdit patcher for Workshop Rearranged!
armorRating = parseInt(xelib.GetValue('FNAM\\Armor Rating'));
should be:armorRating = parseInt(xelib.GetValue(record,'FNAM\\Armor Rating'));
It only comes into play when an "armor" item has no keyword and no INNR.
Edit: sorry, but it seems I can no longer get npm to work with zEdit patchers. No clue if it's the fault of Windows 10, or the version of NPM I just installed is too new, or the packages it used to depend on simply aren't working anymore. If you want to take over development here, I'm ready to send you everything I have.
Edit2: hm, I made it work. Still, the offer still stands. I don't really feel like continuing this...
would it be possible to check if an item already has a tag (from another sorting mod) and then convert this one to the desired form ?
I've used your patching scripts (itemtyper, scrappable, weightless, workshop organizer, and tagifier) and it seems a wild bug (?) has appeared.
It usually triggers when Scrappable is about to start it's thing. But when I untick it, the rest of the scripts are able to complete the zpatch.
Here's a screenshot of the error for your reference.
https://cdn.discordapp.com/attachments/327199886099349504/834001505974747146/zedit_error.png
Thanks!
edit: hm, failed to add at CVPA. Okay, maybe not that useless.
edit2: only thing I can imagine is that some OMOD has something which isn't a MISC as it's loose mod. Added a check for that. And another one if it fails to add that CVPA.
found 2 little errors in the makeItemsWeightless module:
1: return (xelib.GetIntValue(record, 'DATA\\Weight') > 0); GetIntValue has to be changed to GetFloatValue
2: xelib.SetIntValue(record, 'DATA\\Weight', 0); SetIntValue has to be changed to SetFloatValue
now the patcher should word flawlessly...
happy patching
edit: it would be nice if you could create a module that forwards the changes of the unofficial fallout 4 patch
as for ufo4p: hm, good idea, but not sure how to do that
thank you very much for your work maybe i will start another playthrough centered around horizon and use your horizonifer :)
FYI - Vortex puts scrap mods just before the dynamic patches but puts sorting mods before that so - the sorting mod renaming will get ignored if the same items are also included in your scrap mods.
Guess I will have to update this, too
Edit: are you sure? I do see the tag "Scrap" in the XMLs in there.
Before I changed the entry items which had the {scrap} tag added didn't show in the pip boy. I couldn't see why either all of the items I couldn't see were {scrap} as far as I can tell. I changed the setting to [trash] and they showed.