Workshop rearranged
Author: t | 2025-04-25
BESTE WORKSHOP MOD? - WORKSHOP REARRANGED Fallout 4 Mod This is a simple patch that adds the items provided by Sandbag Fortifications to the Defense category without interfering with the items added by Workshop Rearranged. IMPORTANT: Load Sandbag Fortifications before Workshop Rearranged. Load order must be like this: Sandbag Fortifications; Workshop Rearranged
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 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.Fallout London - Workshop Rearranged Patch
Master 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. BESTE WORKSHOP MOD? - WORKSHOP REARRANGED Fallout 4 Mod This is a simple patch that adds the items provided by Sandbag Fortifications to the Defense category without interfering with the items added by Workshop Rearranged. IMPORTANT: Load Sandbag Fortifications before Workshop Rearranged. Load order must be like this: Sandbag Fortifications; Workshop RearrangedWorkshop Rearranged? - Sim Settlements Forums
#1 I am working on a possible custom settlement / City Plan. It's of a settlement build I started in game and ended up liking. I experienced some performance issues and also found that at a certain point TS can have issues/crashing on import/export. So have began on experiments with using the CK itself for the Settlement. If results are good I'll begin on making it a City Plan. It's evident right away that I need to make decisions on what Mods/DLCs will be used.What are your views on Required Mods & Required DLCs?I can remove them but then I end up not liking the look & it won't follow a color scheme. I want minimalized colors so the Sim Settlements Plots stand out. So the result is gonna feel kinda downgraded IMO if I take out the mod requirements that let me follow a color scheme. But I guess I'd think about it if requiring 4 mods(one of which requires Season Pass, although settlement requires NW anyways as it's in NW) means no one's gonna use it. #2 It really boils down to this..It's YOUR mod.. YOU do it the way YOU want. #3 Hi VersusXV,I'm usually of the "minimal requirements" school of thought. I voted for the mod I currently use (Snappy HouseK) and a mod I've been strongly considering (CREAtive Gardens). I'd be fine with finding a place for Kraggles too if I liked the city plan, but Workshop Rearranged always required far too many patches for my taste. That's just me, though. It's your baby. #4 Maybe a silly question, but can we make a City Plan require that certain ESPs have been installed in order to upgrade to certain level? If not I guess just gotta rely on people actually reading the description. Current plans for it should be fine for Level 0/1 & maybe 2, but the full out 3 will use a lot of mod stuff. For instance Creative Gardens would be used to make a big rooftop garden and probably I might scatter them throughout. I like when IRL cities blend in some nature with parks, scattered gardens, etc and I figure futuristic cities at least utopian ones may seamlessly blend them.Well it'll be really obvious if someone didn't RTFM because another "issue" will be Advanced Industrial not automatically going to a designer's choice one. But that's a limitation in the system right now. Workshop Rearranged always required far too many patches for my taste I mainly used it so far in the CP for the alternative Concrete stuff. They've got a bunch of options for colors/variants and all are high res textures. Bugs me how concrete stuff usually always looks the same and it really doesn't blend in IMO. I'd probably end up using some other mod thing anyways if I swapped out the WR stuff.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 Stuff can cause problems but Kraggles at least has found a way to allow seamless install/uninstall. Workshop Rearranged also appears to have seamless install/uninstall though the author notes that things will get left behind if not scrapped when you uninstall..The Workshop Rearranged stuff I could swap for Wood/Junk stuff which will really look "junk" and change the aesthetic IMO but maybe that's fine for the lower levels? Part of what I like about the mod-added stuff is that I can use color options for a purposeful color scheme. I'm thinking what I'd like for the Level 3 is to have muted colors paired with monochrome, so that the Sim Settlements Plots stand out. I also in particular want this City Plan as a good location for new Sim Settlements Addons to show their plots in their Nexus Images. 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 Indeed it's a problem! That is a big reason why I chose to create my own settlement from scratch. If I used a vanilla settlement = possible problems with conflicts. Like the running joke about everybody using the Root Celler in Sanctuary or Riverwood Inn in Skyrim. If I used a settlement mod created by someone else = possible problems with permissionsAnd why I'm experimenting with what I can do by utilizing the CK:Optimizing by generating combined statics: I've done tests and it suggests the performance boost will be significant. One test is that I've made a few of the combined statics already and I've also copied my entire settlement(3698 Objects) with Clipboard. Pasting freezes the game for 1/2 minutes and possibly crashes while the combined static for the platform(actually >4000 objects because I used smaller wall pieces to reduce texture tiling because the larger one has a lot of rust) just appears instantly without delay.Vanilla substitutes to avoid or delay mod requirements coming into play: In this case I'd likely make the "complete" non-mod-requiring version be Level 2, mods that make it look better at Level 3. This way the user can try without them and then maybe think about adding them if they liked the settlement. Another benefit is 1-sided stuff can be used which will reduce the load on the game(fewer shadows,etc)I might try making Precombined/Previs but that's a way later kind of thing, when I am[Fo4] Is Homemaker compatible with Workshop Rearranged?
Absolutely sure that no changes will get made anymore.However a "pack" of city plans is pretty ambitious, and so far the only known one is RotC. Though I could see Yagisan eventually making packs, if he has huge number of city plans or covered all vanilla settlements. OTOH maybe not though, since they do come as ESLs. I don't know if I will do vanilla settlements, I might just create a location every time. 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. Unfortunately the settlement itself that I am using is in Nuka World. However the method I am trying with, using combined statics might allow for an alternate location to be set up. End result would be 1 big static for everything besides plots or only a few statics rather than 5000+, so in theory I could place it "anywhere".Could you recommend an area in the Commonwealth that fulfills these conditions?6 Cells, 2x3 area or about 11,000 units by 7000 unitsIdeally none or very few existing mods already edit the cellsUnimportant: Ideally no quests taking place there, as if a Settlement mod is created in a cell, the Quests get broken unless the user activates it only after completing the quest. Radiant might be fine but I'm a little concerned if the player could get sent there anyways and be stuck unable to complete it if it's broken. Though at least the MM radiant quests auto fail if too much time passes."Lightweight": Not a lot going on there that takes up resources(Not like Downtown, Corvega/Lexington, Bunker Hill, Goodneighbor or Quincy).The elevated platform static means that possibly an area with verticality can be chosen.I have the 11k by 7k platform as a combined static already so if I hear of anywhere in the commonwealth to consider, I can go there and try placing the static. I'm guessing that border locations might be likely ideal spots, something like where Nuka Transit Center is but without any points of interest.One area I like is Uituit's Water World, but I don't know of any way to fix issue with Settlers not just being in the water #13 Hi VersusXV,I'm usually of the "minimal requirements" school of thought. I voted for the mod I currently use (Snappy HouseK) and a mod I've been strongly considering (CREAtive Gardens). I'd be fine with finding a place for Kraggles too if I liked the city plan, but Workshop Rearranged always required far too many patches for my taste. That's just me, though. It's your baby. Snarky,If you are on the fence with CREAtive Gardens. IMHO its a winner. DL it over the weekend and it will not be leaving my workshop menu anytime soon. #14 Snarky,If you are on the fence with CREAtive Gardens. IMHO its a winner. DL it over the weekend and it will not be leaving my workshop menu anytime soon. Indeed. I was instantly impressed[FO4] Workshop Rearranged and G2M compatibility? :
ParametersDialogPythonLabelExplanationData TypeInput LAS Dataset The LAS dataset that will be processed. LAS Dataset LayerInput ImageThe image that will be used to assign colors to LAS points.Mosaic Layer; Raster LayerBand AssignmentThe bands from the input image that will be assigned to thecolor channels associated with the output LAS points.Value TableTarget Folder The existing folder where the output .las files will be written.FolderOutput File Name Suffix (Optional)The text that will be appended to the name of each output .las file.Each file will inherit its base name from its source file, followed by the suffix specified in this parameter.StringLAS File Version(Optional)The LAS version of the output files being created.LAS 1.2 Files—LAS file version 1.2 will be created.LAS 1.3 Files—LAS file version 1.3 will be created.LAS 1.4 Files—LAS file version 1.4 will be created. This is the default.StringPoint Format(Optional)The point record format of the output LAS files.2—Point record format 2.3—Point record format 3 supports the storage of GPS time.7—Point record format 7. This is the default value and is only available for LAS version 1.48—Point record format 8 supports the storage of near-infrared values. This is only available for LAS version 1.4.LongCompression(Optional)Specifies whether the output .las file will be in a compressed format or the standard LAS format.No Compression—The output will be in the standard LAS format (*.las file). This is the default.zLAS Compression—Output .las files will be compressed in the zLAS format.String Rearrange Points(Optional)Specifies whether points in the .las or .zlas files will be rearranged to optimize the performance of reading and updating the classification of the point cloud. Unchecked—The order of points will not be rearranged. Checked—The order of points will be rearranged into spatial clusters that optimize reading the data. Rearranged points can improve the performance of subsequent operations that are performed on the point cloud. This is the default.BooleanCompute Statistics(Optional) Specifies whether statistics will be computed for the .las files referenced by the LAS dataset. Computing statistics provides a spatial index for each .las file, which improves analysis and display performance. Statistics also enhance the filtering and symbology experience by limiting the display of LAS attributes, such as classification codes. BESTE WORKSHOP MOD? - WORKSHOP REARRANGED Fallout 4 Mod This is a simple patch that adds the items provided by Sandbag Fortifications to the Defense category without interfering with the items added by Workshop Rearranged. IMPORTANT: Load Sandbag Fortifications before Workshop Rearranged. Load order must be like this: Sandbag Fortifications; Workshop RearrangedFallout4:Workshop Rearranged - Step Mods
And return information, to values that are present in the .las file. Checked—Statistics will be computed. This is the default. Unchecked—Statistics will not be computed. BooleanOutput LAS Dataset(Optional)The output LAS dataset referencing the newly created .las files.LAS DatasetDerived OutputLabelExplanationData TypeOutput Folder The folder that the output LAS files will be written out to.Folderarcpy.ddd.ColorizeLas(in_las_dataset, in_image, bands, target_folder, {name_suffix}, {las_version}, {point_format}, {compression}, {rearrange_points}, {compute_stats}, {out_las_dataset})NameExplanationData Typein_las_dataset The LAS dataset that will be processed. LAS Dataset Layerin_imageThe image that will be used to assign colors to LAS points.Mosaic Layer; Raster Layerbands[bands,...]The bands from the input image that will be assigned to thecolor channels associated with the output LAS points.Value Tabletarget_folder The existing folder where the output .las files will be written.Foldername_suffix(Optional)The text that will be appended to the name of each output .las file.Each file will inherit its base name from its source file, followed by the suffix specified in this parameter.Stringlas_version(Optional)The LAS version of the output files being created.1.2—LAS file version 1.2 will be created.1.3—LAS file version 1.3 will be created.1.4—LAS file version 1.4 will be created. This is the default.Stringpoint_format(Optional)The point record format of the output LAS files.2—Point record format 2.3—Point record format 3 supports the storage of GPS time.7—Point record format 7. This is the default value and is only available for LAS version 1.48—Point record format 8 supports the storage of near-infrared values. This is only available for LAS version 1.4.Longcompression(Optional)Specifies whether the output .las file will be in a compressed format or the standard LAS format.NO_COMPRESSION—The output will be in the standard LAS format (*.las file). This is the default.ZLAS—Output .las files will be compressed in the zLAS format.Stringrearrange_points(Optional) Specifies whether points in the .las or .zlas files will be rearranged to optimize the performance of reading and updating the classification of the point cloud.NO_REARRANGE_POINTS—The order of points will not be rearranged .REARRANGE_POINTS—The order of points will be rearranged into spatial clusters that optimize reading the data. Rearranged points can improve the performance of subsequent operations that are performed on the point cloud. This is the default. Booleancompute_stats(Optional) Specifies whether statistics will be computed for the .las filesComments
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
2025-04-17Its 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.
2025-04-23Master 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
2025-04-04