Stash Organizer
Eddoursul
Admin
💬 178
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⇄ 3
25 September 2024, 21:08
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I have a home mod and I activated the sorter as son as I got it working, but it had some improvements witch I got the caps to make now, but the new containers added to the cell wont recieve the items assigned to be sorted to them, can I make it re-read the cell and find the "new" containers?
2 replies
Eddoursul
Admin
💬 178
▣ 33
⇄ 3
20 November 2024, 16:52
Re-enter the cell.
Zacklouder
💬 2
⇄ 1
19 December 2024, 02:54
I cleaned the sorter and re-entered the cell, activated it again and now its all good, thanks
re enable collection downloads.
1 reply
No.
can i bind a resource to more then one crate or storage? and do i HAVE to have a master storage to start?
1 reply
You must create a master container to start in any cell. After that, you can assign any number of containers to any items.
Anyway of changing the current exterior cell? via command console from a mod?
In order to use Stash in those mods that features fancy interiors with fake scenery of its exteriors
In order to use Stash in those mods that features fancy interiors with fake scenery of its exteriors
1 reply, 4 total
Find the cell in xEdit, it will have the same owner field as interior cells do.
Set that field to "Player".
Set that field to "Player".
1 reply, 3 total
So, its not a quick console command then, for the regulair players?
1 reply, 2 total
Regular players would activate the mod in settlements or respawning zones, and then come complaining their stuff is gone.
1 reply
I understand
Is there a way to manually override tags for the Item Sorter addon?
1 reply
I am not sure what you mean by overriding tags, but all its logic is located in the ESxFnRenameItems script.
Amazing mod - thanks a ton!
I found an isse for at least 2 items.
Currency (prewar money etc) and Skill Magazines always get moved to master/slave when unburdening when these items are in "Keep all" list. When i put them in "Keep quotas" the set amount remains.
I found an isse for at least 2 items.
Currency (prewar money etc) and Skill Magazines always get moved to master/slave when unburdening when these items are in "Keep all" list. When i put them in "Keep quotas" the set amount remains.
1 reply, 4 total
Yes, it's a known issue, will be fixed in the next version. For now, you can use category filters. Go to Configure -> Categories to remove -> uncheck "Magazines" and "Money".
2 replies, 3 total
Great - that works. thanks :)
Is there an ETA on the next version? :)
1 reply
All I can say it's in the works, and this particular issue is already fixed.
Having an issue with certain player home mods, particularly Afterschool Special. The CIMS sorter system is like, making Stash Organizer be unable to sort into the CIMS containers. Ik Afterschool Special is as old as dirt, but I'm looking for some way to fix this. Can I remove a certain flag from those containers in the GECK? I don't even want to use CIMS at all.
1 reply
I don't see any sorting functionality in the non-Sortomatic version of Afterschool Special https://www.nexusmods.com/newvegas/mods/43757?tab=files
Love this mod! It's insanely helpful and actually lets me feel like I'm spending more of my time playing the game than managing my inventory.
The only issue I've run into is a possible incompatibility with certain player home mods? Still not quite clear on why it happens, but when I've enabled it in the Springvale Garage or the Vertibird Player Home - Liberty's Interior, activating some workbenches and then canceling out causes a duplicate set of all my crafting materials to be dumped into my inventory. (e.g. open the workbench with 100 scrap metal in my toolbox, cancel out, and I'll have 100 scrap metal in my inventory and 100 still in my stash). Unclear on how this happens, not sure if it's due to nonstandard crafting stations or another conflicting script or what. Oddly, never ran into this issue with the Mobile Truck Base.
The only issue I've run into is a possible incompatibility with certain player home mods? Still not quite clear on why it happens, but when I've enabled it in the Springvale Garage or the Vertibird Player Home - Liberty's Interior, activating some workbenches and then canceling out causes a duplicate set of all my crafting materials to be dumped into my inventory. (e.g. open the workbench with 100 scrap metal in my toolbox, cancel out, and I'll have 100 scrap metal in my inventory and 100 still in my stash). Unclear on how this happens, not sure if it's due to nonstandard crafting stations or another conflicting script or what. Oddly, never ran into this issue with the Mobile Truck Base.
1 reply, 2 total
People reported this issue before with Loot Assist doing something similar. May happen with any crafting helper basically.
1 reply
Ahh, I never use that part of Loot Assist, so I forgot it was even enabled. Disabling shared crafting in Loot Assist's INI fixed it for me. Thank you very much!
I just started using this with Tale of Two Wastelands, and I'm loving it. One thing that seems odd, though, is that Blamco Mac and Cheese is categorized as "raw" food, whereas Salisbury steak is classified as cooked food. Both are unprepared, packaged foods, and both show +2 rads, so I'm surprised to see them sorted differently. (I figured cooked foods would be things like gecko steak, where the rads have been cooked out, and raw food would be things like gecko meat. A third category such as "packaged foods" would be ideal, if this mod is still in development. Either way, it's extremely useful, so thanks!
1 reply, 2 total
Raw food == any food used in recipes.
The mod does not use predefined item lists, it sorts items by their internal attributes. There are no attributes to determine a packaged meal.
The mod does not use predefined item lists, it sorts items by their internal attributes. There are no attributes to determine a packaged meal.
1 reply
I see. Well, in testing it further, I saw that I can assign anything to any container, so it's easy enough to create my own custom definitions. It's hard to think of anything this tool won't do. Nicely done!
Possibly a bug when using companions that can act as workbenches like Veronica. It seems items are not returned from the inventory to the managed containers properly when using the "pull from containers" feature.
Repro steps:
Using the workbenches added by Home and Safehouse Tweaks in the same room works as expected so it seems to only be an issue with companions.
Repro steps:
- Make footlocker in Novac hotel room a managed container, put crafting materials that are used in workbench recipes in it
- Talk to Veronica -> "Could you help me craft something?"
- Notice you are able to use the materials in the container for crafting as expected
- Don't craft anything, exit the menu
- Leave dialogue, crafting materials are now in your inventory instead of the container
Using the workbenches added by Home and Safehouse Tweaks in the same room works as expected so it seems to only be an issue with companions.