Some updates may require player intervention, although never anything that will harm your save games. It is recommended that you read the changelog for each new release. There are articles that describe major changes and list available patches.
Non-Exhaustive List of Features:
- Adds thousands of new objects to build through the workshop menu.
- This is a lore friendly mod, or at least tries to be. My hope is that it blends right into your game.
- New 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, etc.
- All components weigh 0.1 units to alleviate the problem of becoming over-encumbered in the field when you shouldn't be.
- 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 and navcut collision 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.
- 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.
- Workshop Rearranged is compatible with the Unofficial Patch. Fixes from UOFP will be incorporated into WR.
- Mods that add items to the workshop using the default method (vanilla menus) are generally 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 other mods) can be made compatible with Workshop Rearranged menus by using the SKE framework.
- Settlement Menu Manager is compatible with Workshop Rearranged. Mods that include there own scripted menus will work as well.
- 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 new architecture will not have the new snapping features of Workshop Rearranged. 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 Workshop Rearranged 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 Workshop Rearranged. The changes from WR will be overridden and not appear in game. Patches are provided for DEF_UI + VIS users.
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 you can before removal. If you reinstall Workshop Rearranged at a later date everything you previously built will reappear.
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. If someone mods in a fool-proof menu categorization system or a competent cross-platform workshop UI I’ll make it a priority to convert 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. However, I do take suggestions and have made many changes based on player feedback. Try to be constructive and maybe we can work together?