Fallout 76

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reg2k

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registrator2000

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  1. registrator2000
    registrator2000
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    June 14, 2019: Updating from Patch 9 to Patch 10 and above

    For existing users: please update your Fallout76Custom.ini file and remove all old entries.

    New Archive List Entry

    [Archive]
    sResourceArchive2List = BetterInventory.ba2


    As of Patch 10, it is no longer necessary to include base game archives in the above list.

    Patch 10 introduces hardcoded internal lists for several archive lists, ensuring that vanilla game assets are always loaded irregardless of custom archive list overrides. Custom archive lists continue to be loaded by the game, after vanilla archives. (This is the current behaviour as of Patch 10, but do keep in mind that this may again change in future game updates.)
  2. NiceShot1223
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    is there any plans on applying this to stashes as well
    1. Angelore
      Angelore
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      Also interested in this. I can' figure out what is taking up all my stash capacity, would be nice to see a quick summary.
    2. brickman93
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      I am also interested in this applying to stashes.
  3. Sunglare
    Sunglare
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    I can not get this mod to work. It's the only Fallout 76 mod i have. I've checked the install location over 10 times both the custom.ini and the mod file. Restarted the launcher and my computer multiple times. Is there any known conflicts preventing this mod from working. I don't have any other pipboy mods.
  4. st1nkf00t
    st1nkf00t
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    Legend... This is just what I needed. Much appreciated. Cheers!
  5. Steamwitz
    Steamwitz
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    First off, this is an amazing mod and has made inventory tracking so much better!
     
    I have a suggestion / wishlist item, if you're looking for ideas (I know, there must be far more suggestions and wishes than time to implement them, but fingers crossed!)
     
    Would there be a way to sort / filter the Weapons and Armor tabs by 1*, 2*, 3*, and legendary prefix?  I'm a wasteland vendor (full weight reduction setup) and have a couple hundred legendary weapons/armors in my personal inventory at any given time, and I'd love to be able to filter down to what's relevant for sales and trades.
     
    I'm not sure how hard that would be to add, but I know it would make my life easier!
     
     
    Thanks again for all the hard work you put into this mod!
  6. Daemoni73
    Daemoni73
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    Suggestion/Improvement idea

    Since wastelanders came out, the new crafting system has been revolving around legendary modules. More and more people are doing the daily quests to hit 200 scrip a day (150 from scrapping legendaries and 50 from daily quests) to maximise the amount of stuff they can craft. Since the amount of scrip you get from daily quests is fixed, would it be a silly idea to add the amount you get to quest descriptions? Something like this: "[6] Daily: Super important daily quest" or even "[6 Scrip] Daily: Super important daily quest". This would make it easy for people to look up and see exactly which dailies they need to do to hit that 200 mark.

    Also, thank you for awesome mod :)
  7. Slybo
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    Assultron Recall Ccards for the Robo-Sheepsquatch event seem to be missing.
  8. TheGudy
    TheGudy
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    This is such a great mod that makes the Inventory Shuffle mini-game so much more bearable. :-)

    Would it be possible to add an additional sort order - Value/Weight in increasing order with things that have 0 weight sorted to the bottom - to all the inventory tabs where those parameters apply, i.e. Weapons, Apparel, Aid and Junk? I find myself constantly wishing for this feature when trying to decide what to sell or scrip first.
  9. BorderXer
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    Hi Reg2K, how are you ?
    .
    I will "Paul Bunyan" chop this post down to a way better size + hide into
    Spoilers as questions are answered and as some weeks go by.
    Spoiler:  
    Show

    .
    You re-stated that the sResourceArchive2List line needs nothing after the " = ",
    we then are to properly add our mods following the " = ".
    ( yes readers, I know you have sResourceArchive2List=...etc, no spaces.
    I just prefer - in my Fallout76custom.ini, to surround the "=" character immediately
    each "Setting" text ). That way, I know instantly if I'm looking at my Fallout76custom.ini
    or one of the others.
    Example of a "setting":
    Spoiler:  
    Show

    Would you be so kind as to attempt to reassure me, and maybe others, that there
    is no requirement nor benefit to what I read was ( since I think update 18 maybe, or possibly
    this one ) now supposed to be added * 1 :
    .
    sResourceArchive2List = SeventySix - StaticMeshes.ba2, addedMod00.ba2, addedMod01.ba2, etc.
    .
    * 1 I'm sorry, I don't remember were I read it. I > think < it was from a Bethesda tech
    support agent, or person with a "support team volunteer agent title", like we often see
    on Microsoft support forums - and they do usually clearly identify themselves as such )
    .
    At the very least, I like how it reminds me that sResourceArchive2List is the safe
    line for mods that are replacers of Mesh + textures. ( is this the correct info : We should never
    place "Mesh + Textures that surround them" types of mods on any other line ? Example :
    "sResourceIndexFileList = " .)
    .
    What I've been doing, since my sResourceArchive2List = line is getting nearer to
    1,024 * 2 characters , is to put map replacers ( in GUI, not maps in a camp etc. I don't know
    if such textures for completely flat / i.e. 1 dimentional world object textures are usually okay to place out of the
    sResourceArchive2List line. Do you ? ) & map custom colours for map markers & other flat
    GUI image replacers.
    .
    * 2 ( Is this correct : We select the text in Notpad++, or other similar text editor, beginning
    with the character right after the " = " ? Also: including the space, or not ? ) And look in the
    status bar to read the "number selected", making sure it is well below 1024
    Basically, I balance the my many mods that change how objects & outfits look ( etc-etc ),
    aka that are not Mesh + Texture surrounding them type of mods, with the rest of the types
    of mods, including mods that > only < modify audio, placing the proper ones in
    sResourceArchive2List, and the proper ones in sResourceIndexFileList.
    .
    What third line, if any, can we safely use, and what kind of mods is this 3rd line safest for.
    .
    Last question, if you will indulge me further, "Oh wise & mighty Registrator2000" :
    .
    If we don't want a mod to overwrite certain visual changes that another mod causes,
    let's say for e.g. a mod that gives different glow colours to many different objects - not
    over-riding the glow changes certain plants or those small ore veins by Okagawa007,
    ( BTW, I've seen posts from him on GitHub - He has content there. Speaking of GitHub,
    I often bug mod authors for not practising
    SemVer versioning ( or goofball versioning )

    but it's rare that time a moment to praise those who do; So, thank you for being one of
    the around 60% ( prob less in F76 NexusMods ) of mod authors who have been doing so.
    After all, GitHub, NexusMods, and many many others follow SemVer : Semantic Versioning )

    It's hard to stop typing when me mind keeps thinking-up sumthin else "important"  

    to ask of you, oh Guru of this dimensional plane of Bethesda game worlds.
    Oh sharp-dressed Kahuna, I am slammin' the cosmic brakes on my Silver Surfboard
    right now, before I have totally gnarly Galactus wipe-out.
    Reflectively , BorderXer
    1. registrator2000
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      Hi BorderXer,

      Good questions! I'll try and shed some light on the game's file loading mechanism as of Update 19 - the latest at the time of writing.

      I have paraphrased some of your questions in the quotes below, hope you don't mind!

      Q1:
      Would you be so kind as to attempt to reassure me, and maybe others, that there
      is no requirement nor benefit to including the base-game archives in our INI files?

      For example, is it necessary to include "SeventySix - StaticMeshes.ba2" in the following as of the latest patch:
      sResourceArchive2List = SeventySix - StaticMeshes.ba2, addedMod00.ba2, addedMod01.ba2, etc.

      It is not necessary to include base-game archives in your own custom INI file. This has been the case since Update 10, and this is still the case as of Update 19. The game will always load its built-in archives before loading those in your INI file, so it is not possible to cause base-game archives to not load due to your custom INI file. The list of built-in archives is stored in SeventySix - Startup.ba2 in the archive-lists.txt file.

      Q2:
      As I use many mods, I've run out of space on the sResourceArchive2List line. Is it safe to place mods on other archive list lines, and if so, which ones?

      You can use any, or all of the following four archive lists for your mods:
      sResourceArchiveList
      sResourceArchiveList2
      sResourceIndexFileList
      sResourceArchive2List

      They can be used for any type of BA2 archive, regardless of whether they contain meshes, textures or other files. Just take note that in case of any game files that are modified by multiple mod archives, the archive loaded later will win the conflict for that file.

      Q3:
      If I have multiple mods that modify the same files, for example, a mod that gives different glow colours to many different objects and another that modifies a different set of objects with some overlaps, how do I choose which one of the mods should have higher priority to override the previous mod's changes for the conflicting files?

      Make use of archive load order to control the order that your mods load. Files in archives that load later will override those that load before, if they modify the same game file.

      Within each archive list, mods specified later will load after those specified first.
      Example:
      sResourceArchive2List = Mod1.ba2, Mod2.ba2

      For game files that both Mod 1 and Mod 2 modify, Mod 2 will win the conflict and its changes will be in effect.

      Across archive lists, this is the load order:
      1. sResourceArchiveList
      2. sResourceArchiveList2
      3. sResourceIndexFileList
      4. sResourceArchive2List

      Files in mod archives listed in the 4th archive list will take precedence over those in the 3rd, and so on.



      Complete load order for game archives, including base-game archives:
      Spoiler:  
      Show
  10. QuadroTony
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    Not sure why but this mod appears to be causing a problem with the ability to customize the Outfits of our Allies. When this is enabled the Customize option does appear and opens the Inventory Trade Window but the Assign Button is not there and you cannot move an Outfit to the Allies Inventory. If I disable this mod then I can change my Allie's Outfits no Problem


    im using this mod too and can customize allies just fine
    1. Caladon
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      I do have a lot of mods so it is possible that this is conflicting with one of them to cause the issue, I just know that when I remove this one the issue goes away. No major issue though as it is simple enough to disable it temporarily to do the customize then re-enable after. I certainly won't be playing without this mod anyway.
  11. Caladon
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    Not sure why but this mod appears to be causing a problem with the ability to customize the Outfits of our Allies. When this is enabled the Customize option does appear and opens the Inventory Trade Window but the Assign Button is not there and you cannot move an Outfit to the Allies Inventory. If I disable this mod then I can change my Allie's Outfits no Problem