banner
Rating
Voted0

The workshop has been rebuilt

1
Mod version:0.6.13
Game version:all
The mod has been successfully tested for the absence of viruses
16049.39K355.24K

Report mod

  • image
  • image
  • image
  • image
  • image
  • image
  • image
  • image
modalImage

About This Mod

Workshop Rearranged is a refurbishment of the workshop system in Fallout 4.

Although it is a fully functional mod, it is under development and will change over time.



Some updates may require player intervention, but not in any way that damages your saves. It is recommended that you read the changelog for each new release. There are articles that describe the major changes and list the available patches.


Google Docs:


WIP Changelog

Full Changelog



Incomplete list of features:


Adds thousands of new items for construction through the workshop menu.

It's history-friendly fashion, or at least trying to be. I hope it fits in with your game.

New items have corresponding icons in the menu, collisions, navigation grid and anchor points.

A new organization of menus and categories to make the menu more navigable and make room for other fashion-added items in the most presentable way possible using the built-in Bethesda system.

Extended linkage system to increase creativity in settlement construction.

Many objects, such as walls, junk fences, power towers, and generators, can sink into the ground.

Support system including columns, cross beams, wall triangles and foundations.

A set of patchwork parts, including floor boards, carpets that fill the gaps in the walls, and more.

New batches of different sizes available in more locations, including community shops.

Expanded output of junk components, changed the weight of junk, heavier junk of the same type contains more materials, etc.

All components weigh 0.1 units to alleviate congestion in the field when not required.

The workshop items were renamed according to the section and type.

The construction and disposal recipes have been reworked so that they are consistent and do not arbitrarily punish the player.

Construction costs and scrap yields have been adjusted to be more balanced and semi-realistic.

The perch requirements for the construction of items are now linked to the item under construction, where possible.

Improved trajectory of vanilla NPCs including extended/added collision navmesh and navcut on many objects.

Wide range of bug fixes and ease-of-use improvements.

Menu patches are integrated so that uncrypted/old mods that were previously incompatible with each other due to conflicting menus can be used together.



Compatibility:


Modes that directly edit menus are incompatible. If your favorite mod is causing some menus to disappear, ask its author to switch to a method of embedding scripts. If they don't respond or don't want to, let me know and I'll look into the possibility of a patch. Several patches have already been released and they are generally easy to make.


Many patches are provided to integrate other mods into new menus or to align them with my changes. Most new patch menus are integrated directly into WorkshopRearranged.esp, so all patched mods must be higher in the boot order, otherwise they will not work. This is done so that incompatible mods editing the same menus (and more or less abandoned by their authors) can be used together, and also so that I do not have to update the patches every time I change the menus.


Workshop Rearranged is compatible with the Unofficial patch. UOFP patches will be included in the WR.


Modes that add items to the workshop using the default method (vanilla menus) are generally compatible and receive special attention. Where there are subsections in the menu, there is a special menu, usually called "Mods". For example, instead of pouring everything in the whole world in the menu "Chairs", things from your favorite furniture fashion will go to "Furniture -> Seats -> Fashions". Unless the mod does something out of the box, it's a good way to find out exactly what's out of Workshop Rearranged and sort out duplicates automatically. If you have a mod that you would like to see integrated into new categories, let me know and I'll see if I can fix it.


Workshop Rearranged is not compatible with other similar mods, especially those that edit the workshop menu, such as Homemaker. Currently, I do not intend to patch such fashions.


Homemaker (and other mods) can be compatible with the Workshop Rearranged menu using the SKE framework.

The Settlement Menu Manager is compatible with Workshop Rearranged. Mods that include their own scripted menus will also work.


Fashions that edit existing scrap/construction recipes are not compatible. The game was not designed for such conflicts, and the consequences can be very different: from the lack of menus to stationary objects. Mods that add new scrap recipes, such as for trash heaps, are compatible, provided they ADD new functionality, rather than superimposing it on an existing one.


Modes that add a new architecture will not have new binding capabilities in Workshop Rearranged. There is little I can do about it, but in the future I intend to provide some documentation to help others add new bindings to their mods or create custom patches if they wish. Although new bindings will not be present, I have made sure that the vanilla functionality remains (mostly) intact. I made the most of the existing bindings to make the basic functionality of Workshop Rearranged available to new items, but things that require new bindings, such as support columns, won't work.


Mods that change unwanted items, such as sorting mods, are compatible if they are loaded after Workshop Rearranged. Changes from WR will be discarded and will not appear in the game. Patches are provided for DEF_UI + VIS users.


Similar Mods/Addons

Game Version *

all