Fallout 4

2948 comments

  1. d81
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    Past changes can be viewed in their entirety here.

    If you have a request or are reporting a bug please check the WIP changelog first to see if it is already in the works.

    If you are having problems with your menus and have installed and/or uninstalled scripted mods, consider running a menu fixer (located in the "Files" section).

    To avoid any issues, load all patched mods before Workshop Rearranged, and load the patches after.

    Please make sure Workshop Rearranged is loaded below all other workshop mods in your load order before reporting issues. I need to know that WorkshopRearranged.esp is fully loaded before I can solve the problem.

    Workshop Rearranged moves quite a few items around in the menus, so get to know the new system before assuming an item is not present.

    May 29, 2018
    Workshop Rearranged 0.6.13 released
    Workshop Rearranged 0.6.13 Patch Pack released

    See the Articles tab for patch pack contents and links to supported mods.
    See the Articles tab for notes about upgrading from older versions.
  2. d81
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    Hi everyone, thanks for your interest in this mod over the years.

    I am currently attempting to refactor Workshop Rearranged to make it more "modern".  Unfortunately I had to detach from the modding scene for several years due to life, but I would like to at least get this thing to be more...better?  I don't know, it still works fine, but definitely needs some polish.

    Pursuing the mod I see its pretty big and complicated. Over 21,000 edits to the game in the plugin and over 3,000 meshes included, among other things. I've been out of gaming for a while, so I honestly barely remember what I did to make this, let alone how to interact with it.

    In any case, I have gotten set up to mod again with a new laptop, but have to use the files here on the Nexus since my WIP files are lost to time.  That means that all changes noted in the WIP changelog are invalid.  I will try to recreate them, eventually, but my focus for now will be the following:

    Use Robco Patcher to remove all hard edits to leveled lists
    Use Robco Patcher to remove all hard edits to the menu
    Use Robco Patcher to add the option to have a "side menu" for all items added by this mod
    Use Robco Patcher to solve menu conflicts with other mods without needing a plugin file
    Separate various non-essential portions of the mod into ESL flagged addons.
    ESL flag whatever still needs a plugin

    This mod is designed to be a cohesive whole, but some things can be sectioned out, such as junk and material changes. I feel like I've balanced things pretty good, but some people have there own opinions about that, which is understandable.  So far I have exported the junk and material changes to a new addon, with vanilla leveled list edits being handled by Robco Patcher.  There is also a second ESL that makes junk weightless while still including my changes.

    Sectioning out snap point changes will be impossiblish, I'm looking a various methods for accomplishing this, but I think it will be more work than its worth.  Moving build costs changes to a separate plugin is possible, but a lot of work.  I don't think its worth doing either, unless I hear otherwise.

    There are some drawbacks to using Robco.  The mod will become PC only, obviously, but this will also introduce load order issues.  The changes this mod makes will override any hard edits made by other mods.  This should not be much of a problem...but people get up to all kinds of things with mods, especially mods this big.

    The menu changes are much more complicated, but I am working on it

    I will pin this post but allow comments because I want to know what you think.  Am I on the right track? Have any suggestions?  Should I even bother?  I don't know
    1. Zekiran
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      Honestly I was going to give up on a useful mod like this due to inactivity, but then you literally just post :D I'll keep tracking this mod, as I'm just starting a new run but am unfamiliar with almost all of the things that this mod would do, and will definitely wait for 'whatever comes next' so I can start as fresh as you are. 

      Welcome back! It's always terrific to see modders return, and I hope that life has stabilized for you!
    2. GuuhRosa
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      Is that any way to make Nexus notify me when you update this mod? I'm really interested in it but gonna wait for a more recent version just cuz your post is from last week lol and also cuz maybe til there I'll have a new run in mind instead of installing it mid playtrough
    3. MrRomerius
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      Yes, please bother. This mod is the best.
    4. d81
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      Just track the mod with  the button. Click it So far updating is slow going, but I think my plan might, maybe work.  Haven't gotten very far, but some day it might be a reality.  Don't expect an update soon.
    5. Laptoprocker
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      So glad to see this mod being maintained, it is the best workshop mod on the nexus imho.
    6. radbeetle
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      I have been interested in this mod but with the 'rearranged' part, haven't installed it because I know it'll be a compatability nightmare, lol. I was previously considering trying to make a version for myself that just adds all the new stuff into its own menu using settlement menu manager, but hearing that you're working on a new version of it is super exciting, after so long. I will definitely be tracking this and I look forward to hearing more.
    7. FlameGuyNWAF
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      If the work is getting too much try inviting other mod authors to help you? Too often I see people abandon such good creations with no thought of handing the mod off to a person or team that would help.
    8. twofacedcap
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      This is awesome thanks for coming back and putting in the effort :)
    9. rubyjade
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      I'm so happy to hear that you're working on this again!  It's key to my load order and I have managed to make pretty much all mods I wanted work with it (with a couple exceptions; but then I found mods that worked with the same content, so *shrug*).  The idea of it being updated is very exciting.  I have a sort of weird request.  The mod Simple Colored Beds has a patch for WR that works fine, but the recolored double beds replace WR's recolored double beds.  They're not actually the same colors, and I like the blue and red in WR better, so I ended up just deleting the double bed recolors from the Simple Colored Beds mod so I could have the multi-colored vault beds but keep the WR double beds.  If there was a way to make it so they could all coexist, that would be awesome.  That might actually be more in the purview of their patch, though?  I'll post there as well.
    10. d81
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      @rubyjade
      here is a file that should do what you want. I did not test it, so let me know if it doesn't work (ESL flagged).
      https://drive.google.com/file/d/1bQxqf68OiDhGnD_ehLVc84qYNKztew1Z/view?usp=sharing


      @FlameGuy0612pe9wy8wtuipa
      The mod has open permissions. Anyone can do whatever they want with it.  That said, I could definitely use some technical help, but I think I'll figure it out eventually The main issue I'm facing is exporting and organizing data from the ESP.  There just doesn't seem to be existing tools to do what I need, which is unusual, considering all the much more advanced things available.


      Unfortunately I'm having issues with the new update.  Once I finally got the game to run at all it's locked at 48fps for some reason, although seems to work ok.  F4SE has been updated, along with Address Library, so that's good, but other mods that I'm relying need updating and I am sure the game is going to get updated at least one more time.  I see no good reason to not base any new changes on the latest version of the game, so I'm kinda at a standstill as far as that part goes.

      I am experimenting with a method of modifying snap-points with text files based on the size and type of mesh. Although a lot of work, I think this could be used to add WR functionality to "standard" sized meshes from other mods (generally architecture like walls and floors), add/remove snap-points to WR/vanilla meshes for various reasons, etc. Unfortunately, as far as I know, this must be prepackaged and can't be done on the fly in the game.

      If I can get this template system set up for menus, leveled lists, meshes, etc. that would greatly simplify the mod, probably removing thousands of hard edits to the game, removing hours and hours of 3DS Max/Nifskope work, etc. But setting this up proves to be a...challenge
  3. LumLevits
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    Been using this mod for a while, at least 5 different playthroughs.  Today I had a reoccurring crash, so I did the hour of narrowing it down, and it came down to this Mod. 

    I'm not sure why, or what exactly I am looking at.   It happened in Grey Garden, I laid topsoil down inside the greenhouse using Place Anywhere to sink it level and even so I could plant on the floor.  White and Brown have a conversation, when it is finished they roam around the Greenhouse for about 2-12 seconds before it crashes. 

    I looked for conflicts, none.  I redid esp placement and bash patch, nothing worked.  I went back to a previous save, didn't do the soil this time, no crash.   I don't know if any of this information is helpful, sorry if it's not.

    Here's what stood out in the Buffout Log........

    "EXCEPTION_ACCESS_VIOLATION" at 0x7FFD3568C669 MSVCR110.dll+003C669

    then further down

    [RSP+528] 0x7FF67AA334C0     (bhkCollisionFilter*)

    even further down...

    File: "Fallout4.esm"
    Flags: 0x00040009
    Form ID: 0x001FA227
    Form Type: 76
    [RSP+A38] 0x0                (size_t)
    [RSP+A40] 0x7FF67A04BD48     (void* -> Fallout4.exe+5B5BD48)
    [RSP+A48] 0x48               (size_t)
    [RSP+A50] 0x7FF600000001     (size_t)
    [RSP+A58] 0x21395AD0100      (BSNavmeshObstacleData*)
    [RSP+A60] 0x215073CFD80      (BSNavmeshObstacleUndoData*)
    [RSP+A68] 0x0                (size_t)
    [RSP+A70] 0x0                (size_t)
    [RSP+A78] 0x0                (size_t)
    [RSP+A80] 0x7FFD4B93B8BB     (void* -> KERNELBASE.dll+006B8BB)
    [RSP+A88] 0x0                (size_t)
    [RSP+A90] 0x0                (size_t)
    [RSP+A98] 0x0                (size_t)
    [RSP+AA0] 0x0                (size_t)
    [RSP+AA8] 0x0                (size_t)
    [RSP+AB0] 0x7FF6769CA102     (void* -> Fallout4.exe+24DA102)
    [RSP+AB8] 0x0                (size_t)
    [RSP+AC0] 0x2146291E5C0      (DynamicNavmesh::BuildThread*)
    [RSP+AC8] 0x0                (size_t)
    [RSP+AD0] 0x57C8             (size_t)
    [RSP+AD8] 0x2146291E5C0      (DynamicNavmesh::BuildThread*)
    [RSP+AE0] 0x7FF67600CFED     (void* -> Fallout4.exe+1B1CFED)
    [RSP+AE8] 0x0                (size_t)
    [RSP+AF0] 0x44F2C4FDC0       (void*)
    [RSP+AF8] 0x213AD15BC90      (void*)
    [RSP+B00] 0x0                (size_t)
    [RSP+B08] 0x2146291E5C0      (DynamicNavmesh::BuildThread*)



    1. ExiledEye
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      Same, if I place something using place everywhere the game crashes shortly after.
    2. LumLevits
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      I'm thinking it's just something very rare, because I've been using Place Anywhere with this mod ever since I started Modding Fo4.  Literally 1000's of items adjusted with PA with zero problems.  I probably sank the topsoil into something that cause the crash.
  4. Sable17
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    Lovely to see you back again d81! This hasn't left my load order in all this time! :)
    1. d81
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  5. ThisIsDarius1989
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    this mod need improvements ...
    workshop take sometime to load ...
    1. rubyjade
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      That's not because of this mod, that's just the game.  Try this.

      Edit: Although not if you have the next-gen update, since it uses F4SE (not updated).
  6. craigdown
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    is it compatible with the new update
  7. perry2747
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    Is this compatable with fallui workbench?
  8. nightlight50
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    Would this work with Sim settlements 2?
  9. LibertyBull
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    Can't seem to find the military truck in the photo on page 2 "Selection of different vehicles". It's not a vanilla vehicle so I wonder if it's added from a different mod?
  10. Nikiboa
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    How to install this mod. I stuck with that...
  11. captain5561
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    Hey man, this is a great mod!! Question--is there a compatibility patch in the works for Gruffydd's Signs and Posters? It's one of my favorite mods for signage.
  12. drevviken
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    Can't believe you're actually back trying to update this thing. I haven't played without it for many years. Excited to see what you'll accomplish. I remember trying without it at some point due to some incompatiblity and recoiling in horror ;D