Workshop rearranged
Author: h | 2025-04-25
BESTE WORKSHOP MOD? - WORKSHOP REARRANGED Fallout 4 Mod
Workshop Rearranged - Sim Settlements Forums
A raging rampage Gen IV synth reincarnated lawyer and by god you *will* use a trash can Settlers! #9 A big thing for me personally would be if the city plans cover all available settlement spots or not. Let's say the author decides he doesn't like one settlement, but it's a spot i always build...now i've got to find another city plan that works & kind of matches the 1st author's aesthetic & may have it's own required mods list. now i've got to install x mods for one author & y mods for the 2nd author's city plans.Know this is a "duh! that goes without saying.", but sometimes it does need to be said. If i had to run 6, 8, 10 mods plus just to cover all the default building locations i wouldn't do it. Agree with Jacozilla completely Last edited: Aug 5, 2018 #10 I haven't looked in a bit, and I'm shutting down for the night, but If I remember correctly every mod that adds items to the vanilla workshop categories without using script injection needs a patch. I'll confirm for you in the morning, though. Yeap, Workshop Rearranged creates completely new WorkshopMenu0XXXXX FormID lists and workshopRecipe_XXXX FormID lists which replace all of the vanilla and DLC lists. Hence the "Rearranged" part. This means that any mod which directly adds their items to, or references, the vanilla or DLC versions of these FormID lists wouldn't be able to add its items because it is either (a) referencing a FormID list that no longer exists or (b) adding to a FormID list that looks nothing like it did originally and likely has a different number of sub-FormIDs attached. Hence everything that doesn't use script injection to dynamically add items to these FormIDs and instead adds them using hard-coded overwrites in the .esm/.esp/.esl file requires a compatibility patch if you use Workshop Rearranged. For example, the DLCs use the overwrite method, and that's why Workshop Rearranged requires all DLC files to be installed, since it also directly overwrites all of those FormID lists. #11 I don't have any of those mods but would consider installing some of thembut only those who doesn't require DLC since I don't have any DLC. #12 Know this is a "duh! that goes without saying.", but sometimes it does need to be said. If i had to run 6, 8, 10 mods plus just to cover all the default building locations i wouldn't do it. Agree with Jacozilla completely With mine I am experimenting with swapping vanilla stuff from the CK. Foundation level, probably Level 1 and possibly Level 2 will be fine without any mods. I think Level 3 will be where the mods would come in. This way people can try without having the requirements and then can decide to add them in before upgrading to 3. Potentially they also can revert to lower level/without the mods if wanting to rotate in other mods like other city plan author's requirements, uninstalling BESTE WORKSHOP MOD? - WORKSHOP REARRANGED Fallout 4 Mod Its really not the same issue as your video showed.trust me. i've had both issues and a myriad of others previously! got to love the stupid, easily broken workshop menu. Well from what he Chuck was saying it sounded like the samething going on with the exception of I had plots and he didn't. But yeah workshop is funky, WS+ has never worked for me but that could be because I use workshop rearranged, as well as other workshop mods, and recently the importing of blueprints don't work also. Buy I'm okay qith this stuff not working because it's not a big thing to me, I would like WS+ because of the undo feature but that's not, no need to take up a loadslot for one feature, and there's not a lot of blueprints out there right now so again not really needed. #18 what you are describing isn't the same as the poster above.you'd be best off opening a new thread with your issues - but - i will ask here, have you got the holotape from the museum and loaded it up in your pipboy? I'll start a new thread. But no, I'm creating the holotape using the MCM.Comments
A raging rampage Gen IV synth reincarnated lawyer and by god you *will* use a trash can Settlers! #9 A big thing for me personally would be if the city plans cover all available settlement spots or not. Let's say the author decides he doesn't like one settlement, but it's a spot i always build...now i've got to find another city plan that works & kind of matches the 1st author's aesthetic & may have it's own required mods list. now i've got to install x mods for one author & y mods for the 2nd author's city plans.Know this is a "duh! that goes without saying.", but sometimes it does need to be said. If i had to run 6, 8, 10 mods plus just to cover all the default building locations i wouldn't do it. Agree with Jacozilla completely Last edited: Aug 5, 2018 #10 I haven't looked in a bit, and I'm shutting down for the night, but If I remember correctly every mod that adds items to the vanilla workshop categories without using script injection needs a patch. I'll confirm for you in the morning, though. Yeap, Workshop Rearranged creates completely new WorkshopMenu0XXXXX FormID lists and workshopRecipe_XXXX FormID lists which replace all of the vanilla and DLC lists. Hence the "Rearranged" part. This means that any mod which directly adds their items to, or references, the vanilla or DLC versions of these FormID lists wouldn't be able to add its items because it is either (a) referencing a FormID list that no longer exists or (b) adding to a FormID list that looks nothing like it did originally and likely has a different number of sub-FormIDs attached. Hence everything that doesn't use script injection to dynamically add items to these FormIDs and instead adds them using hard-coded overwrites in the .esm/.esp/.esl file requires a compatibility patch if you use Workshop Rearranged. For example, the DLCs use the overwrite method, and that's why Workshop Rearranged requires all DLC files to be installed, since it also directly overwrites all of those FormID lists. #11 I don't have any of those mods but would consider installing some of thembut only those who doesn't require DLC since I don't have any DLC. #12 Know this is a "duh! that goes without saying.", but sometimes it does need to be said. If i had to run 6, 8, 10 mods plus just to cover all the default building locations i wouldn't do it. Agree with Jacozilla completely With mine I am experimenting with swapping vanilla stuff from the CK. Foundation level, probably Level 1 and possibly Level 2 will be fine without any mods. I think Level 3 will be where the mods would come in. This way people can try without having the requirements and then can decide to add them in before upgrading to 3. Potentially they also can revert to lower level/without the mods if wanting to rotate in other mods like other city plan author's requirements, uninstalling
2025-04-25Its really not the same issue as your video showed.trust me. i've had both issues and a myriad of others previously! got to love the stupid, easily broken workshop menu. Well from what he Chuck was saying it sounded like the samething going on with the exception of I had plots and he didn't. But yeah workshop is funky, WS+ has never worked for me but that could be because I use workshop rearranged, as well as other workshop mods, and recently the importing of blueprints don't work also. Buy I'm okay qith this stuff not working because it's not a big thing to me, I would like WS+ because of the undo feature but that's not, no need to take up a loadslot for one feature, and there's not a lot of blueprints out there right now so again not really needed. #18 what you are describing isn't the same as the poster above.you'd be best off opening a new thread with your issues - but - i will ask here, have you got the holotape from the museum and loaded it up in your pipboy? I'll start a new thread. But no, I'm creating the holotape using the MCM.
2025-04-11Master Plan Workshop Rearranged patch and it fixed everything. It really boils down to this..It's YOUR mod.. YOU do it the way YOU want. True. I'm kind of thinking of a sans requirements version though don't know if I want to bother. Extra time(Maybe considerable extra time), and for what basically seems inferior to me. Although at least, people can try and then if they like the CP they could then decide to go pick up the required stuff. I feel like DLC is "safer" since they had good sales for it and even some of the big mods I noticed started to require season pass. Like for instance AWKCR & Armorsmith Extended, 2 mods I consider 100% essential utilities for Fallout 4 now require the DLC.Right now I'm thinking with Snappy, that the Snappy pieces with nice glass/etc would be used at Level 3, I'd just say Don't Upgrade to 3 if you don't have Snappy, otherwise stuff will disappear. #5 What kinds of patches did it need? I just started using it, literally because I had Master Plan not appearing in menu correctly, so tried using Master Plan Workshop Rearranged patch and it fixed everything. I haven't looked in a bit, and I'm shutting down for the night, but If I remember correctly every mod that adds items to the vanilla workshop categories without using script injection needs a patch. I'll confirm for you in the morning, though.I have a lot of settlement mods that just append their items to the vanilla categories without script injection, so I didn't feel like downloading, merging, and testing all the patches I would need, and then maintaining that merged patch mod whenever any of the other mods updated. #6 I've used Kraggles and WS Rearranged, but have them uninstalled while I'm playing with making plans. #7 I don't use any of the 4 listed and voted I'd not install them.But I'd further explain that if a core group of enough city pan authors adopted a common standard, I would likely go along with that and install the 3-4 required mods since I'd then know many city plans could all use them.For most part, I avoid installing mods that I personally would not use separately aside from being a requirement for city plan.*note - I don't particularly like the old shack / vanilla / junk town look to settlements. I prefer more cleaner, upscale looks like the AIO home models. But I'd prefer a mostly vanilla, no required mods city plan vs one with laundry list of reqs. #8 *note - I don't particularly like the old shack / vanilla / junk town look to settlements. I prefer more cleaner, upscale looks like the AIO home models. But I'd prefer a mostly vanilla, no required mods city plan vs one with laundry list of reqs. I don't mind junk plans, but I *will* clean up trashpiles, leaves in the street, logs, dead/blasted trees et al. I abhor that so much. I am
2025-04-08