FALLOUT 4
Workshop Rearranged by d81
Fallout 4 » Player Settlement
Added: 08/07/2016 - 11:32AM
Updated: 12/05/2017 - 07:30PM

1,673 Endorsements

0.6.4 Latest version

19,296 Unique D/Ls

99,820 Total D/Ls

234,807 Total Views

Uploaded by d81

Description

Last updated at 19:30, 12 May 2017 Uploaded at 11:32, 8 Jul 2016

Workshop Rearranged is an overhaul of Fallout 4's workshop system. Although a fully functional complete mod, it is a work in progress and will change over time.

Workshop Rearranged is designed to be a drop in enhancement of the Fallout 4 workshop for players who are underwhelmed with the workshop and want something better.  Just install and play, everything "just works".  If you are a workshop mod junkie that's okay, I've got you covered.  The vast majority of workshop mods are perfectly compatible, no worries.  For those mods that edit menus and aren't compatible, don't fret, plenty of patches are available.  On top of that, my patches allow you to use previously incompatible, outdated mods together thanks to integrated menus.

Some updates may require user intervention, although never anything that will harm your save games.  It is recommended that you read at least the top of the changelog for each new release.  Usually changes have to do with resized objects or objects removed from the menu, which will only require you to reposition or scrap and replace items.  Nothing will ever disappear from you settlements, and anything added will always work the same as when you placed it.

Workshop Rearranged is the culmination of several hundred hours of work.  I am a dedicated modder who wants to improve the workshop, and I have not intention of stopping any time soon.  If you have found a problem or have a suggestion please be sure to let me know in the comments.


Google Docs:
WIP Changelog
Changelog
Menu References
(May or may not be up to date)





Non-Exhaustive List of Features:

  • Adds several thousand new objects to build through the workshop menu.
  • This is a lore friendly mod.  Add it to your load order and forget about it.
  • Added items have proper menu icons, collision, navmesh, and snap-points.
  • New menu organization and categories with the aim of making the menu easier to navigate and making room for other mod added items in as presentable way as possible utilizing Bethesda's in-built system.
  • An expanded snapping system to increase creative possibilities when building settlements.
  • Many objects, such as walls, junk fences, power pylons, and generators, can sink into the ground.
  • A support system that includes columns, crossbeams, wall triangles, and foundations.
  • A selection of patchwork items, including navmeshed floor boards, snapping carpets, wall gap fillers, and much more.
  • New shipments of varying sizes available in more places, including settlement general stores.
  • Expanded junk component yield, modified junk weight, heavier junk of same type has more materials...
  • All components weigh 0.1 units to alleviate the problem of becoming over-encumbered in the field.
  • Renamed workshop objects according to section and type.
  • Retooled build and scrap recipes to be consistent with each other and not arbitrarily punish the player.
  • Build costs and scrap returns modified to be more balanced and semi-realistic.
  • Perk requirements to build objects are now related to the object being built where possible.
  • Improvements to vanilla NPC pathing, including expanded/added navmesh on many objects.
  • A wide array of bug fixes and usability improvements.
  • Integrated menu patches so that unscripted/old mods that were previously incompatible with each other due to conflicting menus can be used together.



A Bit More In-Depth:

  • Thousands of new items to add to your settlements, such as posters, signs, walls, floors, custom built objects, and more.   All items have been altered to work correctly in-game, including snap-points, navmesh, collision, etc.

  • Hundreds of new variant items to spice things up, such as clean decorations for your vaults, color variations, and graphical variants, such as paintings in alternate frames.

  • The workshop menu has been rearranged to accommodate the new items and to make finding things more efficient.  New categories have been added and sub-divided into logical sections to make the distance traveled significantly shorter between items.  Many of the provided patches include integration into the new menus, nullifying compatibility issues and often including standalone menus just for them.

  • Most items have been renamed to sort better in the menus and help the player to easily determine where it came from and how to get back to it quickly. No more "Wall", now it's "Warehouse Half Wall". A few other examples are items in the new Warehouse decorations and furniture menus are usually prefixed with “Industrial” or “Warehouse”, and furniture is usually prefixed with its set name, such as “Modern Domestic” or “Federalist”. Aside from helping to denote an item’s origin and keeping things organized, this also gives players some insight into the game designer’s intentions.

  • Some items appear in more than one place in the menu.  For example, The toilets and sinks are in “Decorations -> Misc -> Bathroom”, along with other related items, but they also appear in “Structures -> Misc -> Bathroom Stalls -> Misc”. Since toilets are something you might want to use with stalls, you don't have to navigate all the way back to the Decorations menu. This feature is only implemented where it won’t crowd the menu and doesn’t seem too out of place.

  • New snap points have been added to objects to allow the construction of complex structures. This applies to all build sets across all DLCs and the new Workshop Rearranged items. A lot of work has gone into this, with over two thousand 3D models modified/added so far.

  • Features added by DLCs have been back-ported whenever possible to previous sets. For instance, all architecture has double door snaps so doors can face either way and any walls can to any floor as an interior partition.

  • A series of support columns, crossbeams, wall supports, and foundations have been added to get rid of floating structures and to increase possible object combinations. Floors, roofs, concrete walls, box cars, and many other items have support snaps so that you can create truly unique structures.

  • Navmeshed floor boards to create walkways, boards of various sizes to fill gaps between architecture, stackable blocks, decorative wall boards, and more are available to mix up the look of your shanty town and give it a personal touch. This “patchwork” system, along with the expanded snap-points, can be used to chain together objects in ways not remotely possible in the default game.

  • I found the way materials are gathered to be unbalanced, annoying, and most importantly not fun. In an effort to make things less grindy, especially on Survival difficulty, new shipments of varying sizes have been added and distributed among more vendors, including settlement general stores, and junk items now provide consistent material yields. If a junk item weighs three times a similar item it will provide three times the resources. All base materials weight 0.1, so you will never be in the field, craft a mod for your gun, and end up with a higher carry weight then when you started. Junk generally provides more and varied materials, and items that have several variants have been renamed to sort together in the Pip-Boy.

  • All workshop build requirements and scrap returns have been modified to better reflect the object at hand. For instance, a half wall wall now cost half the materials of a full wall. A car that looks intact will provide more materials than a burnt out husk. A shelf with one shelf will provide less steel than a shelf with four shelves. I have chosen to go with balance rather than realism, so you’re not going to get back tons of stuff from one thing (usually), although you will get materials that you could reasonably expect to be there or visually see in most cases. Fallout 4 was simply not designed with realism in mind, especially concerning the (magical) workshop. But, you will be able to build more when starting a new game and by mid-game be pretty well set, with a proper scavenging regime and supply lines of course. Additionally, material build costs have been somewhat increased and varied a bit to fall in line with the junk/shipment changes and make sure the game isn’t too easy in the beginning.

  • Other miscellaneous changes have been made, such as adjustments to perk requirements for workstations, navmesh improvements, and a slew of bug fixes. The minor changes before 0.1 were not notated, but there are exhaustive changelogs available from 0.1 onward.


Compatibility:

  • Mods that directly edit the menus are not compatible. If your favorite mod causes some menus to disappear, consider asking it's author to switch to the script injection method. If they are unresponsive or don’t want to, let me know and I’ll look into providing a patch. Several patches are provided already, and they are generally simple to make.

  • Many patches are provided to integrate other mods into the new menus or otherwise bring them in line with my changes.  Most new menus for patches are integrated directly into WorkshopRearranged.esp, so all patched mods should be higher in your load order or they will not work.  This is done so that incompatible mods that edit the same menus (and have more or less been abandoned by their authors) can be used together and so that I don't have to update patches every time I change the menus.

  • There are some patches made available by other modders.  Click the "Required" button under the screenshots to see them.  For a list of known patches see the Bethesda Forum post.

  • Workshop Rearranged is compatible with the Unofficial Patch, but should always be loaded after it. Any fixes from UOFP will be incorporated into WR.

  • Mods that add items to the workshop using the default method are compatible and receive special consideration. Where sub-divisions in the menu occur a special menu exists, typically called "Mods". For example, instead of everything-in-the-whole-world getting dumped in the "Chairs" menu, the stuff from your favorite furniture mod would go in "Furniture -> Seats -> Mods". Unless the mod does something unorthodox, this is a good way to know what is from Workshop Rearranged and to automatically sort out duplicates. If there is a mod that you would like to see integrated into the new categories let me know and I’ll see if I can patch it.

  • Workshop Rearranged is not compatible with other similar overhauls, particularly the ones that edit the workshop menus, like Homemaker. I do not intend to patch such mods at this time.

  • Homemaker and (and a few other mods) can be made compatible with Workshop Rearranged by using the SKE framework.

  • Mods that edit existing scrap/build recipes are not compatible. The game was not designed to handle such conflicts and the effects in-game can range from missing menus to immovable objects.  Mods that add new scrap recipes, such as for trash piles, are compatible as long as they ADD the new functionality instead of drop it on top of what’s already there.

  • Mods that add menus using script injection are compatible. This includes popular mods like Snap n’ Build, Better Stores, and SKE.  Mods that add menus using scripts will usually say so in their description and include special uninstall instructions.

  • Mods that add new architecture will not have the new snapping features of WR. There’s not much I can do about that, however I intend to provide some documentation in the future to assist others in adding the new snaps to their mods or creating custom patches if they wish. Although the new snaps will not be present, I have taken care to assure that the vanilla functionality remains (mostly) intact. I have used existing snap-points as much as possible so that some basic functionality of WR is available to new items, but things that require new snap-points, like support columns, will not work.

  • Mods that modify junk items, such as sorting mods are compatible as long as they are loaded after WR. The changes from WR will be overridden and not appear in game.  If you create a patch for your favorite sorting mod let me know and I'll link to it or host it here.


F.A.Q

Q: Is this a replacement for Homemaker?
A: No. It is not intentionally a replacement for any mod.

Q: Will you make a no/some DLC version?
A: No, not at this time. Sorry.

Q: Do you take requests?
A: Yes. As long as you clearly describe what you want and I like the idea.

Q: My favorite mod isn’t compatible. Will you make a patch?
A: Yes, I will make patches. Some things I won’t patch though, and some things can’t be patched right away. It really helps me if you are specific and take a look at the conflicts in FO4Edit first.

Q: Can I uninstall this mod safely?
A: Yes and no. Mod uninstallation is not supported by Bethesda. If you uninstall, the new items from WR you have built will be in your save forever. This isn’t an issue the game can't handle, although I suggest scrapping as much as can before removal.  If you reinstall Workshop Rearranged at a later date everything you previously built will reappear.

Q: When I uninstall my menus disappear! Why would you do this to me?
A: I didn’t. WR does not have the capability to do anything like that on its own. All menu changes are read and updated by the game every time it loads. If this wasn't true I couldn't have developed the mod in the first place.

Q: Why did you change the menus and not add a script injected side-menu?
A: Because this is what I want in my game...The second someone mods in a fool-proof menu categorization system or a competent cross-platform workshop UI I’ll make it a priority to convert WR to it, but I’m not holding my breath...the UI wasn't designed to be modded and is built with proprietary code.

Q: I hate the menus, will you change everything for me?
A: No, sorry.  You're welcome to modify them yourself if you like.  Let me know if you do and I'll link to it here.