I will update this document with new information as things change.  Not sure how this going to work, hopefully better than a huge sticky post.

Notice:

  • UNINSTALL ALL old patches before updating to prevent any issues with modified patches files.
  • The FOMOD installer requires Nexus Mod Manager or other software that can handle scripted installers.
  • Patches not included in the new installer have been officially discontinued, however they will still work (for now) should you need them.
  • The FOMOD installer includes many of what I've opted to call "replacer plugins".  These patches will replace the original mod's plugin with one modified to be compatible with Workshop Rearranged.  "Standalone" patches are standard separate plugins that require the original mod's plugin as well as WorkshopRearranged.esp to function.  If in doubt it is recommended to use the standalone patches.
  • If using Wrye Bash to install the FOMOD archive note that standalone patches all follow the naming convention "WorkshopRearranged_MODNAMEorESPNAME_patch.esp".  Replacer plugins are named whatever the original author named their file(s).


Changes to that may require attention for already built objects in settlements:

  • The Atomic Radio & WRVR patches have been changed so that the replacer and standalone patches can be switched between without losing built radios.  Consequently, when updating all my variant AR & WRVR radios that have been built will disappear and need to be rebuilt.
  • Removed bugged/redundant items: Guard Post sandbags, Sandbag Wall with dirt bottom thing, Concrete Block Slab Top Caps, Security Gate.
  • The curved Block Slab wall and its top caps have been slightly reshaped to fit the new curved floor.
  • The Block Slab Stone Top Caps models have changed. Any you have built may be on or in the ground. If they are in the ground, store the wall in the workshop and the Top Cap should be stored along with it.
  • Most of the paper posters and many signs have been slightly repositioned and given (more) accurate collision. On the off chance a poster or sign has disappeared it’s probably inside the wall. If that happens, store the wall in the workshop and the poster/sign will also be stored. If any posters/signs are attached to oddly shaped objects and are flickering reposition them and they will return to normal.
  • The “Bridge Supports [256 Free Place]” items have changed position, rotation, and appearance.
  • Junk Fences have been swapped, meaning that snapping Junk Fences will be free-place and vice versa in your game. The default model path of free-place Junk Fences has been changed to a custom location for compatibility reasons.
  • Some Floor Boards have been slightly repositioned and may need readjustment in-game.
  • Filler Boards have been slightly resized and repositioned.
  • The smaller Curved Concrete Wall has been removed from the menu.
  • v0.6.11 The large shack supports have been replaced with new versions and will need to be replaced in your settlements.



New Features:

It is now possible to lock/unlock most workshop items at will before meeting their requirements. Useful for playing around or testing.  Some items that require game progression are not unlocked, such as Minutemen Radios and Raider Stores. Where applicable, patches have this feature added.

Settings listed here are available in an MCM menu, but can also be modified using the following console commands should you rather not use MCM.

Unlock workshop objects before their time:

Playable perks such as Science, Blacksmith, etc. Includes DLC.
set WorkshopUnlockPerks to 1

Magazines, location discovery, etc.
set WorkshopUnlockRecipesBase to 1

Automatron
set WorkshopUnlockRecipesDLC01 to 1

Far Harbor
set WorkshopUnlockRecipesDLC03 to 1

Nuka-World
set WorkshopUnlockRecipesDLC04 to 1

Vault-Tec
set DLC06AllowVaultAnywhere to 1

Change the 1 to 0 to lock them back. Do not use the commands in workshop mode.

Anything already unlocked will not be affected by my custom commands and will always be available.

The Vault-Tec command was already built in to the DLC and is affected by the Vault-Tec quest line.  I see no reason to duplicate the feature, so don't set to 0 after unlocking the vault additions unless you purposefully want to hide the Vault-Tec items.

Door auto-close time (in seconds):
set WRDoorAutoCloseGlobal to NUMBEROFSECONDS



Known Issues:

  • Some of the new wall panels may not line up exactly, particularly the curved ones.
  • Some minor snapping issues with block parts, crossbeams, support accessories, and round support columns.
  • Items that require 2 separate perks at once don't activate with the new commands for some reason.  I'm still investigating, but it's probably yet another "engine limitation".

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