Better Armor and Weapon naming and sorting (2024)


BETTER ARMOR & WEAPON NAMING & SORTING
(what a mouthful!)

SPANISH TRANSLATION
Thanks tod4n13lus for making this available in Spanish.
AVAILABLE HERE

Andwim95 for making a Russian translation!
AVAILABLE HEREFrench translation:

http://www.nexusmods.com/fallout4/mods/10250/?

Are you tired of scrolling through the often long and ambiguous weapons and armor? Sick of your combat armor and Leather armor being all over the place instead of grouped together by type? Want your armour to show exactly what size they are without having to equip them?
Then this mod's for YOU

AND REMEMBER! If you like it, ENDORSE IT. I really think this one can make it as a hot file!frogs345, the author of cut weapons, has gone about making a patch mod to fix quite a few oversights and mistakes in the vanilla games weapon mod systems. Part of this patch included the INNR records, rest assured, if you are interested in using his mod he has included a patch to work with this mod. See his page -Weapon Mod Fixes
UPDATE V1.5
Support for Nuka World DLC

UPDATE V1.4.1
Fixed DLC naming for real this time. Rejoice!

UPDATE V1.4
I noticed that for armors, the legendary suffixes were in the same rulesets as some armour mods, meaning that if you attached a deep pocket mod to a legendary piece of armour, instead of showing Combat Armour Chest Piece | Deep Pocketed | Cloaking it'd just say Combat Armour Chest Piece | Cloaking. All legendary suffixes have been moved to their own ruleset, meaning that you should now be able to see applied material and misc mods alongside whatever legendary effect it has.
Added support for Automatron and Far Harbour.
Cleaned up the name of the file itself, the plugins themselves have author info

UPDATE V1.3
Just a minor tweak to add | Ballistic Weave suffixes to Armor, Clothes and the Vaultsuit to accomodate any mods that allow weaves on extra pieces. Safe to download for all, if you dont have mods that affect this the extension simply wont show, wont harm your game or cause conflict in any way.
Also, I skipped V1.2... deal with it.

UPDATE V1.1


Added in smart ammo prefixes. This adds the ammo prefix to the front of the weapon for all weapons that CAN be converted. Instead of adding ALL ammo types (10mm 10mm pistol seems redundant as does Mini Nuke Fatman) it will only add the ammo type to weapons that make sense (eg: .308 Hunting Rifle) and will add a "Converted" tag to any weapons using a non-default ammo type.

QUICK NOTE: This mod works perfectly in sync withBetter Item Sorting, I strongly suggest you go and grab that too, it is perfectly compatible and actually sits really well with this mod. What are you waiting for? go get it!

So what does it do?

This mod alters the way weapons, armor and power armor pieces are displayed in your inventory. It re-arranges it so that the base name shows first, meaning that even all of your modified gear will appear nicely grouped together by type when sorted alphabetically (default sort). Any upgrades applied will now appear AFTER the base name and will be seperated nice and clearly with pipes. Additionally, Armors that come in multiple sizes will now also show their size permanently (traditionally the size prefix would disappear if certain other MISC attachments were applied).
Armor sizes are much more straightforward: Light, Medium or Heavy. No more of the ambiguous Sturdy (which was the medium size) and the light versions will now display as such (traditionally it remained blank and displayed the standard name). Guns are sorted by their caliber as well.

An example:
Combat Armor Left Arm | Light
Combat Armor Torso | Heavy | Shadowed
Combat Armor Helmet
Combat Rifle | Marksman | Automatic
.308 Hunting Rifle | Scoped
.50 Converted Hunting Rifle | Scoped

So on and so forth.
VERY IMPORTANT!

Due to the way the game names things, the INNR file that changes the names will not be called until the item is modified in some way.
This means, any existingarmoror weapons in your inventory or in player placed chests etc, WILL NOT have updated with the new names. To get around this,you will need to force an update on the item, you can do this by simply installing ANY upgrade to it, you can always change it back afterwards. Items that have been manually named will not be affected, if you want them to be you will have to rename them back to their original name (has not been tested). Any new items found orspawnedin through console WILL have the new naming conventions applied.

EDIT:QuietusPlus has found an easier way to update names. Simply drop an item and pick it back up, upon adding it back to your inventory the name will update. This will make bulk re-naming much quicker, just grab everything, drop it, pick it back up ready to be put away in your chests.
Thanks for finding this one out!


I am also unsure how container (chests, vendor inventory etc) items are handled as far as the current cell you are in,there'sa chance, that if they have beenpreloaded already when that cell loaded that they will also have vanilla names until being updated, however, if they do not load until you actually open the container then they should be fine. Either way, this will only be an issue for first time installation for the current cell you are saved in.
Lastly, if you decide to uninstall this mod, the same applies, and any current items will need to be updated before they revert to their vanilla names.

EDIT: One other thing, Ranged guns have quite a few categories, yet they are all listed in the same section. What this means is that the title will show the last applied upgrade in the name. So say you have a 10mm pistol, you add a reflex and it becomes a 10mm | tactical. If you then add a large clip, it will remove the word "tactical" and replace it with "max capacity". That, I believe, is how the vanilla game works, I just never noticed because of the often ambiguous nature of naming it uses. Also, not every upgrade has a name, some modifications will result in no name change, this again, is a behaviour of the vanilla game, I have not edited any of the names (save for shortening some to make more sense or to fit better), so it will still follow the same names used in the vanilla game and the same behaviours.
I am considering releasing an updated version and separating each of the attachment classes for the guns so that it displays all mods, but I think that will be too cumbersome. This might be something better left for when the GECK comes out as a tooltip option.

The technical stuff:
This mod alters the INNR (instance naming records) files toutilizesa more categorical and easier to sort naming convention for ALL vanilla weapons,armors, andpowerarmorsin the game.
The mod DOES use an override, meaning there is the POTENTIAL for conflicts on other mods that edit the INNR files, but to date, I have not seen a mod that does, so you should be safe. It does NOT change ANY of the OMODs (object modifications), Weapons, Armors, or any other file, so will be completely compatible with any mods that change the vanilla weapons and armors, UNLESS they have changed the keywords, as the INNR uses the keywords to assign a name in your inventory. If they have used different keywords and removed the default keywords, then it will just mean that they will revert to default naming, but should still work without any fear of CTD of any other errors.
STANDALONE weapons andarmorsMAY or MAY NOT work with this mod, there will not be any conflict, but for the same reasons stated above, some standaloneweapons and armors may have used different keywords (particularly those that focus on using unique upgrades like my N7 Armour mod) which again, will just mean they will be named differently. If that is the case, and keywords have been changed, then they SHOULD have used a unique INNR file.

If you find any mods that DO NOT work due to modifying the INNR files, then please send me a link and I will work on a patch, or at the least update the mod page with anincompatibilitynote.

Installation:
This mod does not add any new files to your game and will not in any way affect performance.
Simply Install with NMM (or any other mod manager).
For manual installation, extract the .ESP file to your DATA folder (its the only file in the download). Be sure to activate the mod in your plugins.txt and make sure you set the .txt file to READ ONLY before launching your game or it will reset and none of your mods will be enabled (a result of the recent fallout 4 patch, google it).

To Uninstall, simply uninstall in a mod manager, or delete theBetterArmor&WeaponNaming_by_Ruddy88.esp file from your data file (and remove the entry to your plugins.txt file).

Compatibility:
As mentioned in the Technical Stuff section above, this modshouldn'thave any issues with any other mod as it only affects the INNR files in the game, which so far Ihave not seen changed in any mod so far. If you are using aarmoror weapon mod that uses unique keywords and a unique INNR then the benefitsof this mod will not apply totheseparticular items, but they should still run together.
The only incompatibilities that will cause conflicts are mods that change the vanilla INNR file, which to my knowledge, is none.
If you do find one, please let me know so I can contact the author and work on a patch, or at least update with a list of incompatible mods.

Credits:
I made all the changes myself, but the idea came from talking withjohndoebowlerthe creator ofCraftable Armor Size (if you don't have it, go get it. awesome mod, should have been vanilla!). Without him, I probably wouldn't have had the idea and even I did, I'd still be digging though form ID's trying to find how to do it!

Suggested Mods:
These mods are not required, but they do work very well alongside this mod and are highly suggested.

Craftable Armor Size
No dotdotdot

Better Armor and Weapon naming and sorting (2024)

FAQs

How to mod weapons in Fallout 4? ›

Weapon mods can be built from raw materials and attached to weapons at weapons workbenches. There are over 700 mods, generally including sights, barrels, stocks, receivers, magazines and more. The Gun Nut perk is required to create better modifications for guns.

How do you rename armor in Fallout 4? ›

Oh yeah, you totally can! In Fallout 4, you get the option to rename your weapons and armor at any crafting station.

Can you get modern weapons in Fallout 4? ›

Modern Firearms introduces a wide variety of real world weapons from around the world to the game. This includes everything from handguns to cannons, from . 22LR to 20mm in a complete package of guns to add more flavor to your Fallout 4 experience.

What is the strongest synth in Fallout 4? ›

The final type, Courser Synths, are the strongest version of Synths with the ability to use Stealth Boys and many other weapons, in addition to having larger health bars and damagae resistance.

Can you mod legendary weapons in Fallout 4? ›

In Fallout 4, legendary weapon effects are special modifications applied to basic weapons that use special prefix modifiers, not obtainable elsewhere. Legendary weapons cannot be scrapped, but can be further modified and traded with vendors.

What is the best power armor in Fallout 4? ›

Best Power Armor

The X-01 Power Armor is the most powerful complete suit in Fallout 4. Learn how to get one now! It is worth noting that if you're playing on the Next-Gen Patch, you'll have access to the X-O2 power armor, which has slightly higher armor health and energy resistance.

How to modify power armor in Fallout 4? ›

Once your power armor has been fully repaired, you can customize it with a variety of mods. Depending on the modification, you'll need to invest in the Blacksmith, Armorer, or Science! perks, found under the Strength and Intelligence stats. Many of the mods for your power armor will be locked behind the Science!

Can I rename power armor? ›

Yep, you absolutely can rename your Power Armor in Fallout 76! Just walk up to a Power Armor Station, select the option to modify your suit, and you'll see the option to rename it. This is super handy for keeping track of different sets.

Can you change your name after leaving the vault Fallout 4? ›

It's a one-and-done deal, so choose wisely! Nope, once you've set your character's name in Fallout 4 during the initial setup in the pre-war segment, it's locked in. Your only shot at renaming is before you leave Vault 111 or, you know, starting a new game.

Can you name yourself in Fallout 4? ›

In Fallout 4, you can name your character pretty much whatever you want. Just don't expect everyone in the wasteland to shout it from the rooftops. Most NPCs will stick to calling you 'Vault Dweller' or some variation thereof.

Where can I find secret weapons in Fallout 4? ›

Ballistic weapons
WeaponVariant ofLocation
The Gainer.44 pistolReward for solving the Vitale pumphouse number puzzle.
JusticeCombat shotgunSold by Penny in Covenant.
Kellogg's pistol.44 pistolFound during the quest Reunions.
Kiloton radium rifleRadium rifleSold by Kane in The Nucleus.
18 more rows

Is there an alien gun in Fallout 4? ›

The Alien Blaster is one of the most unique energy weapons in Fallout 4 for many reasons. You can even change which ammo type it shoots. There are two Alien Blasters in the game, so here's a guide to get both of them.

What is the weakest weapon in Fallout 4? ›

1 Flare Gun

In a game full of almost useless weapons, the Flare Gun is arguably the worst. It's a break-action single-shot pistol that, if it hits, does a pathetic 10 damage. It also doesn't work with any perks and can't be upgraded.

What is the best weapon class in Fallout 4? ›

Rifles are the best weapon type in Fallout 4 in range, accuracy, damage, and modification potential. Rifles are viable at every level in Fallout 4, whether you exit the Vault or use the Gauss Ballistic rifle with one-shot potential at level 40+.

How do you get the strongest weapons in Fallout 4? ›

Many of the best weapons in Fallout 4 can be sourced from vendors, earned as rewards from quests, or looted from fallen enemies, often featuring powerful Legendary effects.

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