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Known Compatible and Incompatible Mods (Not necessarily all inclusive)
Designed to Work Together (fully compatible) Armorsmith Extended by Gambit77 (v2.1 and higher) DEF_UI by Neanka and Valdacil Updated ICONLIBS2 for DEF_UI by omega9380 (Adds icons for things that don't have icons in DEF_UI like Casual, Dapper, etc; colorized version available)
Compatible via AWKCR Any modder who properly tags their items with AWKCR tags will be compatible. drdanzel has made a number of AWKCR patches for standalone armor mods. These patches are available from the AWKCR page.
Known Issues ---------------------------- - Armor, Power Armor and Weapons existing in the inventory or containers when the mod is installed will not be tagged. Tagging will update when the item is modified at the crafting station. This assumes that the item name has not been modified by the player (which locks the name of the item) and are not unique weapons or armor which lock their names at generation due to how they are generated. For the same reason, items tagged by VIS will retain their new naming after the mod is unloaded. See spoiler for best workaround:
Spoiler:
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1) Drop the item on the ground within your settlement 2) Enter settlement build mode 3) Store the item in the workshop from build mode 4) Exit build mode and retrieve the item from the workshop. The name should be updated.
- Cobalt, Gallium, Hydrocloric Acid, Tungsten and other items used for that quest are not sortable. I renamed the objects, but they come up as "[Quest] Unidentified Sample XXX". When they are identified as part of the quest, a script alters the names of the objects. There are not tools available yet to modify those scripts.
- Named unique armor and weapons that were generated prior to loading this mod will not be sorted.
- Quest items tagged as [Quest] retain their tag even after they are no longer needed for the quest. It would require significant scripting to fix this problem and would create potential problems and incompatibilities. Most items can be manually renamed at the workbench where you can assign the correct tag to the item causing it to be sorted differently.
Q: I don't get tags on a non-equipable item (Aid, Misc, Junk).
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A: You have another mod installed that also alters the same item. You will either need a compatibility patch or to load the appropriate VIS module lower in your load order than the conflicting mod.
Q: I just loaded VIS Armor, VIS Cosmetics and/or VIS Weapons, but I still don't have tags on items in my inventory or storage.
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A: See Known Issues. Those items were generated prior to loading VIS and their names need to be regenerated to update. The best workaround is to do the "Store in Workshop" method: 1) Drop the item on the ground within your settlement 2) Enter settlement build mode 3) Store the item in the workshop from build mode 4) When you retrieve the item from the workshop the name should be updated.
Q: What is the correct load order with Armorsmith Extended?
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A: Load order between VIS and Armorsmith does not matter; AKCR takes care of compatibility. Unless you are using Simple Bug Fixes in which case Armorsmith must be loaded AFTER Simple Bug Fixes AND the VIS Armor Patch for Simple Bug Fixes.
Q: What is AWKCR and why do I need it?
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A: AWKCR is Armor and Weapons Keywords Community Resource. It contains a number of keywords on armor and cosmetics so that those items can be identified by the game engine and naming rules. Many keywords were missing in the vanilla game and AWKCR creates a standard framework for mod authors to use so that authors making armor mods and authors making sorting mods can remain compatible without patches.
Q: I have armor/cosmetic/weapon items that don't get tags.
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A: Assuming you've already tried the "Store in Workshop" trick, then you have another mod loaded that is conflicting with AWKCR. If you have any other mod loaded that alters armor/cosmetic/weapon records then it will override AKCR entries. Without the AWKCR entries, VIS will not be able to identify what an item is and apply a tag for it. (See question above related to AWKCR).
Q: I am using DEF_INV but there are some items that don't have an icon.
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A: First of all, good for you. DEF_INV is an awesome interface mod and the author has done some amazing things. That said, that mod is still a work-in-progress and not all tags have an icon defined (weapon and some cosmetics most notably). Therefore, there isn't an icon available for every tag that VIS has. I'm sure the author will get back to making more icons once the interface itself is more finalized. But for now, the interface improvements far outweigh the lack of a few icons.
Q: I am using DEF_INV and one of the VIS Junk modules and/or VIS NotJunk. What is the correct load order?
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A: All of the VIS+DEF_INV Junk modules incorporate the changes from def_inv_scrap_en.esp. You no longer need def_inv_scrap_en.esp at all. However, if you don't disable it, at least load it BEFORE ALL VIS modules. NotJunk must also be loaded AFTER VIS Junk modules. So a sample load order with ValsPick, weightless junk override, and NotJunk would be:
Q: Most (or all) weapons, armor, or cosmetics have the same tag. What's wrong?
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This happens when one of the naming conditions references a keyword that doesn't exist. This is typically caused by an out-of-date AWKCR. Always install the latest version of AWKCR from the AWKCR page and do not let other mods overwrite it. You may even think you have the latest AWKCR because NMM says you do, but a few other mods package an older version of AWKCR with their mod (Concealed Armors, AE, WE) and if you let those files overwrite AWKCR, you'll end up with an out of date ArmorKeywords.esm.
There was also a Raider Overhaul patch for VIS that was broken and causing this same issue. I built a new RO-VIS patch for RO that is available from the RO downloads page.
Q: When I try to load a saved game, FO4 crashes before loading the saved game.
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A: This is actually an engine bug, not related to a specific mod. This happens when the mods recorded in the saved game don't match what mods are loaded in the game. If mods are missing, the game should prompt you with a dialog that content is missing and asking if you want to load anyway. However, sometimes instead of displaying the prompt, it instead crashes.
One solution is to reload whatever mods were loaded in the saved game and disable them one at a time. Disable one mod, load the saved game, save it, then disable another and repeat.
Another solution is to use Fallout 4 Saved Game Editor (F4SGE) to remove the references to the mods you no longer have loaded.
A third solution pointed out by BigAndFlabby is to find your saved game file in your Documents folder. Once you've found the file for your saved game you are trying to load, record the name of the file. It will be something like: Save230_8DCE7E74_4173756E61_Commonwealth_081203_20160113065710_58_2 (don't include the .fos extention). Now launch the game and on the main menu, instead of using the menu to load your saved game, open the console (default key is backtick [`] key usually just left of the 1 key). In the console type the following command:
load <NameOfSaveFile>
Where NameOfSaveFile is the file name you recorded above. This will load that save bypassing the check for missing content which is what potentially causes the crash. Once your save if loaded, resave the game. This new save will have the mods you currently have loaded registered in it and can then be safely loaded from the main menu normally.
Q: Since version 7.3.0, I don't have DEF_INV component tags when using Val's Picks.
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I removed the DEF_INV component tags from Val's Picks for 2 reasons. 1) It caused confusion for people who weren't using DEF_INV. 2) DEF_INV can't be uploaded to Bethesda.net because of the nature of the mod. In order to load Val's Picks to Bethesda.net, I need it free of DEF_INV features.
If you want the component tags for Val's Picks: 1) Uninstall VIS 2) Reinstall VIS, Select one of the Val's Picks presets 3) Select Customize, Click Next 4) On the Customize screen, select one of the Junk modules with DEF_INV component tags 5) If you want NotJunk, also select one of the NotJunk modules (you have to override the Junk override) 6) Click Next and select whatever patches you need. Click Finish.
Load order should be: ValdacilsItemSorting-00-ValsPicks-xxxxxx.esp ValdacilsItemSorting-Junkxxxx.esp ValdacilsItemSorting-NotJunk.esp
Q: The game crashes every time I try to open a rollup (DEF_UI).
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This typically happens with a bad installation of DEF_UI:
1) Uninstall DEF_UI 2) Uninstall VIS 3) Reinstall DEF_UI. Do not install the components tags option and select the option that you already have a tags file from your mod. 4) Reinstall VIS and make sure to select the DEF_INV tags option. If prompted to overwrite any files from DEF_UI, say Yes.
Tutorials VIS+DEF_UI Installation Tutorial Video - Excellent video by Gopher with a step-by-step installation of both VIS and DEF_UI to work together. Also highlights the features of both well in case you weren't already sold. AWKCR Item Tutorial by Gambit77 - Details how to create an armor/cosmetic item, make it craftable, and add the appropriate keywords Instance Naming Rules 101 by Valdacil - Details what Instance Naming Rules are, how they work, and knowledge and observations Customizing DEF_UI by Valdacil - Details the XML files involved in DEF_HUD and DEF_INV
I'm crossposting this from my own post in the DEF_UI patch. This applies to ALL mods, not just my mods. If you need help with any mod, please read this and help the mod author out by following these guidelines before you post that something doesn't work:
New VIS Patches - Campsite, Give Me That Bottle, Legendary Rearmed, Settlement Repair Bot, Settlement Gardener Bot, Settlement Medic Bot, Settlement Salvage Bot, Settlement Tidy Bot.
Patches Flagged ESL - I flagged all of the files labeled VIS-Patch as ESL so they don't take up your ESP limit anymore. From what I understand, converting from ESP to ESL in an existing save can cause problems. However, my understanding is that is typically when FORMIDs change. Since VIS-Patches all overwrite existing FORMIDs from other mods, and therefore doesn't have any unique FORMIDs so it should be fine. Please report if you encounter any issues with these new files.
Give Me That Bottle - This patch could not be made ESL because it broke the bottle filling mechanism from this mod. I think it may be related to the mod's script references being misplaced when making this patch and ESL.
Campsite - Not only did I tag the added items for [Camp], but I created a group for DEF_INV and FallUI - Inventory to group these items together. The [Camp] tag and the Camp Equipment group have been assigned the tent icon in the DEF_INV_TAGS.xml.
Legendary Rearmed - In addition to the standard tagging, I ended up including the OMOD records (which I normally wouldn't do because they don't need tags). This was because Vortex's LOOT kept trying to sort LR before Even Better Mod Descriptions, which breaks LR. By including the OMODs in VIS-Patch, it served 2 purposes: 1) VIS-Patch could be loaded later and override EBMD restoring LR functionality and 2) VIS-Patch carries forward the descriptions from EBMD serving as a LR+EBMD patch.
WATM - Refactored clothing and armor from WATM per AWKCR and AE slots and addons. Since the outfits are now classified as underarmor and can be worn with actual armor pieces, I removed the armor and upgrade keywords from clothes. They still have weave slots.
Announcement 2024-05-18 I was inspired by JaWoodle playing Fallout 4 for the first time as his first entry in the Fallout universe and with the Fallout TV show, so decided to play Fallout 4 again. This meant that some of my mods (like VIS) needed updates so that I can play. So after 7 years, I am releasing a new version of VIS as version 10.0.0. There are a few caveats you should be aware of:
Val's Picks -- Updating all of the modules was a lot of hard work previously and I just don't have it in me anymore. So I've removed the module option and you can pick from Val's Picks or Val's Picks Vanilla Weight.
Both options require all DLC and Next Gen update for the free Creation Club content.
Val's Picks ESP Renamed -- Most of the time this should be fine, but there have been a report that if updating to 10.x in an existing save, the renamed ESP can cause the save not to load. If this happens, rename the ESP in your Data folder to the correct name or follow the more detailed process by hingedax in the comments below.
Junk+DEF_INV - options (3 choices) are still available as overrides to Val's Picks.
Armor/Cosmetics - naming rules have been refactored for additional AWKCR tags so if installing 10.0.0 in an existing game, some tags may be slightly different. You can update existing tags by modifying the item at the workbench or dropping it on the ground and picking it back up.
DEF_INV Config - I added a few extra rollups to the DEF_INV config to group Valuables (Curency and Valuable) and Stencils (Stencil and Decal)
I am playing FO4 right now (2024-05-18) along with probably somewhere between 100-200 mods all installed via Vortex. I'm using DEF_HUD and HUDFramework (I updated DEF_UI with a merged version) and FallUI Inventory. I have VIS tags, HUD scrap tags, and inventory icons. Please don't come here posting that the mod doesn't work. If you aren't getting tags or icons then you have something wrong with your load order. Read the FAQ and search posts for a solution first... or modify your load order or learn to use FO4Edit to figure out what mod if conflicting (an important skill for any mod user).
I didnt read it before when it said it needed the dlcs to work. I dont have those. Can i download some other version or is it just impossible for me to download?
I believe 9.0.3 still has a No DLC version. However, VIS relies on AWKCR, the current version of which requires all DLC. You could potentially look at the upload date of 9.0.3 and get the version of AWKCR from that same time period.
Sorry if this has already been posted about before but for some reason when I open the misc tab in my pip-boy it won't let me scroll past the "quest items" section. I've tried disabling certain mods to see if it would fix anything but I can't seem to figure out the problem. Here's my load order if anyone can help me figure out what exactly is causing this issue.
All VIS does is rename items so they sort properly in the inventory. It cannot cause the behavior you are describing. That must be caused by a different mod or problem.
guys someone can tell me if this is compatible whit wheel menu? because for some reason i am unable to see some healing things there afther install this
All this does to Aid items is rename them so they have a tag at the beginning for sorting. I don't see why it wouldn't work with Wheel Menu unless they did something in their script like search for items by name (which they should reference EditorID, not name).
I cant pick anything in the Val's picks or even customize, it says I they're inactive or missing, I looked inside my Data folder and they are all there, is there any way to fix this?
Point of clarification: Please notice the authors... Valdacil (me) stopped modding 7 years ago. After I stopped modding, Gamit77 took over maintenance and support for a short time (publishing the 9.1.x versions) before he spun off to his own incarnation named VIS-G. VIS 9.0.3 is still my creation and after returning to Fallout 4 after 7 years I did not have any problems installing 9.0.3 using Vortex or having any crashes in my game.
I think 9.0.3 had 4 Val's Picks: All DLC, All DLC Vanilla Weight, No DLC, No DLC Vanilla Weight. Then you could choose Customize and choose just the DLC modules you had... ie. Just Far Harbor and not Nuka World.
In the 14th image, it shows inventory column icons. What is the name of the mod that provides those icons? I used to have it, but had to do a wipe and re-install of FO4. I can't identify that mod in my MO2 mod list.
You can use either DEF_UI (linked above) or FallUI (Inventory and/or HUD). Personally, I'm using DEF_HUD along with FallUI - Inventory. I have my HUD already customized and didn't want to have to do it again for FallUI - HUD. Just make sure that you use the XML files from VIS over the ones from DEF_UI or FallUI. Mine are newer than the ones packaged in those mods.
Sorry, Valdacil, but I have searched through much of the forum content to attempt finding some kind of definitive answer about running your sorting mod without having AKCR in my load order. Because AKCR hasn't been updated in a long time, I really wish to use your sorting mod with Def UI, but without AKCR installed. Apparently for ammo and weapon sorting, AKCR is a must with your Mod, but pretty much the other sorting materials isn't, for lack of better words. Can I run VIS without AKCR and not have too many compelling issues/stability problems? Thanks, man.
I reduced the modular options previously available. So Val's Picks requires AWKCR because Bethesda didn't include the necessary keywords to identify armor slots properly. TL;DR - VIS 10.x+ requires AWKCR, VIS 9.0.3 can be run without AWKCR as long as you don't include the armor, clothing or weapons modules. However, that version hasn't been updated in 7 years. It was pretty solid at the time, but may have a few inconsistencies in modern days.
I installed the 2nd Val's Picks option and scrap items in HUD style. I'm running game version 1.10.980 and F4SE FOR 1.10.980. Really lovin' it! I dig the mod descriptions/stats for weapons and armor, as I don't have to install a separate mod for that. (I'm using DEF UI and DEF HUD, looks good.)
This mod is a must have for any playthrough in my humble opinion, endorsed! The recent updated It fixed the missing tags for the new updates Hellfire Power Armor that it actually says Hellfire now instead of PA Helmet, PA Right Arm, Left Arm etc
But now the X-O2 Power Armor just says Helmet, Left Arm, Right Arm etc, the naming issue just swapped, not sure if anyone else has this or has a fix, but still great mod.
I'll have to take a look. I refactored all of the INNR so could have made a mistake. I don't have those armors in my playthrough so I was unable to test. I'll take a look when I get a chance.
I checked the module for ccBGSFO4115-X02.esl. The armor pieces point to the INNR ccBGSFO4115_dn_X02PowerArmor. When I check that record, I see that there is a copy of it in VIS (I'm looking at the DLCNextGen one, but it should be in Vanilla Weight also). In that copy, I can see the VIS INNR formatted the same as other power armor INNR and see a tag for ccBGSFO4115_dn_PowerArmor_X02 to tag it as X-02 and ccBGSFO4116_Tesla_INNR_keyword to tag it as X-02 Coiled. So it _should_ be working. Unless you have another mod which is overwriting the armor pieces (and thus removing the default keywords) or another mod which modifies the above INNR which is overwriting the VIS version of that naming rule. I suggest opening your entire load order in FO4Edit and finding that INNR. Whatever is the last column is the winning record and it will tell you what mod that is.
Or you could do what I did, and in Vortex I went to Plugins > Manage Groups, then created a group from Workspace Settings called "Sorting", and a group off of that called Sorting Patches, then linked Sorting Patches back to Late Fixes & Changes. Then it was a simple matter of setting the category for VIS to Sorting, and any VIS-Patch to Sorting Patches. This tells LOOT that you want to load VIS at the end of your load order ensuring that it always wins.
FIS is a different item sorter, so you wouldn't use that and mine together. However, the rest of the FallUI series works well. FallUI - Inventory is already configured to detect DEF_INV_TAGS.xml, which is included in VIS, so you should get icons in your inventory instead of tags. Similarly, if you use the optional Junk+DEF_INV module for VIS, FallUI - HUD can read those tags and display components of items in the HUD. Use either DEF_UI or FallUI, not both together. I'm personally using DEF_HUD still because I have a customized layout that I don't want to reproduce in FallUI - HUD, but I'm using FallUI - Inventory, Map, Workshop, and the Dialog Boxes.
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See the TRANSL button on the Actions bar above
Known Compatible and Incompatible Mods
(Not necessarily all inclusive)
Designed to Work Together (fully compatible)
Armorsmith Extended by Gambit77 (v2.1 and higher)
DEF_UI by Neanka and Valdacil
Updated ICONLIBS2 for DEF_UI by omega9380 (Adds icons for things that don't have icons in DEF_UI like Casual, Dapper, etc; colorized version available)
Fully Compatible (no patch needed; Outdated; from 2016)
Legendary Modification by teaLz (v1.61 and v1.74 checked) {unless using the 2LM option, see below}
Craftable Armor Size by johndoebowler
Concealed Armors by nisas
FCO - Fully customizable Outfits by slevin92 (has AWKCR keywords for Cosmetics By Type or Class)
Compatible via Armorsmith Extended (get patch from AE page; Outdated; from 2016)
Daisy Nukes - Cutoff Jeans and More by Calyps
Harness Wardrobe by Calyps
Helmetless Hazmat Suit by cat_woman1989
Clean Drifter Outfit by cat_woman1989
Dark Drifter Outfit by cat_woman1989
Chem I Care Outfit by nsk13
Commonwealth MiniDresses Vanilla-CBBE by nsk13
Commonwealth Shorts by nsk13
Adventurer Outfit by nsk13
Vault Girl Shorts by nsk13
Boston Jacket Fatigues by Eferas
The Bad-ass Vault Dweller Longcoat by Eferas
Eli's Armor Collection Remade by Elianora
Armorsmith Extended Flight Helmet Pack by ilordg
Insanitys Celtic Katana by Invalifate the ported
Havok Physics-Enabled CBBE Mina Cloth by Invalifate the ported
Simply Clothes for female by Invalifate the ported
Wearable Squire Outfit by okido
Wearable Backpacks and Pouches by Aldebaran90 and StndMunki
Wearable Camo Backpacks by Aldebaran90 and Voivre
Wearable Postman Shoulderbag and Backpack by Eferas
Hubris Comics Shoulder Bags by TotalMeltdown
Field Scribe Backpack by jet4571
Vaultsuit - Proto Standalone by nitronizer
Proto Vaultsuit Standalone by srcanseco
Kerrigan Bodysuit by guffeh
Nanosuit Standalone by vasstek
B-90 Armor by LOrdOfWar
Prewar Dress Retex by siraxx
Craftable Custom Combat Armor by Endormoon (patch for AE available on the Craftable Custom Combat Armor page)
Compatible via AWKCR
Any modder who properly tags their items with AWKCR tags will be compatible. drdanzel has made a number of AWKCR patches for standalone armor mods. These patches are available from the AWKCR page.
Compatibility Patch Needed (Outdated; from 2016)
Chem Redux by herpderp2332 (v2.5 patch included in VIS)
Courser X-92 by DefenderX (Patch by omega9380 for mods; AWKCR patch available from Courser X-92 page)
D.E.C.A.Y by Thumblesteen (Patch by KingTobbe available on the mod's page)
Functional Displays by SecretAgent99 (v0.2.3 patch included in VIS) (Weightless versions of Aid and Junk available from
bladexdsl)
Legendary Modifications 2LM by teaLz (Patch available from Legendary Modification page)
New Calibers by BrowncoatGarrus (Patch for Ammo by Alphast)
NX Pro Farming by Nephatrine (VIS patch included in NX Pro Farming installer)
Power Armor Materials and Paints (PAMAP) by Mcgan (Patch by Velgath)
Radiation Overhaul by MASmarksman (Patch by MrZoner)
Raider Overhaul by MadMAX713 (Patch by kkthebeast)
Tumbajamba's Combat Power Armor by tumbajamba (AWKCR + VIS patch included in download for Combat Power Armor)
Various Sorting Patches by alphanumeric (compliments VIS by adding VIS tags to a number of standalone mods)
Vault Girl Bobblehead by AnTiWoMaAgNoT (Patch by omega9380)
Wasteland Imports by Mkdo40 (Patch by kkthebeast)
Worsin's Immersive Power Armor Garage by Worsin (Patch by omega9380)
ZephyWarrior's F4 Power Armor Overhaul by ZephyWarrior (v0.9.7 patch included in VIS; load patch AFTER both ZephyrWarrior's esp AND VIS Armor module.)
Incompatible (Outdated; from 2016)
Display Stands for Model Robots Nuka Cola Etc by SecretAgent99 (mod integrated into Functional Displays)
Reballistic by Tomdboss (mod abandoned by author)
Simple Bug Fixes by MookittyBonnie (use UFO4P instead)
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- Armor, Power Armor and Weapons existing in the inventory or containers when the mod is installed will not be tagged. Tagging will update when the item is modified at the crafting station. This assumes that the item name has not been modified by the player (which locks the name of the item) and are not unique weapons or armor which lock their names at generation due to how they are generated. For the same reason, items tagged by VIS will retain their new naming after the mod is unloaded. See spoiler for best workaround:
2) Enter settlement build mode
3) Store the item in the workshop from build mode
4) Exit build mode and retrieve the item from the workshop. The name should be updated.
- Cobalt, Gallium, Hydrocloric Acid, Tungsten and other items used for that quest are not sortable. I renamed the objects, but they come up as "[Quest] Unidentified Sample XXX". When they are identified as part of the quest, a script alters the names of the objects. There are not tools available yet to modify those scripts.
- Named unique armor and weapons that were generated prior to loading this mod will not be sorted.
- Quest items tagged as [Quest] retain their tag even after they are no longer needed for the quest. It would require significant scripting to fix this problem and would create potential problems and incompatibilities. Most items can be manually renamed at the workbench where you can assign the correct tag to the item causing it to be sorted differently.
Q: I don't get tags on a non-equipable item (Aid, Misc, Junk).
Q: I just loaded VIS Armor, VIS Cosmetics and/or VIS Weapons, but I still don't have tags on items in my inventory or storage.
1) Drop the item on the ground within your settlement
2) Enter settlement build mode
3) Store the item in the workshop from build mode
4) When you retrieve the item from the workshop the name should be updated.
Q: What is the correct load order with Armorsmith Extended?
Q: What is AWKCR and why do I need it?
Q: I have armor/cosmetic/weapon items that don't get tags.
Q: I am using DEF_INV but there are some items that don't have an icon.
Q: I am using DEF_INV and one of the VIS Junk modules and/or VIS NotJunk. What is the correct load order?
def_inv_scrap_en.esp
ValdacilsItemSorting-00-ValsPicks.esp
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp
ValdacilsItemSorting-NotJunk.esp
Q: Most (or all) weapons, armor, or cosmetics have the same tag. What's wrong?
There was also a Raider Overhaul patch for VIS that was broken and causing this same issue. I built a new RO-VIS patch for RO that is available from the RO downloads page.
Q: When I try to load a saved game, FO4 crashes before loading the saved game.
One solution is to reload whatever mods were loaded in the saved game and disable them one at a time. Disable one mod, load the saved game, save it, then disable another and repeat.
Another solution is to use Fallout 4 Saved Game Editor (F4SGE) to remove the references to the mods you no longer have loaded.
A third solution pointed out by BigAndFlabby is to find your saved game file in your Documents folder. Once you've found the file for your saved game you are trying to load, record the name of the file. It will be something like: Save230_8DCE7E74_4173756E61_Commonwealth_081203_20160113065710_58_2 (don't include the .fos extention). Now launch the game and on the main menu, instead of using the menu to load your saved game, open the console (default key is backtick [`] key usually just left of the 1 key). In the console type the following command:
load <NameOfSaveFile>
Where NameOfSaveFile is the file name you recorded above. This will load that save bypassing the check for missing content which is what potentially causes the crash. Once your save if loaded, resave the game. This new save will have the mods you currently have loaded registered in it and can then be safely loaded from the main menu normally.
Q: Since version 7.3.0, I don't have DEF_INV component tags when using Val's Picks.
If you want the component tags for Val's Picks:
1) Uninstall VIS
2) Reinstall VIS, Select one of the Val's Picks presets
3) Select Customize, Click Next
4) On the Customize screen, select one of the Junk modules with DEF_INV component tags
5) If you want NotJunk, also select one of the NotJunk modules (you have to override the Junk override)
6) Click Next and select whatever patches you need. Click Finish.
Load order should be:
ValdacilsItemSorting-00-ValsPicks-xxxxxx.esp
ValdacilsItemSorting-Junkxxxx.esp
ValdacilsItemSorting-NotJunk.esp
Q: The game crashes every time I try to open a rollup (DEF_UI).
1) Uninstall DEF_UI
2) Uninstall VIS
3) Reinstall DEF_UI. Do not install the components tags option and select the option that you already have a tags file from your mod.
4) Reinstall VIS and make sure to select the DEF_INV tags option. If prompted to overwrite any files from DEF_UI, say Yes.
Tutorials
VIS+DEF_UI Installation Tutorial Video - Excellent video by Gopher with a step-by-step installation of both VIS and DEF_UI to work together. Also highlights the features of both well in case you weren't already sold.
AWKCR Item Tutorial by Gambit77 - Details how to create an armor/cosmetic item, make it craftable, and add the appropriate keywords
Instance Naming Rules 101 by Valdacil - Details what Instance Naming Rules are, how they work, and knowledge and observations
Customizing DEF_UI by Valdacil - Details the XML files involved in DEF_HUD and DEF_INV
Announcement 2024-05-18
I was inspired by JaWoodle playing Fallout 4 for the first time as his first entry in the Fallout universe and with the Fallout TV show, so decided to play Fallout 4 again. This meant that some of my mods (like VIS) needed updates so that I can play. So after 7 years, I am releasing a new version of VIS as version 10.0.0. There are a few caveats you should be aware of:
"quest items" section. I've tried disabling certain mods to see if it
would fix anything but I can't seem to figure out the problem. Here's my
load order if anyone can help me figure out what exactly is causing
this issue.
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*HUDFramework.esm
*workshopframework.esm
*PPF.esm
*Community Fixes Merged.esp
*TAAFlickerRemover.esl
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*Ownership Fixes.esp
*YouAndWhatArmy2.esm
*TacticalReload.esm
*PPF-HeavyFlamer-CR.esm
*EthreonMasterPlan.esm
*Homemaker.esm
*SettlementKeywords.esm
PPF-NeonFlats-CR.esm
*Wetness Shader Fix.esp
*PiperCaitCurieDialogueOverhaul.esp
*FO4ParticlePatch.esp
*VIS-PatchTrueStorms-AWKCR.esp
*ValdacilsItemSorting-00-ValsPicks-DLCNextGen.esp
*ValdacilsItemSorting-JunkBetter+DEF_INV.esp
*VIS-PatchUFO4P.esp
*Wasteland Illumination.esp
*Armorsmith Extended.esp
*EnclaveX02.esp
*FunctionalDisplays.esp
*FunctionalDisplays-AID-VIS.esp
*FunctionalDisplays-Collectibles.esp
*FunctionalDisplays-MISC-VIS.esp
*FunctionalDisplays-Patch-DLC-ALL-VIS.esp
*VanillaExtensions.esp
*crowdedcommonwealth.esp
*UltraInteriorLighting.esp
*FallComplete.esp
*Reverb and Ambiance Overhaul.esp
*Gloomy Glass.esp
*NAC.esp
*god.esp
*vivid weathers - fo4.esp
*Backpacks of the Commonwealth.esp
*Eli_Armour_Compendium.esp
*Cinematic Lensflares.esp
*stumbleuponinteriors.esp
*Hellfirenew.esp
*Vivid Fallout - LOD.esp
*VIS-G Legendary Modifications.esp
*FO4RP-GunsRAO.esp
*Aigni_UltraWide.esp
*SettlementMenuManager.esp
USO SMM.esp
*LooksMenu Customization Compendium.esp
*LooksMirror.esp
*EasyLockpicking.esp
*LooksMenu.esp
*GCM.esp
*Min_BountifulHunter.esp
*CapsWidget.esp
*EasyHacking.esp
*SaveManager.esp
*AttachPack.esp
*FunctionalDisplays-Patch-DLC-ALL.esp
*OCDecorator.esp
*SSEX.esp
*SSEX SMM.esp
*Move (Get Out the Way).esp
*Glowing Animals Emit Light.esp
*Enough About the Settlements Preston.esp
*Movable Power Armor.esp
*NAC-FH.esp
*NAC-NW.esp
*MinutemenEnforcer.esp
*FAR.esp
*TrueGrass.esp
*BrighterSettlementLights.esp
*MODGirlyAnimation.esp
*CBBE.esp
*QuickTrade.esp
*3dscopes-replacer.esp
*VELDT.esp
*Insignificant Object Remover.esp
*ImmersiveAnimationFramework.esp
*IAF - Far Harbor & Nuka World.esp
*FO4 NPCs Travel.esp
*Makeshifttextures.esp
*Laser Weapons Reposition.esp
*Ambient Wasteland.esp
*WAVE.esp
*dinoshelf.esp
*BetterJunkFences.esp
*Homemaker - Streetlights Use Passive Power.esp
*Better Vendor Stalls.esp
*Better Harvests.esp
*BetterSettlers.esp
*AzarPonytailHairstyles.esp
*BetterSettlersCCAPack2.0.esp
*BetterSettlersNoLollygagging.esp
*OCDecoratorDLC.esp
*OCDispenser.esp
*The Eyes Of Beauty.esp
*Face Fixes - All in One.esp
*SprintOutOfCombat.esp
*RepairSanctuary.esp
*PD_LowerWeapon.esp
*RAW INPUT.esp
*dd-enhanced blood basic.esp
*everyonesbestfriend.esp
*improved map with visible roads.esp
*companion infinite ammo.esp
*buildingbudgetextender.esp
*NAC-RemoveMenuItem.esp
*BP VIS Patch - Backpack Of The Commonwealth.esp
*WorkshopRearranged.esp
*Clarity.esp
*WET.esp
*PRP.esp
*Scrap Everything - Ultimate Edition.esp
*Pip-Boy Flashlight.esp
Looking a little further, Valdacil seems to have abandoned this for another mod that requires all DLC. I can't use that.
I was able to fix it on my own.
But now the X-O2 Power Armor just says Helmet, Left Arm, Right Arm etc, the naming issue just swapped, not sure if anyone else has this or has a fix, but still great mod.
Or you could do what I did, and in Vortex I went to Plugins > Manage Groups, then created a group from Workspace Settings called "Sorting", and a group off of that called Sorting Patches, then linked Sorting Patches back to Late Fixes & Changes. Then it was a simple matter of setting the category for VIS to Sorting, and any VIS-Patch to Sorting Patches. This tells LOOT that you want to load VIS at the end of your load order ensuring that it always wins.
Does this mod work with FallUI or FIS?