luceid Posted July 8, 2012 Share Posted July 8, 2012 (edited) Hi folks, there are some very nice mods out there, that add these nice prefixes to items, so one can easily find them even there is a crap load of them in the inventory.(side note: The inventory is one of the few really big.flaws in FO3/FONV) If you don't know what I mean, your should check the Re-balance Module of Project Nevada or these two mods as examples:http://newvegas.nexusmods.com/mods/38604http://newvegas.nexusmods.com/mods/34950 As good as these mods are, they have a downside: They are *esp's with predefined lists of items.If you add one or another mod with some included items there are suddenly items in your inventory, which are not flagged with these nice prefixes. I know that there are some mods, that use no item records at all, like the excellent Mass Calibration (http://newvegas.nexusmods.com/mods/44348)So would it be possible to make these prefixes script-wise? My understanding of the nodding capabilities imay not be the best, but as far as I did understand it, every item already posses some kind of "class".So it should be possible to read that item-class and add such a prefix like "CHEM:" etc, am I right? Since I can barely handle FNVEdit and such, I couldn't do it myself...So I humbly ask for something like this :ohdear: Edited July 8, 2012 by luceid Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 10, 2012 Share Posted July 10, 2012 Sadly, most items do not have catagorys and those who do are often wrong. Modfusion has plans for 'rename' patches. While these would not rename 'new' items (Unless maybe I set up some registry.. hmm), they would at least rename items without conflicting with other patches that alter items. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted July 10, 2012 Share Posted July 10, 2012 Project Nevada does do it via script. And adding more items is an extremely simple process. You don't even need master files or anything, and any mod author can add this, with no impact on their mod and no incompatibilities, patches, etc. All you have to do to add more is go to the TestDance cell, also called Mentats Test Level in GECK. It's an unused cell that has pretty much nothing in it and is never referenced or used by anything else. So to add a new sorter type, just create a new container, and for the NAME field (ID can be anything you want), make it whatever you would like the items to be prefixed by. So FOOD, H2O, AID, etc. Then just drop that container into the cell and save your plugin. That's it. That's all it takes to extend the sorter capabilities of Project Nevada or FOOK (FOOK uses the same code as PN). Like I said, super easy and anyone can add it. If you have a favorite mod that does't have sorter support, request the author to add a container like that. It's actually not even necessary for most items. PN can detect most any times. But for Miscellaneous items that are used say, for crafting, you'll need to make a container for the PART sorting category, otherwise they get lumped in with the MISC objects. Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 10, 2012 Share Posted July 10, 2012 Intresting fix. I wonder if I could impliment it into modfusion natively for those who don't use NVSE? Also to allow diffrent prefixes. I prefer 1 letter prefixes myself. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted July 10, 2012 Share Posted July 10, 2012 Unfortunately it requires quite heavy use of NVSE, specifically the SetName function, as well as ref walking the cell and inventories of containers. However, if you want to use the code for an NVSE version, the permissions for PN allow anyone to use the code or other assets (that are ours, so mostly code) for anything they want, so long as credit is given. Link to comment Share on other sites More sharing options...
Cyberlazy Posted July 11, 2012 Share Posted July 11, 2012 (edited) Oh, Modfusion is much cooler then that :0Modfusion would just scan the cell records (of Mentats Test Level') of all loaded plugins and physicly rename the results in modfusion.esp. Maybe with some user config settings for what they want each prefix to be. :P Modfusion can scan/edit records on mod install based on mod scripts, basicly. Edited July 11, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
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