Fallout 4

File information

Last updated

Original upload

Created by

Valdacil

Uploaded by

valdacil

Virus scan

Safe to use

Documentation

Readme

View as plain text

Valdacil's Item Sorting by Valdacil
v9.0.3 - 2016-11-11


Sorting Mindset/Vision
----------------------
The goal is to make finding specific items (especially frequently used items) easier by renaming them so they
group together. As such, I will likely not add a [Junk] tag to every junk item. It shows up on that tab and is
therefore self-explanatory.

If you have suggestions please post and let me know. If you find items I missed or mistagged please post a
bug report.

All packages are included in one download, but you can select which modules you want installed:


Aid
----------------------
Goal for me was to make the most used items group together and at the top. I also grouped the Pre War food
together because it has a decent value/weight ratio so I collect and sell it. Chems with variations like
Mentats are prefixed so they are grouped ([Chem] Mentats: Orange; [Chem] Mentats: Grape)
(Chem) - chems with only benefitial effects (stimpack, rad-x, radaway, etc)
(Device) - stealth boy
(Food) - cooked food and food/drink with benefitial effects
(Drink) - benefitial drinks (purified water, etc)
[Chem] - addictive chems (Buffout, Mentats, Psycho)
[Liquor] - all alchohol
[Nuka] - Nuka Cola, Nuka Cola Quantum, Nuka Cherry and their ice cold variations
[Prewar] - all prepackaged prewar food (Fancy Lads Snack Cakes, Pork n' Beans, Blamco...)
[Raw] - raw meat, vegetables and flowers used as inputs in crafting
[Syringe] - Syringer ammo
[Quest] - a few items where the itemID indicated it might be from a quest or quest related
Also included is fixes by Simple Bug Fixes for Yao Guai Roast melee dmg buff and weight for Ash Blossom, Gourd Blossom,
and Melon Blossom. No patch needed as long as this module is loaded AFTER Simple Bug Fixes.esp. Optional Reduced Weight
and Weightless modules available.


Ammo
----------------------
Tags for the Ammo tab:
(Ammo)
(Fuel) - Flamer fuel and Fusion Core


Armor (Reworked to use Armor Keywords Community Resource as of 5.0)
----------------------
Armor is sorted using dynamic naming rules therefore will stay sorted after modifying at a crafting bench.
SortBySlot Armor Rule: |slot| Type Rank Armor of the Legendary (material) {lingng}
SortBySlot PA Rule: [PA slot] Type Rank (material) {option}
SortByType Armor Rule: |type| slot of the Legendary (material) {lining}
SortByType PA Rule: |type| slot (material) {option}

Examples:
ArmorBySlot: |ArmL| Leather Sturdy Armor of the Chameleon (Shadowed) {Pocketed}
PAArmorBySlot: [PA LegL] T-51 Mk.2 {Winterized}
ArmorByType: |Leather| Left Armguard of the Chameleon (Shadows) {Pocketed}
PAArmorByType: |T-51| Left Leg Mk.2 {Winterized}


Cosmetics
----------------------
SortByType:
(Armor) - Clothing that prevents wearing armor pieces and has damage resist
(Underarmor) - Clothing that can be worn under armor pieces
(Clothing) - Clothing that prevents wearing armor pieces and does not have damage resist

SortByClass:
Armor Keywords Community Resource clothing class tags:
(Casual)
(Dapper)
(Military)
...

Both:
[Biosuit] - Clothing that prevents wearing armor pieces and only has radiation resist
[Dog] - Armor for Dogmeat
[Eyewear] - Items that take up the Eyes slot
[Hat] - Headwear that does not cover the face and does not have damage resist
[Helmet] - Header that has damage resist (may or may not cover the face)
[Mask] - Items that cover the face
[Super Mutant] - Armor wearable only by super mutants

Dynamic naming (Both):
Clothing Rule: (type/class) Name (add-on) {lining}


Explosives
----------------------
Includes mines and grenades that show up in the Weapons tab. There are options to sort them to the top or bottom
of the weapons tab.
Top:
(Grenade)
(Mine)
(Signal)
Bottom:
{Grenade}
{Mine}
{Signal}
Optional weightless modules included.


Junk
----------------------
{Resource} - base resources like wood, steel, concrete
{Scrap} - items that break down into resources
{Tool} - items that can be sold to Calvin in Vault 81
There are a few options available including Vanilla, Weightless, and 'Better' modules. The Better module merges
the changes by mods like Mo Betta Scrap and Logical Junk Weight. This results in most items being reduced in
weight to match their component weights. In a few cases, the components received has been increased. All three
options have versions for use with DEF_INV so that components can be shown while looting.


Misc
----------------------
Based partially on feedback from users in the other sorting mods, I have come up with the following:
(Currency) - Includes PreWar Money, Subway Tokens and the like. See note below on PreWar Money
(Settings) - Holotapes added by mods with configurable settings (mod author must name their item with this tag)
(Lockpick) - Bobby pin
(Unique) - Items with only one instance
[Collectible] - Robot models for collection, Vault-Tek Lunchboxes, You're SPECIAL
[Crafting] - Stingwing barb
[Game] - All the holotapes that are playable games
[Hack] - All the holotapes for hacking turrents, spotlights, etc
[Holotape] - All other holotapes
[Note] - Paper based notes
[Perk: Bobblehead] - all Bobbleheads
[Perk: Mag] - all magazines
[Quest] - Items that are only used in quests and cannot be dropped
[Trash] - Useless items such as burnt magazines/books
|Key| - All keys
|Passcard| - All keycards and passwords categorized as keys
|Password| - Paper based notes that contain passwords
PreWar Money and Gold Bar modifications moved to Valdacil's Item Sorting - Not Junk
Optional Weightless module included.


Mods
----------------------
{Mod} - all of the loose mod items that are added when mods are removed from weapons and armor
Item text has also been rearranged to match the pattern of Item Slot Mod. Bethesda was very inconsistent.


Not Junk
----------------------
The primary goal with this mod is to move some items from Junk that are high in value (value/weight ratio
around 50), can be used as currency (cigars and cigarettes), are quest items, or I considered collectible.
Items moved as follows:
(Currency) - Cigar, Cigarette, Stogie (and lit versions)
(Unique) - Items with only 1 instance
(Valuable) - see below
[Bottle] - Empty bottles that can be filled for Survival Mode
[Collectible] - Giddyup Buttercup
[Quest] - Numerous items that had components but are used for quests
Valuable (examples, not all inclusive):
Antique Pocket Watch (111V / 0.5W = 222[V/W])
Antique Silver Locket (60V / 0.1W = 600[V/W])
Box of San Francisco Sunlights (40V / 0.5W = 80[V/W])
Cigar Box (40V / 0.5W = 80[V/W])
Cigarette Carton (50V / 1W = 50[V/W])
Gold Bar (450V / 0.5W = 900[V/W])
Gold Watch (50V / 0.5W = 80[V/W])
Pack of Cigarettes (12V / 0.1W = 120[V/W])
Preserved Cigarette Pack (12V / 0.1W = 120[V/W])
Silver Hairbrush (63V / 0.5W = 126[V/W])
Silver Locket (10V / 0.1W = 100[V/W])
Silver Pocket Watch (25V / 0.5W = 50[V/W])
Undamaged Cigarettes (50V / 1W = 50[V/W])


Weapons
----------------------
With Weapons I was able to adjust the dynamic naming methology so that it would properly tag and append as
weapons are adjusted through crafting. Generally it follows the format:
[ammo] Name Pistol/Rifle [receiver] (modifier) {barrel} of the LegendaryName
Examples:
[.308] Hunting Rifle {Bayoneted}
[.308] Pipe Bolt-Action Pistol
[.38] Pipe Sniper Rifle (Hardened) {Quick High Capacity}
[.45] Pipe Revolver Pistol
[Fusion Cell] Laser Pistol [Automatic]
[Melee] Baseball Bat (Barbed)
[Melee] Baton
[Shotgun] Double-Barrel Shotgun
I only adjusted the dynamic naming convention, not the actual object name for weapons. This module should
therefore maintain compatibility with any mod that modifies weapon stats.


Perks
------------------------
Technically not an item, but this module adds a tag to some of the perks that display on the Status tab of the Pip-Boy so they
group together:
(Bobblehead)
(Companion)
(Faction)
(Magazine)
(Quest)
(Temp)


Included Optional Compatibility Patches
----------------------
- Chem Redux by herpderp2332 - IMPORTANT: this patch must be loaded AFTER Chem_Redux.esp the Aid module in your load order


Installation
----------------------
With NMM: Download with Manager and activate. NMM will prompt for options. Choose Custom to install only
certain modules. Armor, Cosmetics, Weapons, and DLC modules require the Armor and Weapons Keywords Community Resource.

Without NMM: Download the file. Then use your favorite .7z, .zip, .rar program to extract the desired modules from the
Data folder in the archive to your Data folder
ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data. Then in the Fallout 4 launcher select the
hidden plugin manager and select the modules to activate them.


Installation Notes
----------------------
IMPORTANT: Please read this entire notice as there seems to be a lot of confusion installing VIS and some things have changed.

1) Val's Picks - These 4 presets include my selections of modules with 4 different configurations (2 All DLC and 2 No DLC). If one of these presets contains all of the modules you want to use, then you don't need to install any other modules. Just select the Val's Picks you want and click next.

2) Val's Picks with Overrides - If one of the Val's Picks comes close but you want one or two modules different (like Val's Picks All DLC, but you want explosives on bottom), then select the Val's Picks and Customize boxes. Then on the Customize screen select ONLY the module(s) you want to override from Val's Picks (in the example you'd only select ExplosivesSortBottom).

3) Val's Picks with Partial DLC - If you do not own all of the DLC, then you can still select one of the 2 Val's Picks No DLC selections and the Customize box. On the Customize screen select only the DLC modules you own.

4) DEF_INV Junk - If you want component tags for DEF_UI, you can still select a Val's Picks preset and Customize box. On the Customize screen select one of the Junk modules with DEF_INV tags. If you want NotJunk, you'll need to select that module also.

5) DLC Naming Rules - If you choose a Val's Picks and want ArmorBySlot and CosmeticsByClass then you do not need a DLC override (or any of the DLC modules for that matter). But if you want ArmorByClass and/or CosmeticsByType, then there are DLC override modules for that. The ArmorByClass override requires the 3 non-workshop DLCs. The CosmeticsByType override requires Far Harbor and Nuka World.


Modules
----------------------
----Val's Picks (choose 1)----
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp: A single .esp that contains AidReducedWeight, AmmoWeightless, ArmorBySlot, CosmeticsByClass, ExplosivesSortTop, JunkBetter, MiscWeightless, ModsWeightless, NotJunk, Perks, Weapons, DLCAutomotron-Weightless, DLCFarHarbor-Weightless, DLCContraptions-Weightless, DLCVaultTec-Weightless, and DLCNukaWorld-Weightless. If you wish to play all of these modules, this is the only file you need. REQUIRES: AWKCR, Automatron, Wasteland Workshop, Far Harbor, Contraptions, Vault-tec, AND Nuka World

ValdscilsItemSorting-00-ValsPicks-NoDLCVersion.esp: A single .esp that contains AidReducedWeight, AmmoWeightless, ArmorBySlot, CosmeticsByClass, ExplosivesSortTop, JunkBetter, MiscWeightless, ModsWeightless, NotJunk, Perks, Weapons. If you wish to play all of these modules, this is the only file you need. REQUIRES: AWKCR

ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp: A single .esp that contains Aid, Ammo, ArmorBySlot, CosmeticsByClass, ExplosivesSortTop, JunkBetter, Misc, Mods, NotJunk, Perks, Weapons, DLCAutomotron, DLCFarHarbor, DLCContraptions, DLCVaultTec, DLCNukaWorld. If you wish to play all of these modules, this is the only file you need. REQUIRES: AWKCR, Automatron, Wasteland Workshop, Far Harbor, Contraptions, Vault-tec, AND Nuka World

ValdacilsItemSorting-00-ValsPicks-NoDLCVersion-VanillaWeight.esp: A single .esp that contains Aid, Ammo, ArmorBySlot, CosmeticsByClass, ExplosivesSortTop, JunkBetter, Misc, Mods, NotJunk, Perks, Weapons. If you wish to play all of these modules, this is the only file you need. REQUIRES: AWKCR


You can also install ValsPicks then override individual pieces with alternative modules below. Or for a complete modular installation, choose from the following options:
----Standalone Modules----
ValdacilsItemSorting-Ammo: Includes everything on the Ammo screen
ValdacilsItemSorting-Weapons: Includes dynamic naming for all vanilla (non-DLC) weapons. (Requires AWKCR)

----Aid (choose 1)----
ValdacilsItemSorting-Aid: Includes everything on the Aid screen with vanilla weights
ValdacilsItemSorting-AidReducedWeight: Includes everything on the Aid screen with reduced weights (see changelog for v6.5 below)
ValdacilsItemSorting-AidWeightless: Includes everything on the Aid screen with zero weight value

----Ammo (choose 1)----
ValdacilsItemSorting-Ammo: Includes everything on the Ammo screen with weight values from game patch 1.5
ValdacilsItemSorting-AmmoWeightless: Includes everything on the Ammo screen with zero weight value

----Armor (choose 1)---- (REQUIRES AWKCR)
ValdacilsItemSorting-ArmorBySlot: Includes all armor pieces and power armor tagged by slot (ArmL, ArmR, Chest, etc)
ValdacilsItemSorting-ArmorByClass: Includes all armor pieces and power armor tagged by armor classification (Leather, Combat, etc). If you have the 3 non-workshop DLCs then load the ValdacilsItemSorting-ZZ-DLCArmorByClassOverride instead.

----Cosmetics (choose 1)---- (REQUIRES AWKCR)
ValdacilsItemSorting-CosmeticsByClass: Includes clothing and accessory items tagged by class (Dapper, Casual, Military, etc). Recommmended for use with Armorsmith Extended.
ValdacilsItemSorting-CosmeticsByType: Includes clothing and accessory items tagged by type (Armor, Clothing, Underarmor). If you have Far Harbor and Nuka World, load the ValdacilsItemSorting-ZZ-DLCCosmeticsByTypeOverride instead.

----Explosives (choose 1)----
ValdacilsItemSorting-ExplosivesSortBottom: Includes grenades, mines, and signal grenades with { } tags to sort them to the bottom with vanilla weight values
ValdacilsItemSorting-ExplosivesSortTop: Includes grenades, mines, and signal grenades with ( ) tags to sort them to the top with vanilla weight values
ValdacilsItemSorting-ExplosivesSortBottomWeightless: Includes grenades, mines, and signal grenades with { } tags to sort them to the bottom with zero weight values
ValdacilsItemSorting-ExplosivesSortTopWeightless: Includes grenades, mines, and signal grenades with ( ) tags to sort them to the top with zero weight values

----Junk (choose 1)----
ValdacilsItemSorting-Junk: Includes everything on the Junk tab with vanilla weight values
ValdacilsItemSorting-Junk+DEF_INV: Includes everything on the Junk tab with vanilla weight values and tagged so DEF_INV can show components while looting
ValdacilsItemSorting-JunkWeightless: Includes everything on the Junk tab with zero weight values
ValdacilsItemSorting-JunkWeightless+DEF_INV: Includes everything on the Junk tab with zero weight values and tagged so DEF_INV can show components while looting
ValdacilsItemSorting-JunkBetter: Includes everything on the Junk tab with weight values modified to better match the sum of component weights. So items have increased components.
ValdacilsItemSorting-JunkBetter+DEF_INV: Includes everything on the Junk tab with weight values modified to better match the sum of component weights and tagged so DEF_INV can display components while looting. Some items have increased components.

----Misc (choose 1)----
ValdacilsItemSorting-Misc: Includes everything on the Misc screen with vanilla weight values
ValdacilsItemSorting-MiscWeightless: Includes everything on the Misc screen with zero weight value

----Mods (choose 1)----
ValdacilsItemSorting-Mods: Includes everything on the Mods screen with vanilla weight values
ValdacilsItemSorting-ModsWeightless: Includes everything on the Mods screen with zero weight values

----Not Junk (choose 1)----
ValdacilsItemSorting-NotJunk: Moves some high value items from Junk (see readme above)
ValdacilsItemSorting-NotJunkJustMoney: Moves only Pre-War Money, gold bar, and silver bar from Junk.

----Other----
ValdacilsItemSorting-Perks: Tags non-Perk Tree perks on the Perks tab of the Status screen of the pip-boy

----DLC: Automatron---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZY-DLCAutomotron: Module for Automotron DLC with vanilla weighted items. DO NOT install if you don't have this DLC.
ValdacilsItemSorting-ZY-DLCAutomotron-Weightless.esp: Module for Automatron DLC with Mods having 0 weight. DO NOT install if you don't have this DLC.

----DLC: Far Harbor---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZY-DLCFarHarbor: Module for Far Harbor DLC with vanilla weighted items. DO NOT install if you don't have this DLC.
ValdacilsItemSorting-ZY-DLCFarHarbor-Weightless: Module for Far Harbor DLC with Mods having 0 weight. DO NOT install if you don't have this DLC.

----DLC: Contraptions----
ValdacilsItemSorting-ZY-DLCContraptions: Module for Contraptions DLC with vanilla weighted items. DO NOT install if you don't have this DLC.
ValdacilsItemSorting-ZY-DLCContraptions-Weightless: Module for Contraptions DLC with Mods having 0 weight. DO NOT install if you don't have this DLC.

----DLC: Vault-tec----
ValdacilsItemSorting-ZY-DLCVaultTec: Module for Vault-tec DLC with vanilla weighted items. DO NOT install if you don't have this DLC.
ValdacilsItemSorting-ZY-DLCVaultTec-Weightless: Module for Vault-tec DLC with Mods having 0 weight. DO NOT install if you don't have this DLC.

----DLC: Nuka World---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZY-DLCNukaWorld: Module for Nuka World DLC with vanilla weighted items. DO NOT install if you don't have this DLC.
ValdacilsItemSorting-ZY-DLCNukaWorld-Weightless: Module for Nuka World DLC with Mods having 0 weight. DO NOT install if you don't have this DLC.

----DLC: Armor Overrides---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZZ-DLCArmorBySlotOverride: This module is intended to override all other modules to set Armor sort method to BySlot. This module is primarily for partial DLC users since the individual DLC modules only contain naming rules for vanilla + that DLC. This module merges the 3 non-workshop DLC naming rules so you get consistent naming across all 3 non-workshop DLC. If you load this module, you do NOT need to the load the vanilla ArmorBySlot module above. This module needs to be loaded last to override any other naming rules from other modules. (REQUIRES AWKCR, Automatron, Far Harbor, Nuka World)
ValdacilsItemSorting-ZZ-DLCArmorByClassOverride: This module is intended for those who prefer ArmorByClass. If you use this module you do NOT need to load the vanilla ArmorByClass module above. This module needs to be loaded last to override any other naming rules from other modules. (REQUIRES AWKCR, Automatron, Far Harbor, Nuka World)

----DLC: Cosmetics Overrides---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZZ-DLCCosmeticsByClassOverride: This module is intended to override all other modules to set Cosmetics sort method to ByClass. This module is primarily for partial DLC users since the individual DLC modules only contain naming rules for vanilla + that DLC. This module requires the Far Harbor and Nuka World DLCs. If you load this module, you do NOT need to load the CosmeticsByClass module above. This module needs to be loaded last to override any other naming rules from other modules. (REQUIRES AWKCR, Far Harbor and Nuka World)
ValdacilsItemSorting-ZZ-DLCCosmeticsByTypeOverride: This module is intended for those who prefer CosmeticsByType. If you use this module you do NOT need to load the vanilla CosmeticsByType module above. This module needs to be loaded last to override any other naming rules from other modules. (REQUIRES AWKCR, Far Harbor, and Nuka World)

----DLC: Weapons Override---- (REQUIRES AWKCR)
ValdacilsItemSorting-ZZ-DLCWeaponsOverride: This module is intended for partial DLC (non-workshop DLC) owners to merge the weapons naming rules from the 3 non-workshop based DLCs since the individual DLC modules only contain naming rules for vanilla + that DLC. If you load this module, you do NOT need to load the vanilla Weapons module above. This module needs to be loaded last to override any other naming rules from other modules. (REQUIRES: AWKCR, Automatron, Far Harbor, and Nuka World)


Compatibility
----------------------
This mod will conflict with any other mod that directly edits the same items (ie mods that change weight or stats of items).

The weapons module does not modify weapon records (only naming rules) so should be compatible with mods that adjust weapon stats. It
uses Armor and Weapons Keywords Community Resource.

The armor module has been reworked to use the Armor and Weapons Keywords Community Resource so that it can rename armor without modifying the armor records (only naming rules). This will make it compatible with any other armor mod that uses the Armor and Weapons Keywords Community Resource (such as Armorsmith 2.1 or higher), but incompatible with any mod that modifies armor without using AWKCR.

Because this modifies the item names, my sorting mod will override names from either Better Item Sorting (STRINGS version) or Bhaal's Better Sorting.


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. Items can also be dropped on the ground within a
settlement, then enter build mode and store the items in the workshop. When the items are retrieved from the workshop they should
have the proper name. This all with the exception of Uniques.

- 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.


Version Notes
-------------------
v9.0.3
- All: fixed dn_CommonGun not tagging 'of VATS Enhancing' on guns
- Misc (All): 3 holotapeLadiesAuxXX and 3 holotapeTheControlXX holotapes were not weightless (fixed)
- Weapons: Realigned INNR to match Val's Picks NoDLCVersion
- DLCAutomatron (Both): Add _WeaponType_Thrown keyword to Pulse Grenade and Pulse Mine
- DLCFarHarbor (Both): SCAV! Magazines tagged as [Perk: Mag] instead of [Note]
- DLCFarHarbor (Both): yellowBelly carry over changes from DLCCoast.esm
- DLCFarHarbor (Both): SteakMirelurkQueen add 'Food Item' flag (fixes Bethesda bug)
- DLCFarHarbor (Both): Add QuenchesThirst flag to all [Nuka] drinks
- DLCFarHarbor (Both): Add _WeaponType_Thrown keyword to all traps
- DEF_INV_TAGS: Added icons for [7.62], [Acid], [String], [Zapper]
- DEF_INV_TAGS: Added definition for (Clothes) in addition to (Clothing) (for CosmeticsByType)

v9.0.2
- NukaWorld (Both): Added keywords to identify Operators Heavy and Operators Belted
- NukaWorld (Both): Added condition for Pack items that aren't Bone or Stuffed
- DLCArmorByClassOverride: Added keywords to identify Operators Heavy and Operators Belted
- DLCArmorByClassOverride: Added condition for Vault-tec Security Armor and Covenant Armor
- FOMOD: Removed 'Required' condition from both Chem Redux patches

v9.0.1
- Aid (All): Renamed Nuka-Cola items to add the missing hyphen in the name
- Aid (All): Verified and updated all Nuka drinks to quench thirst in Survival Mode
- ValsPicks: Normalized weight for all Nuka drinks in both non-vanilla weight modules
- ValsPicks (Both DLC): Added missing Operators part for Armor naming rule
- ValsPicksDLC: Set Stealthboy weight to 0
- ValsPicksNoDLC: Set Stealthboy weight to 0
- ValsPicksDLC-Vanilla: Added missing Nuka World grenades
- DLCNukaWorld (Both): Added missing Operators part for Armor naming rule
- DLCArmorOverrides (Both): Added missing Operators part for Armor naming rule
- DLCArmorByClassOverride: Renamed |Pack| to |The Pack| to differentiate it from the backpack [Pack]
- DLCAutomatron-Weightless: Removed stray DLCNukaWorld.esm master

v9.0.0
- Armor (Both): Cleaned up and added these modules back
- Cosmetics (Both): Cleaned up and added these modules back
- NotJunk: Moved Giddyup Buttercup Toy Parts to [Quest] and made NotJunk
- Weapons: Cleaned up and added this module back
- ValsPicksDLC-Vanilla: Added missing Contraptions items
- ValsPicks (All): Reverted all naming rules back to non-merge methods
- NukaWorld (Both): Made all Nuka Cola variants quench thirst in Survival Mode
- DLC Armor Overrides: Added back DLC override ArmorByClass and added DLC override ArmorByType. Please read the instructions carefully for the use of these modules.
- DLC Cosmetics Overrides: Added DLC override modules for CosmeticsByClass and CosmeticsByType. Please read the instructions carefully for the use of these modules.
- DLC Weapons Override: Added DLC override module for Weapons. Please read the instructions carefully for the use of this module.
- FOMOD: Corrected condition on Chem Redux Reduced Weight or Weightless option
- FOMOD: Added instructions screen

v8.1.0
- Junk (All): Added missing Shipments
- Ammo-Weightless: Added missing (Fuel) records
- DLCNukaWorld (Both): Changed all Nuka ammo to (Ammo) instead of (Fuel)
- DLCNukaWorld (Both): Retagged Rex's Prototype to [Zapper]
- FOMOD: Corrected description on Val's Picks DLC Vanilla Weight with included modules and required DLC

v8.0.1
- FOMOD: Fixed bad path for DLC modules

v8.0.0
- ALL MODULES: Carried over changes from UFO4P 1.0.5
- Ammo (Both): Corrected records for Survival Mode
- NotJunk: Charge Card tag reassigned > [Unique] and made NotJunk
- Automatron (Both): Corrected Ammo records for Survival Mode
- Far Harbor (Both): Corrected Ammo records for Survival Mode
- ADDED: Contraptions modules and support in Val's Picks
- ADDED: Vault-tec modules and support in Val's Picks
- ADDED: Nuka World modules and support in Val's Picks
- NOTE (Naming Rules): This version uses naming rules merging the same way that Bethesda implemented for Far Harbor. Due to this change, the standalone armor, cosmetics, and weapons modules were temporarily removed and the naming rules were removed from all DLC modules. This is to prevent strange merging. I will work on an update to re-enable these features soon. This also means any other mods that overwrite naming rules can cause strange merging if they do not align with VIS groupings. The naming rules are currently only in the Val's Picks modules. I have also removed the ZephyrWarrior patch since it uses naming rules also. Val's Picks naming rules are CosmeticsByClass and ArmorBySlot. I will work on adding back in other options soon.

v7.5.0
- Aid (All): Fresh vegetables retagged to (Food)
- Aid (All): Glowing Bloodbag retagged to (Aid)
- Aid (All): X-111 Compound retagged to (Aid)
- Aid (Weightless): HC_ items weight adjusted to 0
- Armor (Both): Added tags for Power Armor paint from Contraptions DLC
- Misc (Both): Corrected a few records that generated warnings in CK
- Misc (Both): Marty Bullfinch's Holotape retagged to [Quest]
- Junk (All): Tagged Small Baby Bottle and Large Baby Bottle as [Bottle]
- Weapons: Added tags for paintball and fireworks guns from Contraptions DLC (hidden items; requires mod to enable them)
- FarHarbor (Both): Corrected tag on unique lever action rifles
- FOMOD: Added 'Included In' on each module on the Customize screen to show which Val's Picks include that module

v7.4.4
- FarHarbor (Both): Corrected naming rule for armor and power armor to put VIM where it belongs

v7.4.3
- DEF_INV: Fixed the bad entries in the DEF_INV_TAGS.xml

v7.4.2
- ValsPicks (All): Added AWKCR keyword to explosives and Flare Gun
- ValsPicksDLC-Vanilla: Corrected weight of Colander
- Aid (All): Retagged Syringer ammo to [Syringe] so that it can have a different icon from the Syringer weapon
- Junk (All): Corrected Bethesda's typo for Colander (carry over from UFO4P)
- Junk (All): Retagged all bottles with [Bottle] tag
- NotJunk: Removed bottles from NotJunk
- All DLC Modules: Renamed modules so they would sort in load order properly (DLC modules should come last)
- FarHarbor (Both): Added tag for VIM Green/Red paint (Bethesda didn't even have this)
- FarHarbor (Both): Retagged Condensed Fog to {Scrap}
- FarHarbor (Both): Retagged Faraday's Program to |Password|
- FarHarbor (Both): Renamed all Islander's Almanacs to have 2 digit ordinal like the rest of magazines
- FarHarbor (Both): Added tags for Perks for Magazines, Companion, and Quest added by Far Harbor
- DEF_INV: Updated tags for iconlibs2.swf from DEF_UI 1.2.3 or omega9380's 5.5
- DEF_INV: Added rollup for [Quest] items
- DEF_INV: Changed Syringer ammo to use different icon from Syringer weapon
- DEF_INV: Added icon for (Companion) tag on the Perk screen
- FunctionalDisplays (All): Dropped all Function Displays modules due to original module being significantly out of date and requiring defunct resources (SK). I will revisit compatibility patches for Functional Displays when the next version comes out.

v7.4.1
- Misc (Both): Added [Quest] tag to 2 notes
- Perks: UFO4P update carryover
- Various Modules: Numerous typos and inconsistent naming corrections as pointed out by
- FarHarbor (Both): Added unique items generated by leveled lists (credit to CreamyRaccoon for pointing these out)
- FarHarbor (Both): Islander's Almanacs retagged with [Perk: Mag] and serialized
- DLC ArmorByClass Override: New module added to override back to ArmorByClass. REQUIRES both DLCs (Automatron + Far Harbor)
- DEF_INV: Updated tags for updated iconlibs2.dll obtained from DEF_UI 1.2.1 or via omega9380's mod page: http://www.nexusmods.com/fallout4/mods/13957/?

v7.4.0
- Aid (All): Retagged Glowing Bloodbag as [Chem]
- ValsPicks (Both DLC Options): Added Far Harbor items and naming rules; REQUIRES AWKCR 2.2.2 or higher
- DEF_INV: Added icon for (Settings) tag. This is an emerging standard for mods that add configurable menus/holotapes. It is up to the mod author to set their item with this tag.
- DEF_INV: Added {Settings} rollup

v7.3.0
- Aid (All): Nuka drinks now quench thirst
- NotJunk: Removed Tools from NotJunk. They are still tagged as {Tool}, but are scrappable again.
- Weapons: Added WeaponTypePossiblyVerySmallClipSize keyword to Flare Gun (Bethesda change)
- ValsPicks: Removed DEF_INV tags from scrap items. You can still choose the DEF_INV junk modules to override.
- ValsPicks: Added 2 Wasteland Workshop shipments
- ValsPicks: Now 4 ValsPicks merged modules: DLC Version, No DLC Version, DLC Version Vanilla Weight, No DLC Version Vanilla Weight
- Installer: Updated installer for 4 ValsPicks
- Installer: Moved DLC to the modules tab since it is now included in Val's Picks
- DEF_INV: Updated lyrConf.xml to move (Food) to its own rollup instead of being in Aid
- DEF_INV: Updated lyrConf.xml to move (Drink) to the Drinks rollup instead of being in Aid
- DEF_INV: Updated DEF_INV_TAGS.xml to show icon AND tag for all armor pieces and power armor pieces

v7.2.1
- Aid (All): Updated references with changes from UFO4P 1.0.1 (make sure to load VIS AFTER UFO4P if you use it; UFO4P not required)
- Aid (Reduced): Corrected weight of Nuka Quantum
- Aid (All): Corrected name of Refreshing Beverage
- Junk (All): Updated references with changes from UFO4P 1.0.1 (make sure to load VIS AFTER UFO4P if you use it; UFO4P not required)
- NotJunk: Added [Bottle] tag to all empty bottles that can be filled for Survival Mode
- DEF_INV: Updated lyrConf.xml with (Bottle) rollup to contain all empty bottles ([Bottle] tag)
- DEF_INV: Updated both DEF_INV_TAGS.xml files with [Bottle] icon

v7.1.0
- All: Integrated fixes from UFO4P. IMPORTANT: Load VIS AFTER UFO4P.
- Aid (All): Updated items for game patch 1.5
- Aid (All): Changed a few benefitial drinks to (Drink)
- Cosmetics(Both): Added [Melee Weapon] and [Large Melee] for AWKCR keywords MeleeOnHip and MeleeOnBack respectively
- Misc(Both): Updated instances of [Password] to |Password|
- DLCAutomatron(Both): Updated names of loose mods for consistency
- DLCAutomatron(Both): Reassigned all [Password] to |Password|
- DLCAutomatron(Both): Corrected some references to passwords
- Patch-ChemRedux: Updated
- Patch-FunctionalDisplays: Updated
- Patch-SimpleBugFixes(Both): Removed (use UFO4P instead)
- Patch-Reballistic: Removed
- Patch-DisplayStands: Removed
- Installer: Corrected description of CosmeticsByType
- Installer: Corrected name of Automatron DLCAutomatron

v7.0.1
- Armor(Both): Updated modules to match Val's Picks updates from v7.0.0
- DLCAutomotron-Weightless: New module added.
- DLCAutomotron(Both): Replaced tag on all holotapes with [Holotape] instead of [Quest]
- DLCAutomotron(Both): Replaced tag on all items tagged as |Password| with [Password]

v7.0.0
- DLCAutomotron: New module for the Automotron DLC items. Requires AWKCR v1.85 or higher.
- DEF_INV: Changed Armor and Power Armor Chest pieces to show tag and icon just like arms and legs

v6.9.2
- Weapons: Move conditions for [Arrow], [Bolt], and [Grenade] higher in the list to prevent conflicts with vanilla keywords
- Installer: Added AWKCR condition for Weapons module
- Installer: Fixed condition for Chem Redux new .esp name

v6.9.1
- Weapons: Added conditions for new keywords added by AWKCR 1.83. Weapons now requires AWKCR 1.83+
- Weapons: Changed [Railway Spike] to [Spike] for brevity
- Patch-ChemRedux: Updated patch for Chem Redux 2.5
- DEF_INV: Updated DEF_INV_TAGS.xml for [Spike] change
- DEF_INV: Adjusted lyrConf.xml to check for ( ) and { } instead of ( ) and [ ] for Explosives

v6.9.0
- Misc(Both): Added issue number to all magazines
- Perks: Added issue number to magazines that show individual perks
- DEF_INV: Corrected icon definition for 5.56mm
- DEF_INV: Added missing icon for Plasma
- DEF_INV: Corrected Railway Spike using Plasma icon
- DEF_INV: Added missing icon for Gloves

v6.8.5
- Patch-ChemRedux: Fixed tag on Addictol to (Aid) in vanilla weight version
- DEF_INV: Added lyrConf.xml which groups Keys/Passcards, Notes, Holotapes/Games, Magazines, Aid/Device,Food, Liquor/Nuka, Prewar/Raw,
and Grenade/Mine/Singal into a single Pipboy item each group. This does the same thing as KeyNuker but with more than just keys.
Recommended to uninstall KeyNuker when using this with DEF_INV 0.18.x and higher.
- DEF_INV: Added DEF_INV_TABS.xml to define container tabs using format from DEF_INV 0.18.x and higher.
- DEF_INV: Rebuild DEF_INV_TAGS.xml with format from DEF_INV 0.18.x and higher.

v6.8.0
- Aid(All): Retagged Food Paste to (Food)
- Aid(All): Retagged Drugged Water to [Prewar]
- Aid(All): Retagged Experimental Plant to [Raw]
- Aid(All): Retagged Poisoned Wine to [Liquor]
- Aid(All): Retagged all (Chem) to (Aid) due to changes in DEF_INV
- Ammo: Removed extra ONAM edit from Gamma Round
- Mods: Fixed typo in Laser Receiver Maximized Capacitor Mod
- NotJunk: Tagged HalluciGen Gas Canister as [Quest] and made Not Junk
- Weapons: Fixed misspelled '[Cannonball]'
- Patch-ChemRedux: Retagged Addictol to (Aid)
- Patch-FunctionalDisplays: Added patches for 0.2.3 for Aid (Drinks), Misc+Junk(MISC), and Explosives(Weapons)
- Patch-Reballistic: Fixed typos in dynamic name for Cannonball and Cryo
- Patch-ZephyrWarrior: Updated patch for ZephyrWarrior's F4 Power Armor Overhaul 0.9.7

v6.7.3
- Weapons: Added a few uniques that had been missed
- DEF_INV: Added icons for weapons and a few other new icons added by DEF_INV 0.17.0
- DEF_INV: Added option for no weapons because I wasn't able to marry up the icons from DEF_INV directly to the ammo tags added by
VIS and ended up personally prefering to see the ammo tags instead of icons

v6.7.1
- Mods(All): Fixed all mods names missing the last character (silly FO4Edit scripts; or script author {me} to be exact)

v6.7.0
- Aid(All): retagged Slocum's Buzzbites to (Food)
- Aid(All): retagged Moldy Food as [Prewar]
- Armor(Both): Added tags for helmet and eyewear mods from AWKCR
- Junk: !!New Module!! tags items on the Junk screen with {Resource}, {Scrap}, {Tool}. There are 6 variations:
=== Junk - vanilla weights
=== Junk+DEF_INV - vanilla weights and tagged so DEF_INV can display components while looting
=== JunkWeightless - weightless junk
=== JunkWeightless+DEF_INV - weightless junk and tagged so DEF_INV can display components while looting
=== JunkBetter - merges changes from mods like Mo Betta Scrap and Logical Junk Weight so that most item weights more closely match the sum of component costs. Some items have increased components.
=== JunkBetter+DEF_INV - same as above plus tagged so DEF_INV can display components while looting
- Misc(All): retagged Slocum's Buzzbites Recipe to [Note]
- Mods: !!New Module!! tags all items on the Mods screen with {Mod} and rearranges text to be patterned Item Slot Upgrade
- NotJunk: tagged Coffee Tin with [Crafting] and moved from Junk
- NotJunk: tagged all items that can be sold to Calvin in Vault 81 as {Tool} and removed from Junk
- NotJunkJustMoney: added Copper Bar as (Valuable) and moved from Junk
- Weapons: Added tag for [Short] for Short Stock. This was absent in vanilla.
- Patch-WeaponRacks: Added patches for Junk
- DEF_INV: Added icons for Tool, Scrap, Resource, Satchel
- DEF_INV: Changed icons for Pack, Trash

v6.6.3
- NotJunk: Hotfix for 0 value Copper Bar

v6.62
- NotJunk: Tagged Copper Bar as (Valuable) and moved from Junk
- Patch-ZephyrWarrior: Updated patch for v0.9.5

v6.61
- ValsPicks: Renamed file so it installs before any override modules
- Installer: Updated ValsPicks selections to require AWKCR

v6.6
- Aid: Deezer's Lemonade retagged as (Food)
- Cosmetics(Both): Added new keywords from AWKCR v1.69
- ValsPicks: Now includes ArmorBySlot, CosmeticsByClass, ExplosivesSortTop and Perks so you can use a single .esp to get full sorting
- Installer: Reworked installer to show the Customize screen for Val's Picks with Overrides and Customize selections
- Installer: Moved Additional Options into the Customize tab and removed Additional Options tab
- Patch-ChemRedux: Added reduced/weightless option
- DEF_INV: Added icon replacement for [Necklace]

v6.5.1
- DEF_INV: Updated icon definition to include new icons from DEF_INV 0.13.0

v6.5
- AidReducedWeight: New Module. Adjusts weight of Aid tab as follows:
=== (Chem), [Chem], [Quest], [Syringer] reduced weight to 0
=== [Liquor], [Nuka], Dirty Water, Purified Water reduced weight to 0.5
=== All pre-war canned food reduced weight to 0.25
=== All pre-war boxed food reduced weight to 0.1
=== All soups reduced weight to 0.5
=== All large animal raw and cooked meat reduced weight to 0.5
=== Small animal and insect cooked meat reduced weight to 0.25
=== Most small animal and insect raw meat reduced weight to 0.25; except molerat and bloatfly reduced to 0.1
- AidWeightless: New Module. Remove all weight from everything on the Aid tab.
- Explosives(Both): Optional weightless modules added.
- MiscWeightless: New Module. Removes all weight from everything on the Misc tab.
- Weapons: Moved legendary tag before upgrade tags to match Armor/Cosmetics tag order
- Weapons: Changed the keywords used in the naming rules to prevent mod conflicts
- ValsPicks: Included AidReducedWeight and MiscWeightless changes

v6.2
- ArmorBySlot: Added the word 'Armor' after light/sturdy/tough because it looks better
- ArmorByClass: Moved light/sturdy/tough to right after the tag: |Combat| Sturdy Left Arm
- Cometics(Both): Updated naming rules to include new items from AKCR 1.55
- Misc: Changed tag to [Quest] for Battlefield Holotape, Knight Astlin's Holotape, and Scribe Faris' Holotape
- NotJunk: Changed tag to [Quest] for Knight Varhams' Holotag, Scribe Faris' Holotag
- Weapons: Fixed names for uniques to match naming rule for [Fusion] and [Core] instead of [Fusion Cell] and [Fusion Core]
- Weapons: Removed + indicator from Alien Blaster in the naming rule
- Patch-ZephyrWarrior: Verified patch still valid for 0.9.2

v6.1.2
- ArmorByClass: Corrected typo with Left Armguard
- NotJunk: Returned Gold Watch and Silver Pocket Watch to Junk to increase sources for gold and silver
- Patch-WeaponRacks: Added Vertibird Signal Grenade and Mini Nuke to patch
- Patch-ZephyrWarrior: Verified current patch still applicable to 0.9.1

v6.1.1
- Fix for installer due to change in name of ZephyrWarrior's mod

v6.1
- Armor(Both): Added legendary tags to Power Armor naming rule
- Armor(Both): Fixed some logic problems related to armored helmets
- Cosmetics(Both): Added tags for new AKCR slots (Armpiece, Belt, Vest, Harness, Jacket, Legpiece, Offhand)
- Cosmetics(Both): Corrected missing rule conditions for dn_VaultSuits naming rule
- NotJunk: Corrected vanilla spelling mistake in Wooden Toy Soldier
- Patch-ZephyrWarrior: Updated patch for 0.9.0

v6.0.1
- Armor(Both): Fix for all armor showing up as Light when it should show Sturdy or Tough
- Armor(Both): Fix for Destroyer Left Leg coming up as Armguard
- Weapons: Fix for extra space in name of Reba II
- Weapons: Fix for missing "E" in Final Judgement (vanilla bug)
- Patch-ZephyrWarrior: Fix for typo in Thermal Coated tag

v6.0
- Aid: Included fixes from Simple Bug Fixes for Yao Guai Roast melee dmg and weight fixes for Ash Blossom, Melon Blossom and
Gourd Blossom
- Armor(both): Added Light to naming rule for size. Now armor will be either Light, Sturdy or Tough.
- Armor(both): Rearranged order of armor tags to put the legendary name before add-ons and linings
- Armor(both): Seperated Armor and Cosmetics into seperate modules
- ArmorByClass: Added new option to sort armor by class instead of slot
- Cosmetics(both): Added tags to cosmetic items for add-ons and upgrades (requires AKCR v1.5+)
- NotJunk: Added (Valuable) tag to Pack of Cigarettes and removed from Junk
- NotJunk: Added (Valuable) tag to Preserved Cigarette Pack and removed from Junk
- NotJunk: Added (Unique) tag to Wooden Soldier Toy that MacCready gives you and removed from Junk
- NotJunk: Moved the following quest items from the Misc module to NotJunk and made them NotJunk
= Annika's Locket
= FLL3 Turbopump Bearings
= Flux Sensor
= Gilded Grasshopper
= Locket
= NX-42 Guidance Chip
= Poseidon Radar Transmitter
= Radar Transmitter
= Reflex Capacitor
= RFID Device
= Silver Shroud Costume (the misc item; it actually had Cloth component on it)
= Silver Submachine Gun Prop
- Perks: Added new module to tag perks on the Status tab of Pip-Boy so they group together
- ValsPicks: Added merged .esp that contains Aid, Ammo, Junk, Misc, NotJunk, and Weapons
- Patch-SimpleBugFixes-Aid: Removed patch due to changes included in Aid module. Make sure to load VIS Aid AFTER Simple Bug Fixes.esp
- Patch-F4PAOverhaul: Added compatibility patch for ZephyrWarrior's F4 PA Overhaul v0.8.3

v5.7
- ArmorByType: Replaced all [Armor], [Clothing], [Underarmor] tags to (Armor), (Clothing), (Underarmor) for consistency
- Armor(Both): Removed + indicator on all uniques and replaced with (Unique) tag following the original tag
- Explosives(Both): Added (Signal) tag to Synth Beacon Grenade
- ExplosivesSortBottom: Returned all tags to { } format instead of = = format
- Misc: Changed Cybernetic Pain Inhibitor to (Unique)
- Misc: Changed Cybernetic Limb Actuator to (Unique)
- Misc: Changed all Eddie Winter Holotapes to [Quest]
- Misc: Changed You're SPECIAL to (Unique)
- Misc: Changed all [Holo: Game] tags to [Game]
- Misc: Changed all [Holo: Hack] tags to [Hack]
- Misc: Changed all [Holo: Note] tags to [Holotape]
- Misc: Changed all [Note: Password] tags to [Password]
- Misc: Added (Unique) tag to San Francisco Sunlights
- NotJunk: Added the following unique items to NotJunk with (Unique) tag
- Anchorage Veteran's Flag
- Championship Bowling Ball
- Championship Bowling Pin
- Classroom Globe
- Derby-Winning Toy Car
- Prototype Biometric Scanner
- Reporter's Camera
- Reporter's Pen
- Reporter's Pencil
- Youth League Baseball
- Youth League Glove
- Lab Scale
- Wood Toy Soldier
- Danse's Holotags
- Knight Rylan's Holotags
- Knight Varham's Holotags
- Paladin Brandis' Holotags
- Scribe Faris' Holotags
- Weapons: Removed + indicator on all uniques and replaced with (Unique) tag following the original tag
- Weapons: Fixed typo in [Cryo] tag
- Weapons: Removed 'Cell' from all tags to shorten the tag ([Cryo], [Fusion], [Plasma])
- Weapons: Replaced [Fusion Core] tag with [Core] for brevity
- Patch-LegendaryModification: Removed patch due to existing patch on author's page
- Patch-WeaponRacks: Updated compatibility patch with Explosives changes
- DEF_INV: updated packaged icon file with above changes and for DEF_INV 0.10.4a

v5.6
- ExplosivesSortBottom: Renamed all from {Grenade} to =Grenade= type tags to truly push Explosives under weapons
- Misc: Added [Crafting] tag for Stingwing Barb
- ReBallisticPatch: Added Ammo module patch
- WeaponRacks: Added compatibility patch for Functional Weapon Racks and Explosives module
- DEF_INV: updated packaged icon file with new icons from DEF_INV 0.10.3

v5.5
- Aid: Renamed [Aid: Chem] to (Chem)
- Aid: Renamed [Aid: Device] to (Device)
- Aid: Renamed [Aid: Food] to (Food)
- Aid: Renamed [Food: Alcohol] to [Liquor]
- Aid: Renamed [Food: Nuka] to [Nuka]
- Aid: Renamed [Food: Prewar] to [Prewar]
- Aid: Renamed [Food: Raw] to [Raw]
- Ammo: Added Ammo module with (Ammo) and (Fuel) tags
- Armor(both): Corrected typo in the "of Strength" legendary tag
- ArmorByType: Renamed [Armor] to (Armor)
- ArmorByType: Renamed [Clothing] to (Clothing)
- ArmorByType: Renamed [Underarmor] to (Underarmor)
- ExplosivesSortBottom: Renamed [Grenade] to {Grenade}
- ExplosivesSortBottom: Renamed [Mine] to {Mine}
- ExplosivesSortBottom: Renamed [Signal] to {Signal}
- Junk: Added Junk module with {Resource} tag
- Misc: Bobby Pins tagged with (Lockpick)
- Misc: Renamed [Currency] to (Currency)
- NotJunk: Renamed [Currency] to (Currency)
- NotJunk: Renamed [Valuable] to (Valuable)
- ReballisticPatch: Changed Assault Rifle tag to [7.62mm]
- ReballisticPatch: Changed Combat Rifle tag to [5.56mm]
- ReballisticPatch: Changed Deliverer tag to [.380]
- LegendaryModification2LMPatch: Added compatibility patch for Legendary Modification's 2LM module
- DEF_INV: Added an updated icon definition file for use with DEF_INV

v5.3
- Explosives: Added Signal tag to Institute Beacon
- NotJunk: Added [Quest] to Green Paint and removed from Junk
- NotJunk: Added [Quest] to Pristine Deathclaw Egg and removed from Junk
- Armor: Added tag to unique armor. Unique pieces will be represented by a + after their slot. Eg: |ArmL+| Mantis Armguard
- Weapons: Added tag to unique weapons. Unique pieces will be represented by a + after their ammo. Eg: [Melee+] Rockville Slugger
- Patch: Added patch for Display Stands (Model Robot and Nuka Cola)
- Patch: Added patch for Reballistic (thanks to Kae Arby who did most of the work for me)

v5.2
- Added compatibility patches for Simple Bug Fixes

v5.11
- Bug fix for pipe revolver converted to .308 tag

v5.1
- Minor bug fixes for Combat Shotgun and Flare Gun

v5.0
- Reworked armor module to utilize the Armor Keywords Community Resource
- Added optional Not Junk Just Money
- Merged Armor and Armor Moddable
- Added optional armor sorting by clothing class (uses AKCR)
- Fixed tagging on Synth Relay Grenade and Institute EM Pulse Grenade
- Added Silver Locket to Not Junk
- Added compatibility patch for Chem Redux

v4.1
- Modified tags for arm and leg pieces to shorten the tags

v4.0
- Added Weapons mod
- Added missing dynamic name sorting for Clothing and Vault Suits
- Changed Explosives mod to use parenthesis so explosives sort to the top
- Moved signal grenades such as artillary smoke grenades to (Signal)
- Moved some misc items to [Quest]

v3.0
- Added dynamic naming sorting to all armor and power armor

v2.6
- Added Not Junk mod
- Fix for Raider Armor Leg/Arm name backwards
- Moved Greaser Jacket and Jeans to [Clothing]
- Moved Book Reward Tokens to [Quest]
- Moved Silver Machine Gun Prop to [Quest] and tagged as Not Junk
- Moved Silver Shoud Costume to [Quest]
- Moved Silver Shout Hat to [Quest]

v2.5
- Added a couple of missing Misc items to [Trash]
- Added module for moddable armor pieces

v2.1
- Fix for Gold devaluation

v2.0
- Added Armor items that cannot be modified at the crafting bench
- Tagged Gold Bar with [Currency] and removed from Junk

v1.1
- Overdue Book changed to [Quest]
- Folder added as [Trash]
- Vault-Tek Lunchbox added as [Collectible]
- All [Model] changed to [Collectible]
- Changed You're SPECIAL to [Collectible] and removed from being a magazine due to exploit

v1.0
- Added Misc

v0.70
- Initial Release


Future Plans
----------------------



Credits
----------------------
xandarori and SystemLordBhaal for pioneering sorting via Strings and inspiring my own ideas.
Chronos1172 for his Armor Tag Sorting which gave me the idea for how to handle dynamic armor names.
Gambit77 for Armorsmith and for great collaboration putting together the Armor Keywords Community Resource (AKCR).
Kae Arby for providing the initial file for the Reballistic patch.