Fallout 4

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Ruddy88

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ruddy88

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  1. ruddy88
    ruddy88
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    Edit:
    It is recommended to deselect sim settlements when running the patch and choosing plugins to include.
    It wont break your game but including it will remove the author tags added by some things which will also ruin some of the categorisation when navigating through plot menus.


    Thanks for checking out my mod, if you enjoy it, please endorse and check out the credits section for everyone who helped me along the way (give them some love!).

    Have had a few users report problems with craftable ammo.
    It returns errors like this:
    Error: record COBJ contains unexpected (or out of order) subrecord CTDA
    Etc.
    I suspect this is due to craftable ammo being an older mod made when xedit hadnt fully decoded all entries, this leads to that mod having bad edits in it that xedit determines are invalid. This would cause issues with any xedit script.
    The solution is to deselect craftable ammo entirely and make sure any mods that use it as a dependency are also deselected so that the script doesnt include them.
    A better option is to use an updated alternative. There is a few out there that do the same thing.

    ERRORS 890 and 336 have now been fixed!!!!
    They have been added to the current MAIN FILES tab (v1.0).
    With this release, I am also declaring this mod out of BETA.
    EDIT: Error 336 has been resolved, however it turns out there is a hard limit where a plugin can ONLY have 256 other plugins listed as masters.
    This is not a script issue, but a hard coded limitation of the engine.
    To clarify, you CAN load more than 256 plugins in XEdit and in game, but a plugin (like our patch file) can ONLY apply to 256 other plugins at one time.
    So, for users with ESLs that have more than 256 plugins in their load order, for now you will be forced to run multiple patches.
    If you exceed 256 masters in a single patch run you will get an error stating:
    `01:22] Exception in unit mteFunctions line 2038: Only 0 of 1 masters could be added. Master list now contains 253 entries and is full.`

    PLEASE MAKE SURE YOU ARE USING THE MOST RECENT XEDIT VERSION (Do not use 64 bit version).
    and are using the most recent versions of my mods files.

    With V1.0 I have fixed majority of the XEdit errors that came with the new XEdit updates and ESLs.
    If you get any other errors from XEdit, please report them in the comments or bugs tab, including the error text and line number where applicable.

    IN GAME ODDITIES AND GLICTHES:
    Duplicating categories in Pipboy:
    This has only been reported by 2 people where items in inventory start to duplicate. One person has stated that disabling "Fallsouls" fixed the problem.. Another suspects PipPad 2000 as possibly being an issue. I am unsure as to what causes this, but have had someone report that its happened with other sorting mods as well, so it may be an unforeseen incompatibility between defui and another mod, unfortunately I have no idea. If you expetrience this, check through the posts to find the discussion, you may find an answer in there.
    Please report any information regarding this, and make sure you have correctly installed my mods allowing my XML files to overwrite any existing XMLs from other mods.

    MISSING TAGS OR INCORRECT TAGS:
    If you install this mid game, then you WILL find many armor and weapon items with no tags. This is because anything dynamically names has their name applied when they are spawned or updated (this includes placed or dropped weapons in adjacent world cells even though you may not have actually been there).
    EVERY sorting mod will have this issue. The fix? Take the item to a workbench, add a modification to it. This forces a name update.

    This is an automated sorting mod, it will NOT always sort things 100% correctly (I employ a plethora of filtering methods to try and accurately sort items, however not all items are made the same and mod authors all have different tendencies and conventions, its insanely difficult to try and cater to all of it), and with the amount of name handling methods the game uses it will also miss items sometimes (Seems to have issues renaming some hand placed references such as the drifter outfit at sanctuary bridge).
    If you find a LOT of items that are not tagged. let me know, but if its just the occasional item then I probably wont investigate very far, Ive done about as much as I can and this mod will still cover majority of items.
  2. filmtoaster
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    So essentially, if I have too many masters in F04Edit when running the script, I just need to do the patch twice in two separate instances, first half of the load order and second half of the load order?
    1. ruddy88
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      Yes and no.
      Ideally, go through your mod list and just exclude any mods that dont have any valid record types
      (Armor, weapon, misc, ammo, cobj, or any aid/ingredients).
      If the remaining mods still put you over the limit then you'll have to split it.
      Be careful though, splitting the patch can result in the program grabbing the wrong override of a record.
      If you use a bashed/smashed patch, include it in all patches if possible.
      Eg:
      Mod A alters 10mm pistol.
      Mod B also alters 10mm pistol, since it is loaded afterwards, mod B would be the winning override.
      You create patch 1 with mod B selected, all gravy.
      You then make a second patch, but mod B is not selected, mod A is. The program now treats mod A as the winning override, therefore copies its changes to patch 2.
      Both patches are enabled, patch 2 is loaded after, this means the 10mm changes from Mod A that were carried over to patch 2 will be the current winning override and will supersede the changes from mod B that were carried over to patch 1.
      If splitting patches, I'd advise studying up on xedit and how to manually inspect and edit things, and I'd be suggesting to comb over the results as corrections may be needed.
      They also may not, these occurrences may not happen to your specific load order at all and everything may just be peachy, or they may happen but hit have any noticeably detrimental repercussions, but it IS a factor to consider.
      I advise when splitting patches to seperate by item type.
      Patch 1 contains general mods and armor/weapon combined mods.
      Patch 2 for any armor only mods.
      Patch 3 for any weapon only mods.
      This should help alleviate most issues.
      Another option, is to merge mods first.
      Although this isnt strictly needed with ESLs nowadays, it IS safer to have <255 plugins for any sort of mods that may require multiple masters such as auto patches or bashed patches. By merging down (with care) you would be under the 255 limit and would no longer have problems with this mod or others like it.
  3. Jeoshua
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    I'd like to take the time to tell anyone who uses Fallsouls with this mod that it, indeed, is the source of your doubling items. You don't need to uninstall Fallsouls, just go into the settings and turn "PipBoy Menu" to "Off". This will make the PipBoy pause the game as normal, and the issue will go away. My suspicion is that some item is being added/removed from your menus when the PipBoy comes up, and similarly added or removed when the game's mode returns to normal, and that Fallsouls making the Pipboy unpaused messes with this in a bad way.

    Ruddy could make a compatibility patch by having "Miscellaneous" items not have any groups associated with them, but until then we simply can't use Fallsouls to unpause the game while using the Pipboy. Everything else seems to work as intended.
    1. ruddy88
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      Alternatively, you could remove my lyrconfig.xml and use the default one from defui, that should remove all rollup groups though.
  4. IDontEvenKnow
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    I wrote a little "post-processor" script for Sim Settlements stuff, in case anyone wants it: [Link] [Licence] (just for lack of ambiguity)

    This allows you to include SS + addon packs etc in your dynamic patch, so it can tag all the notes and aid items and so on. Run this script on your patch after generation to remove all of the scripted misc items that shouldn't be in it, such as building plans.

    I just didn't like not including SS, because it's annoying to have to deselect it from the plugin list, and has a bunch of stuff I do want tagged, but I don't want to have to handle each item manually. So, best of both worlds.
    1. Eman17j
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      Oh man thanks for this I don't like not selecting it either.
    2. DreadKnight404
      DreadKnight404
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      You are a legend, thank you so much.
    3. raybo01
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      Thank you good Sir!
    4. raybo01
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      dup - post
    5. IDontEvenKnow
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      Just tentatively updated the script for SS2. Might've missed some script types or records, but good enough for now. Same link as before.
  5. ruddy88
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    Hey guys, thanks for all the compliments, I really do appreciate them.
    I am however no longer actively modding and probably won't return (not until the next Bethesda release at least) due to life commitments.
    Just wanted to let you know that I will not be working on development and I won't be here to answer questions in any prompt manner.
    I'll still check in from time to time and answer simple things, but I don't have the time to help investigate oddities any more. I really wish I had have gotten this mod working to full capacity, but as it is it does work and is in a finished state.
    I've spent so many hours, days, months on this and I'm really proud of it, despite the fact that any real programmer would probably have an anneurism if they looked at it, but it was an ongoing learning curve for me having never touched code in any real sense before this.

    Comments will be left open, if you like the mod I still appreciate the endorsements, but what id really love is for you to check in any every now and then to help others who may be having difficulties.
    Keep the community spirit alive and have each other's backs, that would be the greatest thanks I could ask for.
  6. kurosagi97
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    Hey there, reading through the comments and I notice that some people find the installation process a bit difficult to follow. Qolove (hope I spelt correctly) created a fantastic guide for the installation + using the script. https://themidnightride.github.io/sorter.html
    1. adinotadi
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      This should be pinned honestly
  7. Twister1618
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    For Those of you having issues...i have found a single mod that prevents you from being able to use the sorter. 

    Optimization and Compatibility for 3DNPC and BTInteriors. 

    This mod for some reason will not allow you to use this sorter if it is included in the selected mods. i have a modlist of 180 mods and this was throwing the whole thing off. Not sure why or how but i pray that this helps some of yall out there.
  8. DonFulano
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    I'm working on re-doing all my mods with MO2. When launching FO4Edit through MO2, I get an error and the script is aborted:
    [00:00] Start: Applying script "R88_SimpleSorter"
    [00:02] Exception in unit UserScript line 336: [EJvInterpreterError] Error in unit 'UserScript' on line 235 : Type mismatch
    [00:02] Aborted: Applying script "R88_SimpleSorter"

    Any ideas on what is causing this? I have DEF_UI >> DEF_UI Translations >> DEF_UI Iconlibs installed, then HUDFramework >> HUDFramework Patch for DEF_UI. I've installed the Ruddy XML through MO2 as well as the INNR file through MO2. 

    I'm not sure if this is related, but if I used the .BAT file in the Fallout 4 folder & if I just launch FO4Edit.exe there, I do not see any of the plugins installed through MO2.

    Thanks!
    1. Twister1618
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      Hey! So i can't tell you an EXACT reason but I've noticed that this seems to happen when one of your mods installs incorrectly or when you accidentally checked something you shouldn't have while installing a mod. It might seem a pain but i go through and reinstall every mod. Delete meshes from body studio and rebuild them and this error goes away every time. Considering you only need to run this when you go to install new mods or remove old ones its not surprising this happens. The error code is the exact same so its useless to try to use it to figure out where the actual error is. Im not sure if the meshes do anything or if needing to reinstall every mod is actually necessary but it does help fix other issues ive ran into. 

      TLDR: Reinstall your mods and it should fix it.
  9. danielz695
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    wow. this is so much better than chasing a thousand patches for a sorting mod, definitely worth the effort. thanks!
  10. Nachorqo
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    How i can uninstall this thing?? I try to uninstall in vortex but my inventory still broken....
  11. MrBaloneyPony
    MrBaloneyPony
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    i like turtles
  12. ReaperNexus101
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    I don't understand all this...Do I really need this mod??? What is the alternative?
    1. batonnesvejii
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      I don't think there are alternatives. I've been using Valdacil's Item Sorting before, and its huge downside is the fact that it requires AWKCR, which you don't want to have in your modlist. It also requires a patch for any mod that adds items. It isn't that bad for vanilla, though. If you want to play vanilla, I'd suggest using VIS and AWKCR v3.2. Don't use any newer version, because it got really messed up later on.
      But I assure you, the instruction may seem very confusing at first, but it's really not hard to follow, and this mod totally worth it.
  13. batonnesvejii
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    So, I finally decided to install this mod. First of all, don't let the wall of text in the description scare you - the installation is really not that complicated.
    But, I've got a few problems with this mod.
    1. This mod is not multilanguage. Sad, but it is what it is. *sigh*
    2. Almost every piece of clothing got tagged as "Non-Human" (the paw icon). The armor pieces are mostly fine, but some are "Non-Human" too.
    3. Some items are placed in Holotape category and some of them are duplicated in Misc. I noticed power armor frame and Vault-Tec lunchbox so far.
    Is this happening because of language (I play Russian)? I want to give this mod a try, but these are a little disturbing.
    1. batonnesvejii
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      I tried English, and it works just fine now. So yeah.
  14. JrSpaceMan
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    Well done sir or madam!!!  Just finished removing all my sorting mods and patches and your instructions were perfect, took about 30 min to complete.
  15. wrathmaniac
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    First off I want to say THANK YOU! This mod is absolutely epic and soooooooooo effin nice to have. I would spend hours patching mods to have them be sorted correctly and this is a one stop shop that makes it soooo much easier.

    On another note I do have one small suggestion, I've already added this on my end and tested it and it works. 

    So many mods add the tag [Settings] for their holotapes and this mod overwrites those with  [Holotape] this is unfortunate as there is an entire category in DEF_UI for settings items.

    Very easy fix though:

    On line 995 in the R88_SimpleSorter script add:

     else if (ContainsText((GetElementEditValues(rec, 'FULL - Name')), 'Settings')) then
    sTag := '[Settings]'

    Again THANK YOU!!!!!!!! Your mod is excellent.
  16. Ruthydufy
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    How can someone make an installation so difficult and long... seriously.
    1. ruddy88
      ruddy88
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      You think that was by choice? 
      You're quite welcome to take my work and rewrite it in to a standalone mod... You'll just need to casually combine all of DEFUIs functionality, rewrite all of the code in its raw form to not rely on mayor's mxpf functions, and then package it all in to an executable that has all of the functions of xedit.

      Or, you could just shut your mouth and move along.
    2. Grifman
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      It's not really all that hard.  I just followed the directions step by step, had no problems at all.