KinataHoru Posted February 24 Posted February 24 (edited) I figured it out! Your script works if: 1. I run it in xedit/fo4edit 4.1.5f 2. I grab the sorter from the Collective Modding Discord (not sure if that part's required, but sir 4estGimp specifically asks to download it from there, not Nexus) You should probably add this to the description, cause it's super easy to miss. The Nexus version pops up a window telling you to use 4.0.4 (even the Discord one does that) — that's exactly why I've always been running it on the old FO4Edit version. Sounds dumb, but that modal window is really confusing. And my web generator rules are working fine now too. Edited February 24 by KinataHoru
KinataHoru Posted February 24 Posted February 24 (edited) Also, for anyone having trouble with my generator: 1. Rename your file from pluginname.ini → SAKR_pluginname.ini 2. Add the line [Plugin] at the top of the file Gonna fix this soon and update the post. Fixed. Should be good to go now. Also made a few minor fixes. Edited February 28 by KinataHoru
deathmorph Posted February 27 Posted February 27 (edited) Hello @Evi1Panda, I'm trying to switch from my RobCo + ini system to Redux + Complex Item Sorter, but I'm stuck. Specific example: My character is currently wearing the Vtaw_WD9Bodysuit from VTAW Wardrobe 9 (all-in-one suit via Armor Slot 3). Visually, it's a low-cut top, but the bust isn't fully visible. With my RobCo + manually created ini files, I always had a body value of around 65–70 for this exact outfit. With Redux, the ClothesExposureValue immediately jumps to 100. Spoiler What I've tried: Regenerating the sorter completely several times (once with all plugins, then with just ARMO, then with just VtawWardrobe9.esp + all SAKR.ini plugins) Creating a custom ini file using the tool you linked (SAKR_VtawWardrobe9.ini in the sorter plugins folder) specifically for this outfit and then rerunning the sorter Checking in FO4Edit: There are no additional SAKR keywords from the sorter patch visible on the bodysuit In the end, I completely uninstalled Redux and the sorter and went back to my old RobCo system because everything there is stable and works exactly as desired. However, I would really like to try Redux. Do you have any suggestions? I would greatly appreciate your feedback. Thanks and best regards! Edited February 27 by deathmorph
KinataHoru Posted February 28 Posted February 28 21 hours ago, deathmorph said: Regenerating the sorter completely several times (once with all plugins, then with just ARMO, then with just VtawWardrobe9.esp + all SAKR.ini plugins) Creating a custom ini file using the tool you linked (SAKR_VtawWardrobe9.ini in the sorter plugins folder) specifically for this outfit and then rerunning the sorter Checking in FO4Edit: There are no additional SAKR keywords from the sorter patch visible on the bodysuit Read my messages above
rubber_duck Posted March 8 Posted March 8 Hmm, this looks very interesting, I have totally missed it! I have some questions regarding original SAKR vs this new SAKR Redux. I'd appreciate the answers. 1) Is it possible to switch from OG SAKR to SAKR Redux mid-game? If it is/isn't, are there any extra steps to take? 2) Are the old SAKR RobCo patches supported? Also on that note, does the new SAKR Redux support the RobCo patches, or is it strictly IS-only (item sorter)? Asking because I'm not running any item sorter, I've never bothered with it, to be honest. 3) You mentioned in the description page that other NPCs should be able to comment on the Player's outfits based on their SAKR ratings. Is that feature implemented or is it just an idea for a 3rd party mod? Any help is much appreciated, thanks in advance! 2
Arty_DeSithlius Posted March 8 Posted March 8 On 2/14/2026 at 11:36 PM, Evi1Panda said: perks that get stronger the more exposed you are Currently reworking my "Naked Perks" mod to do exactly this. Will keep updated. Also, if anyone knows where I can find "nudism" themed comics/magazines that'd be great. lol It's either that or reuse some in-game Grognak comics for the time-being. lol 1
Meebo Posted April 29 Posted April 29 On the description you state the requirement is OG version of FO4 and I know that you favour the OG version, but I'm wondering if the sakr.dll is version agnostic? 1
Kanlaon Posted August 1 Posted August 1 (edited) I would try this, just to see if it works better than the original. But the crux with all mods using a dll is that it often does not work with the latest FO4 update. 🙂 Hmmm, If the commonLib is the only reason to use oldgen Fallout, I will nevertheless try it playing for Fallout AE 221, since there is an update for common Library on the Nexus: https://www.nexusmods.com/fallout4/mods/106621 Edited 6 hours ago by Kanlaon
jaam Posted Saturday at 02:28 PM Posted Saturday at 02:28 PM This one explicitly works only on OG (163) , so no, not with the latest game version.
Evi1Panda Posted Saturday at 07:17 PM Author Posted Saturday at 07:17 PM 4 hours ago, jaam said: This one explicitly works only on OG (163) , so no, not with the latest game version. Yeah, to be honest, I’m stuck on the OG version because I still can’t get something to work with NAF so that it’s compatible with AE. I’ll definitely come back to it later, but for now I’ve put out an update that should fix the crashes that were probably happening every now and then. No, I could probably port this specific mod and Diverse Bodies Redux to the AE version without much trouble, but I just don’t have the motivation right now. I’ve bitten off more than I can chew and it’s hard to keep up with everything at once. But I’m still here, still interested in Fallout 4, so maybe someday. If anyone’s even interested, that is 🙂
Meebo Posted Tuesday at 12:43 AM Posted Tuesday at 12:43 AM Very much interested in your mods being updated to AE, especially Diverse Bodies. I imagine one of the sticking points is SUP F4SE not being AE updated, but there is yet again another AI Coded/AI Assisted AE update on the Nexus you might want to have a glance at if it's an area of interest. SUP F4SE AE Plugin 1
Evi1Panda Posted 18 hours ago Author Posted 18 hours ago On 8/4/2026 at 3:43 AM, Meebo said: Very much interested in your mods being updated to AE, especially Diverse Bodies. I imagine one of the sticking points is SUP F4SE not being AE updated, but there is yet again another AI Coded/AI Assisted AE update on the Nexus you might want to have a glance at if it's an area of interest. SUP F4SE AE Plugin Oh, yeah, I'm interested myself (well, I'd like to play AE too by now), I'm just a little distracted right now. Actually, there aren't really any major issues with porting DBR to AE, since I wrote all the back-end code myself and I know what's needed, why it's needed, and how to find it. I’m a bit stuck with NAF. Anyway, I’ll definitely get it done. I’ll try to finish it by the end of the year.
Evi1Panda Posted 18 hours ago Author Posted 18 hours ago On 8/4/2026 at 3:43 AM, Meebo said: SUP F4SE AE Plugin Oh, there's never been a problem with SUP — SUP is just a pretty basic wrapper around the game's native functions, and the reverse has always been available in F4SE.
Evi1Panda Posted 18 hours ago Author Posted 18 hours ago On 4/29/2026 at 3:41 AM, Meebo said: On the description you state the requirement is OG version of FO4 and I know that you favour the OG version, but I'm wondering if the sakr.dll is version agnostic? It depends, because I built it based on the old CommonLibF4, incorporating some of my own reverse-engineering work. It just needs to be ported to the modern CommonLib. It just takes a little time and the willingness to tackle it. Most likely, in about 2–3 months, things will fall into place so that I’ll really want to get to work on it. I’m already building new mods based on the modern CommonLib.
dav42 Posted 16 hours ago Posted 16 hours ago (edited) 1 hour ago, Evi1Panda said: It depends, because I built it based on the old CommonLibF4, incorporating some of my own reverse-engineering work. It just needs to be ported to the modern CommonLib. It just takes a little time and the willingness to tackle it. Most likely, in about 2–3 months, things will fall into place so that I’ll really want to get to work on it. I’m already building new mods based on the modern CommonLib. If you are not aware, I would take a look at this fork: https://github.com/LucaDotGit/CommonLibF4 It's multi-runtime (OG/NG/AE) and still uses cmake, which I think you are using. It probably doesn't cover everything in NAF that Snapdragon originally did, at least when I looked at it he had a lot of unique RE work there. But it's a good solid core to build on. -- The other good alternative is: https://github.com/Dear-Modding-FO4/commonlibf4 However, this is a libxse fork which uses xmake, but it is also a multi-runtime (OG/NG/AE). (Which I find a lot less obnoxious than cmake). Edited 16 hours ago by dav42 1
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