File information

Last updated

Original upload

Created by

Ruddy88

Uploaded by

ruddy88

Virus scan

Safe to use

Tags for this mod

1375 comments

  1. ruddy88
    ruddy88
    • premium
    • 482 kudos
    Locked
    Sticky
    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
    filmtoaster
    • supporter
    • 1 kudos
    Locked
    Sticky
    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
      ruddy88
      • premium
      • 482 kudos
      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
    Jeoshua
    • premium
    • 114 kudos
    Locked
    Sticky
    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
      ruddy88
      • premium
      • 482 kudos
      Alternatively, you could remove my lyrconfig.xml and use the default one from defui, that should remove all rollup groups though.
  4. IDontEvenKnow
    IDontEvenKnow
    • premium
    • 310 kudos
    Locked
    Sticky
    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
      Eman17j
      • member
      • 11 kudos
      Oh man thanks for this I don't like not selecting it either.
    2. DreadKnight404
      DreadKnight404
      • supporter
      • 0 kudos
      You are a legend, thank you so much.
    3. raybo01
      raybo01
      • premium
      • 59 kudos
      Thank you good Sir!
    4. raybo01
      raybo01
      • premium
      • 59 kudos
      dup - post
    5. IDontEvenKnow
      IDontEvenKnow
      • premium
      • 310 kudos
      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. kurosagi97
    kurosagi97
    • premium
    • 0 kudos
    Locked
    Sticky
    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
      adinotadi
      • member
      • 0 kudos
      This should be pinned honestly
  6. ruddy88
    ruddy88
    • premium
    • 482 kudos
    Locked
    Sticky
    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.
  7. DonFulano
    DonFulano
    • premium
    • 1 kudos
    Just got done redoing my Fallout 4 Mods (starting from scratch, reinstalling mods, etc.) and I've switched up the UI mods I'm using - to mainly rely on FallUI. 

    Current load order is:

    • DEF_UI
    • HUDFramework (this and DEF_UI in order to use Ruddy's Sorter)
    • FallUI - HUD
    • DEF_UI Iconlibs
    • FallUI - Map
    • FallUI - Workbench

    With the FallUI mods coming after DEF_UI and HUDFramework, everything's compatible so far. However, when eventually running Ruddy's Sorter, the Scrap Component Tags are missing when in game. Everything else works (Icons applied, Armor sorting working, etc). Anyone know of a fix to have the Scrap Component Tags show up?
    I imagine it's something to do with FallUI mods coming after DEF_UI and HUDFramework, but I'm not sure...
  8. Viceroy94
    Viceroy94
    • supporter
    • 0 kudos
    Replacing VIS with this during a playthrough causes a CTD every time I open the pipboy, but it seems it can run concurrently with VIS with no issues. 
  9. cardamom2
    cardamom2
    • member
    • 1 kudos
    Please note: ESLs often have broken data.
    ESLs don't play nicely with Ruddy88's simple sorter, in general.
    If you have a bunch of ESLs, you'll probably throw an error on line 235.
    You'll need to inform the ESL mod author when you find a conflict error AND clean the ESL yourself or uninstall it.
  10. MrBaloneyPony
    MrBaloneyPony
    • supporter
    • 29 kudos
    i like turtles
    1. cardamom2
      cardamom2
      • member
      • 1 kudos
      no you don't
  11. Nachorqo
    Nachorqo
    • member
    • 0 kudos
    How i can uninstall this thing?? I try to uninstall in vortex but my inventory still broken....
    1. cardamom2
      cardamom2
      • member
      • 1 kudos
      simply uncheck the .esp that the sorter created and optionally go manually delete it.
  12. windshieldwiper
    windshieldwiper
    • member
    • 0 kudos
    having trouble with an install step:

    • When loaded, right click any plugin from the left hand panel, select Apply Script, navigate to R88_SimpleSorter and hit OK.

    i dont see r88_simplesorter anywhere in the Apply Script menu
    1. cardamom2
      cardamom2
      • member
      • 1 kudos
      Then you installed incorrectly. The simple fact is that in your tesedit folder there should be two files,
      R88SimpleSorter.bat where the FO4edit.exe is located,
      and R88_SimpleSorter.pas in the Edit Scripts folder of your xedit.

      the .pas is the main file.
  13. Twister1618
    Twister1618
    • supporter
    • 0 kudos
    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.
    1. cardamom2
      cardamom2
      • member
      • 1 kudos
      Contact the mod creator. Their mod is dirty, needs a bath. I'm not joking, the records need cleaning.
  14. DonFulano
    DonFulano
    • premium
    • 1 kudos
    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
      Twister1618
      • supporter
      • 0 kudos
      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.
    2. cardamom2
      cardamom2
      • member
      • 1 kudos
      Process of elimination. Run the sorter on half of all the files in your load list. If it gives you the option to choose plugins, those aren't it.
      Run on half of the remaining half. Repeat until it doesn't give you the option to choose plugins to run the sorter on.

      remove some, etc. Until you find the culprit plugin. Reinstall it.

      Still not working? The plugin needs to be cleaned. Inform the modder and uninstall for now or clean it yourself. Either way, inform the modder.
  15. danielz695
    danielz695
    • supporter
    • 0 kudos
    wow. this is so much better than chasing a thousand patches for a sorting mod, definitely worth the effort. thanks!
  16. ReaperNexus101
    ReaperNexus101
    • member
    • 0 kudos
    I don't understand all this...Do I really need this mod??? What is the alternative?
    1. batonnesvejii
      batonnesvejii
      • member
      • 0 kudos
      delete