Fallout 4: Gear organization
General Notes
- You have a lot more encumbrance than you might think. In addition to junk make sure to
- store unused weapons/armor in crafting workshop
- store meat, plants, etc in crafting workshop (!!)
- store junk in crafting workshop.
You can't keep everything, so think about what your player is about. I usually stick to one armorset until I have the whole armorset. I usually get by most of the game with only a machete, M9, 10mm, and a rifle. Once all unecessary items are discarded, my encumbrance is usually around 70.
personal preference
naming convention
Sanctuary has both an armor/weapon workstation, which can be used to rename/store armour/weapons.
- favourite items begin with a *
- prefix system so that armour is grouped together
NOTE:
I tried keeping naming conventions consistent with Valdacil's Item Sorting mod, but the armor names are not defined clearly enough for me, and the entire point of valdacil's sorting is that it is applied dynamically (depending on your sorting scheme), so manually renaming items does not work well.
https://www.nexusmods.com/fallout4/mods/3877?tab=description
Armour
# anything starting with 'a_' is armour |a_H| # head armour |a_C| # chest armour |a_AL| # arm/left armour |a_AR| # arm/right armour |a_LL| # leg/left armour |a_LR| # leg/right armourClothing
|U| # under-armour outfit |F| # full-body outfit |H| # headWeapons
[ammo] itemname # [.38] # [.308] # [Fusion] # 'cell' weapons # [10mm] # [Shotgun]
encumbrance budget
I like keeping a lot of non-armour gear, which generally ends up causing me encumbrance problems. So I made rules for myself based on my total carry weight.
10% # non-armour outfits/accessories 30% # armour 20% # weapons 5% # health items 45% # lootif armour has encumbrance boosting properties, ratios are determined with those boosted stats. This does not apply to regular clothing.