DEF_INV (in your case VIS-G) replaces tags with icons. Tags - the first part of the name with brackets around it, something like "|Chest|", "[Combat]", "(Aid)", etc. So you need only the first section of the INNR. Make sure it contains keywords that are needed to find a corresponding tag. If you really want to make new instance naming rules (INNR) for an armor: 1. Find this INNR in left pane in FO4Edit, right click on this record, select "Copy as new record into...", then select to create new file. I'm recommending to create ESP file with ESL flag. (alas, Bethesda's engine requires to copy a whole record even if you want to modify just a single part of it) Then enter a new name of this INNR record (for example dn_NewSuperArmor instead of dn_CombatArmor). 2. Copy records of armors you need almost the same way as above. The only difference: you need "Copy as override into...", then select the ESP file you have created at the first step. You can find armor records at the left pane in the "Armor" section. You need to copy the whole armor just to change the INNR in it, thus "override", because you want to change an existing record. 3. Then in your new ESP file select armor in the left pane then in the right pane find "INRD - Instance Naming" field and change it from default to your new ruleset from the point1. Just press F2 to edit this field and start typing "dn_NewSuper...", FO4Edit will filter records while you are typing. 4. Now you have copied an INNR ruleset and an armor(s) into a new plugin and now this/these armor(s) refer to your new ruleset. So now you can experiment with INNR rules and do what you want to do. (maybe someone experienced with VIS-G will advice you something more concrete/specific, all of the stuff above is just general advices)