Is an unofficial patch required?This patch breaks Russian localization (translation becomes English in places) and many do not download this patch. Can you download a separate patch for FallUI?Or will there be a choice during installation?
I apologize if my words seem strange or have errors, I use google translate
UFO4P - unofficial patch is indeed required, because UFO4P patches meny mistakes inside the vanilla game (misplaced object, wrong ingredients/resources etc.) and therefore it is still and will probably forever be among the top 10 most endorsed mods.
I do not plan to do another ACO/FAllUI patch, currently working on FallUI Workshop Rearranged patch, but you could give it a try to a patch by yourself, the instructions how I did this are in the description.
so whats the process to get this to function, im working on getting a new INNR made from complex sorter, does this need to be put under complexsorter.esp or over it to get the Names to work. sorry im fairly new working with the sorter INNR's.
In complex sorter UI, should i have certain options enable to have this work?
not sure honestly, didn't had a chance to test it with the complex sorter, but as this overwrites the sorter in this case, my guess is it should be placed after the the complex sorter.
I don't consider my patch (cause it's a patch) as an enhancemet, but maybe if you check out 4stGimp enhancements mod for the complex sorter - https://www.nexusmods.com/fallout4/mods/51307 - you may get a better view/answer in which order will the patch work.
I just started with Complex Sorter but if it works similar to Simple Sorter (which it is derived from) then including this plugin in the script processing will remove the tags set by this plugin and apply new ones instead and that could lead to mismatched tags. So, I recommend to exclude this plugin in Complex Sorter and load it after CS's dynamic patch. That way everything will work as intended.
Edit: Or even easier, exclude both ACO and this patch from processing. Then the load order doesn't matter.
I really should have dug more into this patch's use with Complex Item Sorter before the past day. I just saw 33 items using dn_CommonArmor and 95 using dn_Clothes and said, "Nope. Full Names should not be hard tagged for items using INNRs. Tagging should only be through the INNR."
This patch's naming convention is backwards from what Complex Item Sorter uses but will work if using Ruddy88's INNRs. We got lucky though in the way R88's INNRs name dn_CommonArmor and dn_Clothes. The first rule is just the Full - Name. So the tag can't get trapped and broken later in a longer name.
** The patch MUST load after CIS output files. **
Minor disclaimer - any Faction patches which are in place will now need to be duplicated and updated after this patch or their unique changes will be lost.
I will put several hours of testing into Lukre's and Dank's patches tonight and see. M8r and I are brainstorming ways to improve the process and it could be a simple .ini telling CIS to ignore this patch or Dank's patch for whatever a user has.
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If you don't know what im talking about see it by yourself:
https://www.nexusmods.com/fallout4/mods/55503
I apologize if my words seem strange or have errors, I use google translate
I do not plan to do another ACO/FAllUI patch, currently working on FallUI Workshop Rearranged patch, but you could give it a try to a patch by yourself, the instructions how I did this are in the description.
In complex sorter UI, should i have certain options enable to have this work?
I don't consider my patch (cause it's a patch) as an enhancemet, but maybe if you check out 4stGimp enhancements mod for the complex sorter - https://www.nexusmods.com/fallout4/mods/51307 - you may get a better view/answer in which order will the patch work.
Edit: Or even easier, exclude both ACO and this patch from processing. Then the load order doesn't matter.
This patch's naming convention is backwards from what Complex Item Sorter uses but will work if using Ruddy88's INNRs. We got lucky though in the way R88's INNRs name dn_CommonArmor and dn_Clothes. The first rule is just the Full - Name. So the tag can't get trapped and broken later in a longer name.
** The patch MUST load after CIS output files. **
Minor disclaimer - any Faction patches which are in place will now need to be duplicated and updated after this patch or their unique changes will be lost.
I will put several hours of testing into Lukre's and Dank's patches tonight and see. M8r and I are brainstorming ways to improve the process and it could be a simple .ini telling CIS to ignore this patch or Dank's patch for whatever a user has.
https://www.nexusmods.com/fallout4/mods/48826