ptmc2112 Posted January 27, 2024 Posted January 27, 2024 (edited) question, how are these restraints? One is the Brotherhood of Steel hood worn by Danse, and the other is a literal dog collar only for Dogmeat and other dogs. (still questioning why the rules were put in the plugin and not in the specific mod rules)   Spoiler  Edited January 27, 2024 by ptmc2112
xm72 Posted January 27, 2024 Posted January 27, 2024 Likely matching on 'hood' as that's a word used throughout Devious Devices
ptmc2112 Posted January 27, 2024 Posted January 27, 2024 (edited) 5 hours ago, xm72 said: Likely matching on 'hood' as that's a word used throughout Devious Devices Which is why you don't want to use it in the plugin folder, which can affect all mods, but in the specific mod rules, which only affects the one mod.  Another reason all the rules need to be restricted to the specific mods, and not used to override in general (mod in question is Fallout Who Regenerated, and is not a sex mod at all, and this isn't the only example of something screwed up, but the only example I can add):  Spoiler    Also, the vanilla injestible Bloodleaf (which has "Blood" in its EditorID), is not an aid like the rules set in the sorter of the latest version, it is a herb.  I'm just saying it's better to leave the general rules for tagging that apply to multiple mods to whatever is in the FIS plugin, and stick the specific rules for each mod in its respective mod file. Sorry if I seem a bit angry, been stressed lately. Edited January 27, 2024 by ptmc2112
Guest Posted January 28, 2024 Posted January 28, 2024 10 hours ago, ptmc2112 said: Which is why you don't want to use it in the plugin folder  Yeah, I'm gonna figure out a way to make it so the plugin doesn't affect vanilla items unless there's a specific rule. I've been taking a break from it since it took up practically two straight weeks of my free time 😅
xm72 Posted January 28, 2024 Posted January 28, 2024 If you want some guidance, I'd recommend looking at the IAF (immersive animation framework) patcher as it has a toggle to affect vanilla records:
ptmc2112 Posted January 28, 2024 Posted January 28, 2024 (edited) 24 minutes ago, xm72 said: If you want some guidance, I'd recommend looking at the IAF (immersive animation framework) patcher as it has a toggle to affect vanilla records: Yeah, but that only covers vanilla and DLCs, the "Low Maintenance BOS hood comes from The Ring of Low Maintenance, which starts a whole spiral about avoiding mods, and that's impossible to guard against, since it has to be explicitly added in the general rules, considering the sheer amount of mods that currently do exist, not to mention any that could possibly be created. Â Now if it was a setting between mod-specific rules, and generic rules, sure. That would certainly be doable. just use "not $setting" when something is not selected, and "$setting" when the setting is checked (where setting is the internal name of the actual setting). At least I think you can use settings as a condition in the mod specific rules. Â @Furglitch the part just above this could be a suggestion, but it would involve copy+pasting the general rules into each mod (and possibly removing the ones that just don't apply to the mod specific ones). Edited January 28, 2024 by ptmc2112
ptmc2112 Posted February 2, 2024 Posted February 2, 2024 (edited) There's more, the line "EDID contains Paperwork|Scrap|Pack|Egg|Bad = Scrap" because its in a [Rules.MISC] section instead of [Mod.{plugin name}.Rules.MISC] section (the {plugin name} needs to be replaced with the filename of the esp that section applies to, and can have the ".esp"/",esm"/".esl" extension, but is not required to have the extension), it ends up replacing the "resource" scrap the game uses (as actual components cannot be stored in ANY inventory, but only be part of actual inventory items) to allow you to hold the components from shipments and scrapped junk in your workshops.  the mod.{plugin name} section is needed outside the rule(plugin) file if you want to use a setting in the plugin as a condition, which I have as an example in the complex sorter mod I made for Fallout Who Regenerated (a doctor who based mod)  I really can't overemphasize the need to restrict the rules to just the plugins, so it doesn't run rampant and change stuff like the resources I mentioned to stuff like this (the Acid, Adhesive, Aluminum, Asbestos, and Ballistic Fiber are not [scrap], but should be [Resource], which the fallui item sorter already handles, and this one overwrites): Spoiler  I do understand the want to not have redundant rules for multiple plugins, but unless there is a way to define a rule for multiple without repeating the rule, it is necessary in order to avoid unintentional rampant overwriting of records that should not be altered from FIS or other mods.  One last thing, it's actually more efficient in processing to restrict the lines to individual plugin files (even if it results in duplicated lines), especially with a huge mod list. As it is, the sorter has to process every line on every file (with exceptions for the lines in the plugin files), which could result in over 1000 files processed, if it was restricted to individual files, then the rules would only be processed for those particular files, and then ignored for the rest.  Sorry for any words that seem harsh. I tend to comment on stuff I like and want to see improved. Take as many breaks as you need. Edited February 3, 2024 by ptmc2112
ptmc2112 Posted March 1, 2024 Posted March 1, 2024 (edited) @Furglitch I've thought about it some more, and I think the problems with tagging and Instance Naming Rules for the RealHandcuffs and Devious Devices plugins is that INNR plugin built into the Complex Sorter this mod requires assumes that whatever INNR rules the RealHandcuffs and Devious Devices mod uses was merged with the dn_Clothes INNR in Fallout4.esm using the MergeWith function (probably via some hidden quest that runs once, and starts immediately), and forces the mentioned mods to use fallout 4's dn_Clothes one. Edited March 1, 2024 by ptmc2112
ptmc2112 Posted March 2, 2024 Posted March 2, 2024 I would suggest ingestibles marked as "trash" that can only be obtained/consumed via quest should be tagged as Quest, as that's what FallUI Sorter does for those types of items.
Guest Posted March 6, 2024 Posted March 6, 2024 ** Project Abandoned ** If anyone wants to continue this, by all means, but I won't be. Trying to get consistent tagging has been a nightmare.
ptmc2112 Posted March 6, 2024 Posted March 6, 2024 (edited) For those who want to do this, I suggest starting with the 1.0 version, which did restrict it to the various mods before attempting to cover far more plugin files than what it should have been restricted to. I still have 1.0, but I don't use all the mods it has. Â I can also provide it if necessary. Edited March 6, 2024 by ptmc2112 1
RowanSkie Posted August 28, 2024 Posted August 28, 2024 Oh, wow, this got abandoned. Didn't realize that. Anyway, I wanted to go and fix this plugin since it decided to sort a MAIM item.
ptmc2112 Posted August 30, 2024 Posted August 30, 2024 (edited) On 8/28/2024 at 4:13 AM, RowanSkie said: Oh, wow, this got abandoned. Didn't realize that. Anyway, I wanted to go and fix this plugin since it decided to sort a MAIM item. Yeah, that's cause in the last version posted, the author decided to instead of restricting the sorting to specific mods, the mod author made it to apply to every plugin, with exceptions (which was a terrible idea, and likely never would have worked). For example, anything with "Cap" in the name or EditorID ended up as currency, even scrap items as Hubcap, Cooling cap, Radiator cap. Those are just examples from the main Fallout4.esm. Edited August 30, 2024 by ptmc2112
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