Tagging items for sorting built using FO4Edit. Does not modify Strings. Includes tagging of dynamic names generated for weapons and armor with upgrades. Now compatible with armor mods that use the Armor and Weapons Keyword Community Resource (AWKCR) (like Armorsmith Extended).
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
This author has not provided any additional notes regarding file permissions
File 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 & Weapons Keywords Community Resource (AWKCR). Kae Arby for providing the initial file for the Reballistic patch. Neanka for great collaboration with DEF_INV icon additions. drdanzel for joining the AWKCR team and for making patches for standalone items using AWKCR.
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- Added (Signal) tag to Homing Beacon - Fixed tag for Courser Uniform to [Institute] - Fixed tag for Synth Uniform to [Institute] - Fixed tag for Institute Director's Armoured Uniform to [Institute] - Fixed tag for the Pinned quest to [Inst]
Version 11.0.2
Fixed condition in installer which prevented installation of the Minutemen Squads quest patch
Version 11.0.1
Added Nuka-World Reborn quest tags with [NWR]
Added Viva Nuka-World quest tags with [NWV]
Added [NWR] and [NWV] tags to DEV_INV_TAGS.xml; since these use the nuka icon like [NWSQ] I set it to NOT hide the tag with the icon
Verified and standardized all hats to have Lining, Weave and Legendary slots
Removed Legendary slot from biosuits since they are now Underarmor
Added the Armor Addon records to correct slot usage for 4 Nuka-World Pack necklaces
Carried forward CFM changes to Nuka-Cola variants from CFM 3.3.1
Added patch for Minutemen Squads and patches for MMSquads + WATM and MMSquads + WtG + KofCR
Version 11.0.0
Complete overhaul and rebuild to remove AWKCR requirement. Now uses a very lightweight VISKeywords.esm (included) for sorting Armor and Cosmetics. Not compatible with AWKCR-based mods or patches. VIS 10.x (last AWKCR version) still available in the download.
Version 10.0.1
- ValsPicks: Updated Ice Cold variants of Nuka and alcohol to have {Ice Cold} tag at the end so they sort with their regular versions
- VIS-PatchCampsite: Added new patch for mod by fadingsignal; Added new tag for [Camp] and assigned all items from this mod to that tag. Added new group for DEF_INV and FallUI - Inventory to group camp items together. Added definition in DEF_INV_TAGS.xml to give [Camp] and {Camp} a proper icon.
- VIS-PatchGiveMeThatBottle: Added new patch for bottles and ingestibles; Normallized all weights to 0.5 for full bottle and .25 for half bottle. Added [Bottle] tags to all returned bottles.
- VIS-PatchLegendaryRearmed: Added new patch for the mod items added by the game. Also added AWKCR keywords back to the weapon modified by the mod. Make sure Val's Picks loads after the main Legendary Modification module to ensure you get VIS naming rules. Also included the OMODs from the mod (even though I normally wouldn't) because LOOT in Vortex kept trying to sort LM before Even Better Mod Descriptions which broke LM. By including the OMODs, not only did I solve the compatibility problem, but merged in EBMD descriptions, serving as an effective LM+EBMD patch.
- VIS-PatchSettlementBotFixer: Added new patch for mod by Athelbras
- VIS-PatchSettlementBotGardener: Added new patch for mod by Athelbras
- VIS-PatchSettlementBotMedic: Added new patch for mod by Athelbras
- VIS-PatchSettlementBotSalvage: Added new patch for mod by Athelbras
- VIS-PatchSettlementBotTidy: Added new patch for mod by Athelbras
- VIS-PatchSS2: Added a few missing quest items for early quests. NOTE: I have unloaded SS2 from my LO, so this patch will likely not see future updates.
- VIS-PatchWATMinutemen: Refactored clothing and armor from WATM per AWKCR and AE slots and addons. Since the outfits are classified as underarmor and can be worn with armor pieces, I removed the armor mod upgrade keywords from clothes. They still have weave slots.
- VIS-Patch (All): Flagged all patches as ESL. NOTE: I've seen reports of issues if mods switch to ESL flagged ESP on an existing save, but that seems to be related to FormID changes. Since all of the records in the patches are overrides, not new records, that shouldn't be an issue.
- VIS-PatchGiveMeThatBottle: Could not be made ESL as it breaks the bottle filling script.
Version 10.0.0
Removed non-DLC variants and individual modules. Now choose either Val's Picks or Val's Picks Vanilla Weight. You can choose to override with Junk+DEF_INV tags for Vanilla, Better, or Weightless
Carried forward UFO4P changes for hundreds of items
Changed tags on all Nuka items which should hopefully fix the reported issues
Added (Temp) tag to all Survival Mode effects. Credit to Machienzo who did this in 2017.
Carried forward descriptions of Perks from Even Better MOd Descriptions GOTY (load VIS after EBMD)
Added scrap tags to Junk for use with DEF_INV/FallUI for DLC. Credit to Marth77 who did this in 2017.
Refactored Armor and Clothes to include missing tags. Also modified Armor to not use vertical pipe (|) as a delimiter since it doesn't play nice with FallUI. Now Armor will be [Slot], Slotted clothes are (Slot), and Clothes class is {Class}.
Refactored Power Armor naming rule for missing tags from AWKCR and DLC
Added items and naming from Next Gen update Creation Club free content
Added numerous patches for mods I'm using in my current playthrough: - UFO4P (most affected changes are integrated in VIS, but there were a few items which had scripts in UFO4P and required UFO4P as a master) - Better Companions - Cheat Terminal - Hacking 101 - IDEK Logistics Station - K9 Tactical Harness - Lover's Rings - Short Weapon Racks - SimSettlements 2 (as well as a handful of add-ons) - True Storms - We Are the Minutemen - What's Your Name
Updated DEF_INV config files to group (Currency) and (Valuable) into a (Valuables) rollup. Also added group for {Decal} and {Stencil} to a group called Stencil Mods
Version 9.0.3
- 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)
- DLCArmorByClassOverride: Added missing Marine and Trapper tags
Version 9.0.2
- DLCArmorByClassOverride: Added keywords to identify Operators Heavy and Operators Belted
- 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 condition for Vault-tec Security Armor and Covenant Armor
- FOMOD: Removed 'Required' condition from both Chem Redux patches
Version 9.0.1
- 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
Version 9.0.0
- 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
Version 8.1.0
- 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
- DEF_INV_TAGS.xml: Removed trailing comment tags on 3 entries
Version 8.0.1
- FOMOD: Fixed bad path for DLC modules
Version 8.0.0
- 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.
- REQUIRES AWKCR 3.x.x+
Version 7.5.0
- 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
Version 7.4.4
- FarHarbor (Both): Corrected naming rule for armor and power armor to put VIM where it belongs
Version 7.4.3
- DEF_INV: Fixed the bad entries in the DEF_INV_TAGS.xml
Version 7.4.2
- 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.
Version 7.4.1
- 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/?
Version 7.4.0
- 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
Version 7.3.0
- 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
Version 7.2.1
- 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
Version 7.1.0
- 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
Version 7.0.1
- 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]
Version 7.0.0
- 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
Version 6.9.2
- 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
Version 6.9.1
- 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
Version 6.9.0
- 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
Version 6.8.5
- 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.
Version 6.8.0
- 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
Version 6.7.3
- 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 preferring to see the ammo tags instead of icons
Version 6.7.1
- Mods(All): Fixed all mods names missing the last character (silly FO4Edit scripts; or script author {me} to be exact)
Version 6.7.0
- 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
- 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
- NotJunk: tagged all items that can be sold to Calvin in Vault 81 as {Tool} and removed from Junk
Version 6.6.3
- NotJunk: Hotfix for 0 value Copper Bar
Version 6.6.2
- NotJunk: Tagged Copper Bar as (Valuable) and moved from Junk
- Patch-ZephyrWarrior: Updated patch for v0.9.5
Version 6.6.1
- ValsPicks: Renamed file so it installs before any override modules
- Installer: Updated ValsPicks selections to require AWKCR
Version 6.6
- 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]
Version 6.5.1
- DEF_INV: Updated icon definition to include new icons from DEF_INV 0.13.0
Version 6.5
- 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
Version 6.2
- 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
Version 6.1.2
- 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
Version 6.1.1
- Fix for installer due to change in name of ZephyrWarrior's mod
Version 6.1
- 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
Version 6.0.1
- 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
Version 6.0
- 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
Version 5.7
- 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
Version 5.6
- 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
Version 5.5
- 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
Version 5.3
- 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)
Version 5.2
- Added compatibility patches for Simple Bug Fixes
Version 5.1.1
- Bug fix for pipe revolver converted to .308 tag
Version 5.1
- Minor bug fixes for Combat Shotgun and Flare Gun
Version 5.0
- 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
Version 4.1
- Modified tags for arm and leg pieces to shorten the tags
Version 4.0
- 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]
Version 3.0
- Added dynamic naming sorting to all armor and power armor
Version 2.6
- 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]
Version 2.5
- Added a couple of missing Misc items to [Trash]
- Added module for moddable armor pieces
Version 2.1
- Fix for Gold Bar devaluation
Version 2.0
- Added Armor items that cannot be modified at the crafting bench
- Tagged Gold Bar with [Currency] and removed from Junk
Version 1.1
- 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
This mod renames items with tag prefixes so that they will sort better in the inventory. The vision behind the sorting method is to:
1) Group like items together (notes, holotapes, keys, food, chems, etc) 2) Sort the most commonly used items near the top for easy accessibility
HUGE OVERHAUL for 11.x
VIS 11.x no longer requires AWKCR but instead uses a very lightweight VISKeywords.esm which only contains the Armor and Cosmetics keywords necessary to sort these items. Patches compatible with VIS 10.x and AWKCR will not work properly with VIS 11.x if the patch relates to Armor, Clothes or Weapons. Since removing AWKCR mid-playthrough isn't safe, VIS 11.x requires a clean save... either a new save or a previous save which doesn't contain AWKCR. See details below and articles for creating patches.
Tags Used By This Mod ---------------------------- AID: (Chem) - chems with only benefitial effects (stimpack, rad-x, radaway, etc) (Device) - stealth boy [NOTE: with DEF_UI/FallUI these are grouped in the Misc tab under Holotapes and Devices] (Drink) - drink with beneficial effects (Food) - cooked food and food with beneficial effects [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...) [RadFood] - radiated food that isn't used as an ingredient in recipes (i.e. Melon, Wild Carrot, Wild Corn...) [Raw] - raw meat, vegetables and flowers used as inputs in crafting [Syringer] - Syringer ammo
AMMO: (Ammo) - standard ammunition (Fuel) - Flamer and Fusion Core
ARMOR: 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) {lining} SortBySlot PA Rule: [PA slot] Type Rank (material) {option}
Examples: ArmorBySlot: [ArmL] Leather Sturdy Armor of the Chameleon (Shadowed) {Pocketed} PAArmorBySlot: [PA LegL] T-51 Mk.2 {Winterized}
COSMETICS: Sort by Class: Non-body slot items get tagged for their slot usage: (Eyewear) - Items that take up the Eyes slot (Hat) - Headwear that does not cover the face and does not have DR [Helmet] - Headwear that has DR (may or may not cover the face); uses [ ] to sort with Armor (Mask) - Items that cover the face (Neck) - Items worn in the neck slot (necklace, scarf, etc) (Ring) - Items worn in the ring slot ... - There are other classifications which could be used by mods (ie. Bandolier, Belt, Back, Earring, Headband, etc..)
Specialty items for their purpose: (Biosuit) - Clothing that prevents wearing chest armor and only has RR (Dog) - Armor for Dogmeat (Mutant) - Armor wearable only by super mutants
Body slot items (Outfits) identified by class or faction: {Atom} {BoS} {Institute} {Minutemen} {Raider} {Railroad} {Vault} {Casual} {Dapper} {Military} {Rugged} {Skimpy}
EXPLOSIVES: (Grenade) (Mine) (Signal)
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
NOTE: Separate modules for Junk tagged with DEF_UI/FallUI component tags are available in the installer and come in Vanilla, Better and Weightless options.
MISC: (Currency) - Includes PreWar Money, Subway Tokens and the like. See note below on PreWar Money (Valuable) - items valued at greater than 50 caps per lb (see Not Junk below) (Lockpick) - Bobby pin (Settings) - For Settings holotapes mods use for configuration (Unique) - items with only one instance [Bottle]- empty bottles that can be filled in Survival Mode [Collectible] - Robot models for collection, Vault-Tek Lunchboxes, You're SPECIAL [Crafting] - items that can be used in crafting without breaking down to components [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 [Password] - Paper based notes that contain passwords [Bobblehead] - all Bobbleheads [Magazine] - all magazines [Quest] - Items that are only used in quests and cannot be dropped [Trash] - Useless items such as burnt magazines/books {Mod} - Loose mod items for armor/weapons |Key| - All keys |Passcard| - All keycards and passwords categorized as keys
WEAPONS: Tagging of Weapons remain sorted when upgrading items!! Weapons: [ammo] Name Pistol/Rifle LegendaryName [receiver] (modifier) {barrel}
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)
Not Junk ---------------------------- The primary goal 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. See the readme for specific items.
Quests ---------------------------- Adds tags to quests. Since this module has a higher potential for conflict with mods which modify vanilla quests, I have made this an optional module and all patches are also separate overrides (all flagged ESL). Radiant quests are marked with a + after the tag. This concept based on my modifications to Quest Tags by aogara. [Acadia] - Far Harbor Acadia [Atom] - Far Harbor Children of Atom [BoS] - Brotherhood of Steel [Cabot] - Cabot House [CC] - Creation Club [DC] - Diamond City [FHMQ] - Far Harbor Main Quest [FHSQ] - Far Harbor Side Quest [GN] - Goodneighbor [Institute] - Institute [MM] - Minutemen [MQ] - Main Quest [SQ] - Side Quest [NWMQ] - Nuka-World Main Quest [NWSQ] - Nuka-World Side Quest [Raid] - Nuka-World Raid [RR] - Railroad] [Vaultxx] - Quests for specific Vaults; xx = vault number
DEF_UI/FallUI Config ---------------------------- VIS comes packaged with lyrConf.xml, DEF_INV_TABS.xml and DEF_INV_TAGS.xml for use with DEF_UI or FallUI which features the following:
Inventory icon tag substitution for all VIS tags (optional to exclude weapons as I prefer to see the caliber tags)
Keyring container grouping all items tagged Key, Passcard, and Password
Trash container grouping all items tagged Trash
Notes container grouping all items tagged Note
Holotapes and Devices container grouping all items tagged Holotape, Game, Hack, and Device
Collectibles container grouping all items tagged Magazine, Bobblehead, Collectible, and Unique
Aid container grouping all items tagged Aid
Chems container grouping all items tagged Chem
Drinks container grouping all items tagged Drink, Liquor, and Nuka
Ingredients container grouping all items tagged Raw
Explosives container grouping all items tagged Grenade, Signal and Mine
Bottles container grouping all items tagged Bottle
Food container grouping all items tagged Food, RadFood, and Prewar
Settings Holotapes container grouping all items tagged Settings
Stencil Mods container grouping all items tagged Decal and Stencil
Quest Items container grouping all items tagged Quest
Currency and Valuables container grouping all items tagged Currency and Valuable
Campsite Equipment container grouping all items tagged Camp
Other Features ---------------------------- In addition to dynamic naming and tagging, VIS includes some additional features:
Aid and Chem items are weightless
Ammo is weightless
Junk weight and components adjusted to make more sense (i.e. Aluminum Trays grant Aluminum instead of Steel)
Various Misc items (Holotapes, Notes, etc) are weightless
Loose Mods are Weightless
UFO4P and Community Fixes Merged bug fixes carried forward into any item modified by VIS without dependency on UFO4P or Community Fixes Merged files (optional patches contain edits which depend on original mod resources)
All clothing slot usage adjusted to be Underarmor and can be worn with armor pieces (similar to the feature of Armorsmith Extended or New Equipment Overhaul [NEO])
All clothing now classified as Underarmor gains Linings slot (like Vault Suits)
All clothing now classified as Underarmor gains Ballistic Weave slot (still need to unlock Ballistic Weave normally)
All hats gain Linings and Ballistic Weave slots (to be more competitive with Helmets)
In some cases, clothing Armor which can now be worn as Underarmor has had its native Armor rating reduced to compensate for being able to wear it with armor pieces (as per New Equipment Overhaul [NEO])
All clothing, eyewear, and other cosmetics now run Instance Naming Rules
Standardized cosmetic slot usage as per the original slots agreed upon by the community for earlier versions of AWKCR.
Slot standardization for cosmetic items for any packaged patches. Example: Gloves from We Are the Minutemen use Slot 34/35 (Hand) slot instead of Slot 51 (Ring).
Compatibility ---------------------------- ** See sticky post for specific mods **
This mod will conflict with any other mod that directly edits the same items (ie mods that change weight or stats of items).
This mod will conflict with any other mod which modifies instance naming rules for Melee, Guns, Armor, Clothes, and Vaultsuits.
Mods which add armor or cosmetics that aren't patched to use VISKeywords.esm may have inconsistent naming via the naming rules. If the items use vanilla mod slots (Lining, Weave, etc), most likely the item just won't have a sorting tag but will otherwise work.
Mods which inject entries into naming rules via a script may cause oddities as their injection likely won't be in the same order as VIS.
Mods which create new naming rules for their items will work for those items, but won't be named via VIS rules without a patch.
VIS dynamically tags calibers of weapons based on the vanilla calibers and available vanilla keywords. Mods which add new calibers won't be accounted for. Additionally, if a mod adds a weapon but they put vanilla keywords which identify it as say [.38] per vanilla keywords, VIS won't know that the weapon isn't .38 and therefore will tag it as such.
The Quests module will conflict with any mod which modifies Vanilla quests.
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. - 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. - 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.
Installation ---------------------------- With Vortex (highly recommended) [MO2 should work similarly]: 1. Download with Vortex and activate. Vortex will prompt for options, allow selecting an optional Junk+DEF_INV tags, then prompt for various included compatibility patches.
Without Vortex: 1. Download the file manually. 2. 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. 4. Then in the Fallout 4 launcher select the hidden plugin manager and select the modules to activate them.
Uninstallation ---------------------------- With Vortex: 1. Deactivate/Uninstall the mod in Vortex
Without NMM: 1. Delete any file named "ValdacilsItemSorting-*.esp" or "VIS-Patch*.esp" from your Fallout 4\Data folder.