Stash Organizer automatically organizes your items in any interior cell. It was written from scratch as a modern, mobile alternative to Sortomatic, and reimplements most of its functions.

 

xNVSE 6.18 and 6.19 are affected by a bug, causing Stash Organizer to forget master containers after game restart. Upgrade to xNVSE 6.20+.

 

Features

 

Inventory management

  • Can be enabled in any unowned or player-owned interior cell.
  • Supports exterior cells, owned by player.
  • Can sort your items to configured containers.
  • Allows to select specific categories of items for removal, globally or per cell.
  • Allows manual sorting.
  • Allows to configure keep list, always remove list, and quotas to keep.
  • By default, keeps equipped, hotkeyed, and pinned in Just Weapon Hweel weapons, ammo, and armor.
  • Items can be retrieved by category, perk, repair target, crafting list. Or, you can retrieve everything, of course.
  • Can pull ammo for all carried weapons.
  • The system will remember where you put your items manually, and use that as their default destination.
  • Item-specific destinations can be overviewed via container menu.
  • Containers can be marked as ignored: they won’t be re-sorted automatically or marked as default destination, when you put something in it.
  • Default destinations and cells in general can be reset through the master container menu.
  • For a small fee, items can be sent between different stashes via Mojave Express.
  • Allows to rename cells and containers.

 

Crafting improvements

  • Automatic use of crafting supplies from all managed containers in the current cell.
  • Automatic use of crafting supplies from companions – this feature is enabled everywhere, not only in player homes
  • Supports recipes from all mods.
  • Supports all types of workbenches, including mod-added ones.

 

Compatibility and requirements

 

  • Supports all DLC, TTW and mods.
  • Can be used alongside Sortomatic, just don’t activate them in the same cells.
  • Compatible with any loot menu.
  • Requires all main DLCs and JIP LN NVSE 56.42+.

 

How to use it

 

Find any unowned interior cell with a container. Point at the container and press the VATS hotkey. Confirm marking it as a master container.

 

Now, all container menus are accessible through the VATS key. (The hotkey would not be necessary without loot menus, they brought some corrections.)

 

Master container menu is your central point of access. It allows you to process your inventory, retrieve items and change settings. Hotkey activation on any other container in the cell opens the “Default Destinations” menu. You can assign a container to any item categories. Also, this menu allows to make any slave container a master.

 

All unsorted (homeless) items stay in the master container.

 

Hotkey activation ‘into the air’ temporarily highlights all activated containers.

 

You can take and put items into containers normally. Putting item into the master automatically moves the item, if there is a default destination for it. Putting item into a container makes the container a default destination for this specific item.

 

In configuration, you can select, which items always stay in your inventory, which are always removed, and quotas of items to keep.

 

The mod only manages containers you configured. If there are items in an unconfigured container, they will be left where they are.

 

The mod also has a few cheat codes.

 

Beware of respawning interiors

 

Generally, it’s safe to use in any player home. Almost all containers and interiors in Fallout 3/NV do not respawn, but you should always check before establishing a camp somewhere. The mod will prevent you from activating a respawning or owned container automatically. When in doubt, consult Fallout wiki (FO3, FNV). Or test cells by yourself: put an item into a container, leave the cell, and wait outside for 75 hours. If your item is still there and NPCs did not respawn, the cell is ok to stay in.

 

The mod does not manage respawning of cells or containers in any way, it only moves items between containers. Choosing a home, follow the same logic as without the mod. If NPCs steal your stuff, that’s completely on you.

 

Recommended lStewieAl’s Tweaks

 

; remove companions from VATS
bIgnoreCompanionsVATS = 1

; Allow use of WASD keys as arrows in menus, and E and space to accept
; Also, allows to use Tab to close dialogs, making navigating Stash Organizer menus faster.
bUseWASDAsArrowKeys = 1

 

Main Files

Size: 35 KB
Uploaded: 30 July, 2021 18:13
Downloaded: 634 times

Optional Files

Item Sorter 1.0

ESP-less add-on, adding grouping prefixes to Aid and Misc items. No configuration. Requires xNVSE 6+.

Size: 387 B
Uploaded: 30 July, 2021 18:13
Downloaded: 274 times

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33 Comments

  1. Hello, I noticed a problem with Boone. Each time I use a workbench, its equipped items are removed and then marked as owned. I turned off using crafting components from containers and companions with the method you showed somewhere below and it fixed itself. But the lack of this feature is annoying for me. Equipment removal does not happen with any other companion, but marking as owned does at least with ED-e.

    1. What do you mean by marked as owned?
      The mod moves only crafting supplies. Which exactly equipped items it removes? To think of it, it may affect gear if it’s added to some recipe by a mod. Does this apply to your case? (I will add form type checks, though.)

      1. Yeah, all three armors i tried on him is used in a recipe from ADAM. So that is solved, but still Hunting Rifle i give him is unequipped and all other items he’s carrying are marked red when i use workbench and then take it from him.

  2. I’ve got a pristine vending machine from TTW, and every time I use it to make a nuka cola ice cold it just disappears, not showing up inside the machine. The only thing I can think of is that the stash thing I’m using is moving it somewhere I can’t find or deleting it somehow. Any ideas?

      1. Darn it, thank you. It worked briefly before it stopped. I guess I’ll just go back to using nuka-chemist for my cold brews.

        1. It should be fine to have them installed together, just using its container for sorting seems problematic.

    1. Nobody requested it so far, so no. I can add it to the next patch, seems reasonable.
      To do this now, try this trick:
      1. Install JohnnyGuitar NVSE.
      2. Add file data\nvse\plugins\scripts\gl_disable_ext_crafting.txt
      3. Add to it:
      SetOnMenuOpenEventHandler ESxOnCrafting 0 1077
      SetOnMenuCloseEventHandler ESxOnCrafting 0 1077

      1. Thanks, I’ll try that.
        I’m asking bc I use JIP Companions Command and Control that allows companions to use their skills to craft things. Problem is that every time Veronica tries to use a workbench, all the content in her inventory is transferred to me and prevents her to be able to craft anything.

  3. I’ve marked Pre-war Money to be Always Keep but it gets put into the master container, meaning it wasn’t sorted. I haven’t assigned a container for money, prefer to carry it on me.

    1. Yes, I see the issue, thanks. This filter does not work for Pre-War Money and DM gold, will be fixed in the next version. Right now, you can work around it by disabling Money removal in general settings.

  4. Could this be adapted to a Pip-Boy Organizer mod that allows us to create arbitrary Pip-Boy organizers using the same configurable sorting logic you have here?

    For example, use the MCM to create a Chems item that collects all loose chems:

    • Clicking on Chems will hide all loose chems in Pip-Boy inventory
    • Clicking again brings them back into the Pip-Boy inventory
    • Chems is itself an item of type magazine so it sorts the same way in inventory
    • Any chems assigned to hotkey or weapon hweel slots could stay loose, as in this mod not unburdening them

    Original thought was it’d be great to hide all the loose magazines with a “book bag” before realizing your mod’s sorters would be a more general solution.

    Only similar mod I could find is Hide Immersion-Breaking Items: https://www.nexusmods.com/newvegas/mods/67256

    1. This logic is too convoluted for MCM, you’d have to make it hardcoded.
      Other than that – yes, it’s possible, but it’s still very different from Stash Organizer, they’d share maybe a few ‘if’ conditions.
      (No, I’m not interested.)

      1. Yeah, that would be simpler and better. There are only a fixed number of item types you’d want to hide. The Universal Item Sorter mod – https://www.nexusmods.com/newvegas/mods/63867 – has a mode where it puts separators between items in the pip-boy. Very useful for Aid/Misc. If those separators were controls that would hide/show their contents when toggled, you’d get the same effect but with a nice UI on top of it.

        Thanks for this mod – I just set up Mobile Truck Base Remastered with it and it’s simply brilliant.

  5. This mod is fantastic and I wish I’d known about it right from the start of this run, would’ve made the Goodsprings gas station an even better starting home. The interface and functionality are well thought through and beautifully implemented. Thanks!

  6. Not shure where to report bugs, so I report my findings here:
    This mod has a problem detecting containers with custom models. When assigning category, selected menu item becomes stuck and cannot be unchecked and container is ignored in sorting process. Token assignition problem, probably?
    I’ve use these mods and they all have same symptoms:
    NV Animation for Not Animated Containers (nexusmods.com/newvegas/mods/72495)
    Animations For Not Animated Containers (nexusmods.com/fallout3/mods/24719)
    Fixed Non-Animated Ammo Box (nexusmods.com/newvegas/mods/40732)

    1. a) Incompatibility with some other mod is not a bug.
      b) Point me at some specific problematic container+mod, and I’ll look into it.

      1. a) Tomayto, tomahto, it ruins the functionality and that’s most important part.
        b) Well, any vanilla container with alrted models. Those three are the most notisable, as they change alot of them. W/O those mods everyting works as intended. And most puzzling factor for me is that none of those mods has ESP’s, ESM’s or scrips, just tweaked meshes.
        Also, forgot to check yesterday, console prints “Unable to find a sorter in ths cell” when setting up new master container in fresh cell.

          1. Any container using “…\Meshes\Architecture\Nellis AFB\NVNellisCrateSmall.nif” mesh for Fixed Non-Animated Ammo Box. Try “LootAmmoBoxNV” or “VLootAmmoBoxNVGen14”, I used former for testing, as for “NV Animation for Not Animated Containers” try “NVDLC04LootMetalBoxLead01″ for DLC or “VLootWoodenCrateGen15” for base game containers.

            1. Those are baseforms, I’m asking for container references, you actually have issues with.

              Fixed Non-Animated Ammo Box with 13971A and 155f25 (LootAmmoBoxNV) – can’t reproduce.
              VLootAmmoBoxNVGen14 and VLootWoodenCrateGen15 are unused.
              NVDLC04LootMetalBoxLead01 is used 4 times only in exterior.

              1. Ok, maybe just showing will yield some clarity.

                Ex 1: youtu.be/ikkkT1tmWH8 – Vanilla motel room with some additional containers pasted in, without creating new baseforms, in W/O mesh altering mod. Everything works as intended.

                Ex 2: youtu.be/jL9bwWt2yhM – Vanilla motel room with some additional containers pasted in WITH mesh altering mod. Same containers, different results.

                Same happens in different cells.

              2. I had this same problem. I think the cause for me was the mod Just Assorted Mods. It contains nif files for various containers and hiding them with MO2 or letting something else overwrite them caused the containers to work again.

              3. I had another, reproducible, report about this, and we managed to find what causes it on Discord. It’s a bug in the JIP LN function ‘PlayAnimSequence’, passed by proxy by Just Loot Menu. As JLM doesn’t have an option to disable container animations, I can only suggest to wait until it’s fixed.
                UPDATE: Should be fixed as of JIP LN 56.42.