Activity logs
This page was last updated on 23 December 2018, 7:10PM
- Changelogs
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Version 0.6.13
- +Donations
* Eduard H. Thanks!
* FOMOD: Fixed Farming Resources replacer patch overriding the Resources menu with the wrong form list and not displaying the top level menu icon.
* FOMOD: Arcade Cabinets - Added missing navmesh to some carpeted floors, added half and quarter sized carpeted floors, added new detailed collision to carpeted floors, all floor meshes rebuilt using vanilla assets and included in main mod .ba2 archive.
* FOMOD: Nuka-Cola Collector Workshop patch added. Moves items to WR categories, makes a few minor name and sound fx changes to items, minor bug fixes, adjusts some build costs to be inline with WR changes, adds “Nuka-Cola” Paintings, “Toys” Misc Decorations, and “Tiled” Wood Floors menus, adds WR snapping and placement features to tiled floors, new detailed collision for tiled floors, rebuilt tiled floor meshes using vanilla assets and included them in main mod’s .ba2 archive, adds half and quarter sized floors, adds Quantum Floor Panels.
- +Donations
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Version 0.6.12
- + Donations
* Aj C. Thanks!
* Michele H. Thanks!
* Craig C. Thanks!
* Generated new collision for, added navmesh to, and added navcut boxes to Dock walls.
* Added Structures -> Misc -> Wall Panels -> Metal -> Corrugated Steel menu.
* Added Corrugated Steel Wall Panel set (5 skins). (Gaming 4 XP)
* Added Structures -> Misc -> Patchwork -> Corrugated Walls menu.
* Added Corrugated Steel Wall set (5 skins, based on Warehouse walls). (Gaming 4 XP)
* Added Triangle Banners in 3 color schemes with 4 connectable sections. (CordlessVII)
* Certain large objects, such as Block foundations and Shipping Crates, can connect to the center-top of the flatbed trailer.
* Fixed Concrete Foundation & Floor not placing correctly by generating new collision. (Nexus2099)
* Updated connect-points on Concrete upper floors to add missing functionality.
* Added Concrete railing connect-point compatibility with Relight. (k4tonic)
* Removed a Concrete railing mesh from the mod that is not modified and does not need to be included.
* FOMOD: Undid my “fix” for the weightless DEF_UI patch from 0.6.11.
* FOMOD: Added missing canopy connect-points on the two meshes in the Glazing patch.
* FOMOD: Built in compatibility for Glazing connect-points, although one mesh still needs to be included in the patch because Glazing uses a loose file to overwrite the vanilla wall. (Please stop overwriting vanilla files with loose files...pretty please?)
* FOMOD: Updated patch for version 2.1.1 of Videos of the Wasteland.
- + Donations
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Version 0.6.11
- +Donations
* Sven S. Thanks!
+Changes
* Expanded Vault-Tec Atrium set ceiling/wall connections for more possible combinations. (CordlessVII)
* Added navmesh collision boxes to applicable Vault-Tec Atrium parts.
* Fixed excess of maximum allowed connect-points in VltWorkshopATRIUMPrefab06CorOut.nif.
* Minor fixes and improvements to Vault-Tec Atrium set connect-points, such as new support connections.
* Removed unnecessary vanilla settings from Vault-Tec Atrium walls that caused issues with power transferring through them. (Phoenix46)
* Rebuilt Shack Wood Post Foundation and Shack Outer Wall Supports models to fix pathing issues, standardize shapes, and add new collision. The old versions of these supports will need to be replaced with the new ones in your settlements.
* New feature implemented that allows discontinued objects to be moved normally in workshop mode rather than only allowing them to be scrapped. There is a new menu at the end of the Structures tab that can be enabled/disabled with the console command “set WorkshopRemovedObjectsGlobal to 1/0” (disabled by default). This is for debugging the mod and not for general use, but it exists if that is of interest. Discontinued objects are left in the mod as a convenience but will eventually be taken out of the game entirely, so please do not rely on them being present for any reason and replace them with the provided alternates in the normal menus ASAP.
* Added “(Discontinued)” suffix to the names of objects that are going to be removed from the mod to encourage players to scrap and replace them.
* All objects that were superseded by official updates & DLC have been permanently removed rather than hidden. Should any be lingering around in your settlements they will disappear upon updating and need to be replaced with their identical update/DLC counterparts.
* Permanently removed the old large wood supports that I previously replaced and have replaced again. The newly replaced ones are still present and should be replaced.
* Permanently removed an old junk fence that did not have a model(?), a very old foundation, a duplicate desktop picture frame, and the old quarter shack roof.
* Fixed Old World Radio posters and billboards not appearing in menu when using the patches. (Adviser69)
* Cleaned up editor ids and other oddities related to re-enabling the Wall Decorations menu.
* Reverted raider signal flag menu settings due to workshop menu limitations. Now they will always appear in the menu but be unbuildable until the proper conditions are met, as intended by Bethesda.
* FOMOD: Updated More Vault Rooms patch for recent changes in WorkshopRearranged.esp.
* FOMOD: Carried over recent name changes to Auto Doors patch.
* FOMOD: Updated The Master Plan menu patch for new ESM file. “The Master Plan” menu now appears in the Structures menu rather than Wood.
* FOMOD: Discontinued Televisions of the Wasteland patches.
* FOMOD: Updated Videos of the Wasteland patch for version 2.0.
* FOMOD: Vehicle Overhaul - Fixed bounding spheres on 0QuazFireTruck.nif so that parts of the mesh are not invisible when viewed at certain angles in-game.
* FOMOD: New menu patch for SR Settlement Signs. (Adviser69)
* FOMOD: Fixed weightless DEF_UI variant patch installing the normal patch instead.
* FOMOD: Split apart the patch installer into Required, Optional, and Creation Club sections.
- +Donations
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Version 0.6.10
- +Donations
* Andy H. Thanks!
+Changes
* Fixed missing material for the Guns, Guns, Guns sign.
* Fixed typo in “Greenhouse Planter” name. (Duskwave)
* Fixed wall panel connect-points on half sized windowed Barn and Warehouse walls. (Duskwave)
* Reordered master files in some patches to potentially improve sorting with LOOT.
* FOMOD: Snap’n Build patch - Removed WR menu placement and name changes of items due to new scripted menu assignment.
* FOMOD: Fixed error in Sanctuary Parts patches preventing menu from appearing. (sasafraz, Vorlod)
* FOMOD: Added patches for “Lite” version of Scientifically Plantable Trees.
* FOMOD: New menu patches for Farming Resources.
- +Donations
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Version 0.6.9b
- * Added Mod Configuration Menu with a selection of basic settings. Currently all settings can also be changed through the console and do not require MCM, but that may change in the future.
* Added Power -> Wall Conduit menu.
* Added Wall Conduit set (Contraptions DLC).
* Added 11 Informational Signs (Combat Zone).
* Added Landmark Signs* - MedTek Research, Memory Den, Beantown Brewery, Slocum’s Joe HQ, Fraternal Post 115.
* Added Business Signs (hardware lettering).
* Rebuilt collision, (slightly) resized, and improved/cleaned/optimized meshes for more signs.
* Moved Floor & Wall Panel menus to the top-level of Structures -> Misc menu.
* Moved Paper Posters to the top-level Posters menu.
* Moved Decor -> Misc -> Mods menu up one level to Decor -> Mods - Miscellaneous.
* Shorted the name of many items, mostly by removing visually obvious information such as “Half”, “Quarter”, “Curved”, etc. Some schemes were retained for various reasons, and I doubt I got everything.
* Reduced concrete build cost of some items and reduced cost of shipments to that of wood.
* Slightly reduced the cost of cloth and glass shipments.
* Changed Picket Fences potted plant message to read “high tech potted plants”, prefixed vanilla potted plants name with “High Tech”, and removed magazine requirement from other types of potted plants in WR and Home Decor Workshop Pack patch.
* Renamed “Filler Boards” menu to “Gap Fillers”.
* Fixed Gap Fillers not stacking vertically in certain situations.
* Gap Filler Planks can connect to certain roofs and floors rather than only the top of walls.
* Rebuilt Gap Filler Planks in 3ds Max with new collision and more uniform shapes.
* Added several graphical variants of Gap Filler Planks.
* Fixed mistakenly edited “Vault Wall Light - Green” settings. (Maiafay)
* Removed “StackableObject” property from all wall panels, which causes problems when trying to attach other stackable objects (floors and roofs) to a wall with a wall panel already attached to it.
* Optimized more meshes, which I will apparently be doing for the rest of my life.
* Fixed Structures -> Doors -> Renovated menu not appearing when using Renovated Furniture patch (really this time?). (Illfaku, KotaShini)
* Fixed several Metal Doors using wood instead of metal sound effects. (vanilla bug)
* Removed Concrete Curved Wall that doesn’t fit anything from the menu.
* FOMOD: Removed unnecessary edits from Videos of the Wasteland patch.
* FOMOD: New optional patch for Televisions of the Wasteland.
* FOMOD: New combined patch for Televisions/Videos of the Wasteland mods.
* FOMOD: Minor fixes applied to Beantown Interiors patches.
* FOMOD: DEF_UI patches for mods, such as Beantown Interiors, now install with the same ESP file name as the normal patches. This means switching between them will not cause the game to complain about missing files, after this change takes effect anyhow. (Remember to always uninstall the old Patch Pack before installing an updated Patch Pack to avoid issues caused by changes like this.) File renames only occur when using the installer, if using Wrye Bash or installing manually nothing will change.
* Carried over Power -> Arcade Cabinets & Structures -> Brick menus from latest game update.
* Added Coffee and Donuts canopy connect-points to all applicable Block, Wood, Metal, Warehouse, Greenhouse, and Barn walls.
* Added Dif conditions to vendor stalls so they only connect facing the correct direction.
* Added auto-closing variants of all doors, gates, etc. with the same functionality as that one door in Coffee and Donuts Workshop Pack. (Only works for door objects that register an open event, not Havok animated activators, like the Rolling Warehouse Door.) 5 second close time by default, can be increased up to 2 minutes and decreased down to 1 second in the MCM.
* Switched Diner Booths’ model paths to default since connect-points have been added to them (exactly like mine, I might add).
* FOMOD: New optional (recommended) patch for Creation Club’s Arcade Workshop Pack.
* Adds Wood -> Floors -> Carpeted menu.
* Adds gray, green, and tan carpeted floors (IDK why I did this, just use floor panels).
* Adds Arcade Carpet floor panel menu and set.
* Renames some items to make clear they are part of the arcade set.
* Moves items out of Mods menus to proper categories.
* Adds WR placement settings and connect-points.
* Adds concrete sound effects to foundations.
* Adjust build cost to WR values.
* FOMOD: New optional (recommended) patch for Creation Club’s Coffee and Donuts Workshop Pack.
* Adds navcut collision to walls and doorways.
* Adds all new collision to the windowed brick walls.
* Adds WR snapping and placement features (sans wall-sink).
* Moves items to appropriate WR menu categories.
* Adds concrete sound effects to brick pieces.
* Fixes issue with walls connecting flat against one another in opposite directions and canopies connecting to one another due to lack of conditions on connect-points.
* Adds single-sided Slocum’s Joe Booths.
* FOMOD: Discontinued optional files to retain/remove Creation Club menu, which is going to be a pain as time goes on. Hopefully this will encourage people to complain about that one menu bug until Bethesda fixes it...
- * Added Mod Configuration Menu with a selection of basic settings. Currently all settings can also be changed through the console and do not require MCM, but that may change in the future.
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Version 0.6.9.1b
- Fixed typo in FOMOD Patch Pack installer that caused it not to work.
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Version 0.6.8b
- Donations:
* Raymond B. Thanks!
Changes:
* Added sliding Capsule Door.
* Removed normal door connect-points on Capsules.
* Improved Capsule connect-point alignment.
* Added Top Arch pieces for Block Walls, all skins. (AndyJP)
* Modified properties on the Wall Panel top arches and slants to allow roofs to connect over them easier.
* Added Filler Board menus to Barn and Warehouse Wall sections.
* Moved vendor signs from Decor -> Signs -> Business to Decor -> Signs -> Vendor.
* Improved the menu order of Furniture -> Containers -> Office.
* Office File Cabinets can be connected side-by-side and stacked. (chiron18)
* Carried over minor Unofficial Patch changes (main mod + weightless junk addon).
* A few minor tweaks to junk names so they sort better (main mod + weightless junk addon).
* FOMOD: Modern Furniture patch - Minor fix for missing settings on rugs.
* FOMOD: DEF_UI+VIS patch - Carried over minor Unofficial Patch changes.
* FOMOD: New patch for Old World Radio 2.
* FOMOD: Old World Radio patches updated with WR build costs.
* FOMOD: Reimplemented Snap’n Build patch. Updated connect-points, cleaned and organized mesh data, added navcut collision to walls, added new collision to a few walls, and added some properties to objects so they place easier. Mesh edits only cover Wood/Metal walls at this time.
* FOMOD: Master Plan menu patch added.
* Fixed material assignment on Block Quarry Foundations.
* Fixed wrong material in Concrete Wall Support meshes.
* Fixed badly sized support column menu icons.
* Fixed missing stair helper collision on DLC05ScaffWatchtowerB. (vanilla bug)
* Fixed unordered data in all Floor Planter meshes.
* Fixed missing environment maps on bottom of Metal Floor Planters.
* Fixed missing environment maps and alpha settings in Metal Ramp meshes.
* Removed unused data and ordered used data in ramp meshes.
* Fixed Clean Gray Couch not showing in menu.
* Fixed backwards connect-points on two lockers.
* Fixed some paper posters’ graphic not appearing when placed on certain walls.
* Optimized and otherwise cleaned up many, many meshes.
* Fixed Nuka-Cola wall flag material swap using one-sided material.
- Donations:
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Version 0.6.7b
- * Angled Shack Roofs are easier to connect, have new streamlined models, and detailed collision.
* Angled Metal Roof has a new model with a uniform frame, all metal collision, and a new variant.
* Added environment maps to Metal Roofs that did not have them.
* Flat Shack Roofs have new accurate collision.
* Barn & Warehouse floors have new accurate collision.
* Flat Metal Roofs have new accurate collision. Half & Quarter roofs redesigned in 3ds Max to fix their proportions and UV maps.
* Flat and Angled Shack Thatch Roofs have wood collision on top instead of metal.
* Added horizontal & vertical Angled Wood/Thatch/Metal Half-Roofs.
* Added Angled Wood/Thatch/Metal Quarter-Roofs.
* Added smaller side attachments for the quarter and horizontal-half angled half-roofs.
* Added Stores -> Signs menu.
* Added vendor counter signs to Stores -> Signs menu.
* Added 66 vendor signs (extracted from vanilla vendor stalls).
* Cleaned up vanilla vendor stall meshes.
* Restored vanilla vendor counter connect-points for compatibility with mods that use them.
* Added Supports menu to all Structures -> Concrete menus (Columns, Wall, Free-Place).
* Added Concrete Support Pillars (all skins, snapping & free-place; heights: 99, 128, 242, 256 [198 is already present]).
* Added Natural Floor Panel sets. 21 skins, various ground textures. (CordlessVII)
* Added 2 Geodome, 2 Monkey Bars, 4 Swing Set, Seesaw, and Spring Rider. (Trogs)
* Added Structures -> Industrial menus: Floors, Catwalks, Stairs, Railings, Miscellaneous.
* Changed the name of “Wet Bar” containers to “Cabinet”, which is the name given to them elsewhere. Added missing “WorkshopContainerKeyword” to one of them.
* Other minor adjustments to names and build costs, particularly increasing more clean item costs.
* Fixed some Castle Block Walls appearing before unlocking the Castle as a settlement. (raybo01)
* Fixed small gap when stacking Concrete Walls. (Shayera)
* Corrected misaligned outer wall stack connect-point on Concrete Doorways.
* Added missing outer wall stack connect-points to the Concrete Half-Walls (horizontal).
* Fixed Industrial Balcony Railings from last changelog not showing in menu.
* FOMOD: Added the correct build cost to one of the radios in the Atomic Radio replacer patch.
* FOMOD: New patch for Home Decor Workshop Pack (Creation Club). Adjusts build cost to WR values, adds objects to WR categories, adds a new “Home Decor” paintings menu, removes the items from the “Creation Club” menu, adds WR connect-points to the two lockers, and adds/removes properties to applicable objects to make them easier to place. Includes optional version that does not remove the items in the “Creation Club” menu.
* FOMOD: Optional patch to show Modern Furniture Workshop Pack furniture items in the “Creation Club” menu as well as their standard locations (floors still have their own category in the Wood section and only appear there).
* FOMOD: Updated connect-points on the two Concrete Walls in the Glazing patch, which I have apparently neglected to do for some time.
* FOMOD: Patch added for Solar Sensor Switches to move them to the Power -> Switches menu.
* FOMOD: Updated Beantown Interiors patch - removes edits to gnomes so they once again appear in the Special menu when one is in your player’s inventory, moves toys to the Special menu instead of burying them in the Decorations menu, fixes two updated hanging lamp constructible objects, and makes a few name fixes/additions to the DEF_UI patch.
- * Angled Shack Roofs are easier to connect, have new streamlined models, and detailed collision.
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Version 0.6.6b
- *Added Red & White Industrial Door variants.
*Added full & half Industrial Railings (yellow, rusty).
*Added robot workbench to WorkshopUnlockRecipesDLC01 unlockable items.
*Added one Shack Half-Foundation, one quarter and two half Shack Floors with a top style identical to the standard full size floor with accurate collision. (A by-product of the Mid-Century patch.)
*Added a few Shack Floor graphical variants.
*Added 6 Wood and 3 Metal half size flat doorways.
*Added 5 Wood and 3 Metal flat wall double doorways.
*Added gray Painted Wood Door variants.
*Added double door connect points to the Reinforced Concrete Doorway.
*Added a variety of Wood, Painted Wood, Industrial Steel, & Steel Utility double doors.
*Added a variety of ceiling boards/sheets, which are like floor boards but gravitate towards the ceiling like lights.
*Added detailed collision to full, half, quarter, & upper Wood Floors, which allows objects that attract to ceilings, like lights, to be accurately placed against the bottom of the floors themselves (no more floating ceiling fans, that always bugged me). Where applicable vanilla model file paths have been changed so as not to replace the collision on floors game-wide. The same meshes are used to build the world, unlike the DLC additions, which usually have their own meshes with shapes tailored to the workshop, as it should be. The original WR floors with identical connect-points will still be included so other mods that use them for texture swaps will have the additional snapping features.
*Rebuilt and cleaned out most floor board/sheet meshes. Some floor board meshes have been slightly repositioned and may need to be corrected in your settlements.
*Split out planks from boards into their own Patchwork menus.
*Removed unnecessary triangles from some wood floors and simplified the shapes of some wood walls.
*Fixed Eyebot Pod showing up before doing the Automatron quest. (unseelie)
*Fixed “Doors -> Renovated” menu not appearing with the Renovated Furniture patch. (kjsjr1020)
*Fixed Vault Shelf showing twice in menu and one not showing at all.
*Fixed the Shack Quarter Roof not placing on the ground correctly by generating new collision.
*Fixed a few incorrectly sized UV maps on Metal flat doorways.
*Fixed editor markers showing up on Wasteland Workshop’s shack powered door.
*Fixed invisible dock support. (Derkeon)
*FOMOD: New patch for War Never Changes to fix perk conflicts (any ITMs are intentional, don’t “clean” them). If you want junk tags, use the DEF_UI patch, which also has component tags.
*FOMOD: Added half & quarter floors+foundations to Mid-Century Furniture patch.
*FOMOD: Adjusted Mid-Century build costs to be in line with Workshop Rearranged changes.
*FOMOD: Changed Mid-Century placement sounds to concrete for foundations and cloth for rugs.
*FOMOD: Added “Mid-Century” menu for the floors since there are 48 total now.
*FOMOD: Changed Mid-Century model file paths to point to the floors with new collision.
*FOMOD: New optional patch that adds “Decorations -> Debris” menu for Just Debris - Craftable Decorations. (ScrollTron1c)
*FOMOD: Added the new doors to Close That Door and Auto Doors patches.
*FOMOD: New patch for Adobe House Kit that adds a new “Structures -> Adobe” menu with Floors, Walls, and Roofs submenus.
- *Added Red & White Industrial Door variants.
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Version 0.6.6.1b
- Fixed: Advanced Bubble Turret patches now show all their menus in the Defense section.
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Version 0.6.5Beta
- Formatted Changelog: https://goo.gl/6AKWQ3
Notices:
* Removed bugged/redundant items: Guard Post sandbags, Sandbag Wall with dirt bottom thing, Concrete Block Slab Top Caps, Security Gate. These objects will need to be scrapped in your settlements.
* The curved block slab wall and its top caps have been slightly reshaped to fit the new curved floor.
* Most of the paper posters and some signs have been slightly repositioned and given (more) accurate collision. This should not cause any issues (you shouldn’t even notice), but 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. They will need to be repositioned in your settlements.
* Junk Fences have been swapped, meaning that snapping Junk Fences will be free place and vice versa in your game. This was done in preparation for collision fixes to the snapping fences, which currently don’t work correctly. The collision fixes will come in a near-future update. Also, the default model path of free-place Junk Fences has been changed to a custom location for compatibility reasons.
Donations:
* Carol O. Thanks!
* Liam B. Thanks!
* Andrew P. Thanks!
* Jan B. Thanks!
* mac2636 Thanks!
* Alan H. Thanks!
Addons:
* Weightless Junk: Junk does not encumber your character. Standard & VIS+DEF_UI versions.
Patches:
* Just some Rugs patch with “Table Cloths” menu added to “Tables” section. Changed properties of table cloths so they can be put on any surface (before decorative items are placed) and removed edits to kitchen tables. (Maciek1010) (Nexus)
* VIS+DEF_UI tag patch with component tags. Covers all junk in the base-game and DLC. Intended to completely replace VIS junk ESPs. I will provide VIS tag patches only, it’s incredibly time consuming, and since VIS seems to be most popular DEF_UI sorter that’s the one I went with. (Optional; Nexus)
* Beantown Interiors patch updated to incorporate changes from the latest updates and take care of a few things I missed. The DEF_UI patch covers the entire mod. (Optional; Nexus, Beth.net)
* Stronger Workshop Defense patch updated to integrate menus into WorkshopRearranged.esp and put all the keywords into one form list (submenu) instead of having six menus for it under “Defense”. (Both Versions; Nexus, Beth.net)
* Dino’s Decorations patch that moves items added by that mod to their own “Dino” menu under Decor -> Misc. (Optional; Nexus)
* Advanced Bubble Turret Set menu patches covering the default, realistic, and realistic no power versions. (Nexus)
* The patch for “Concrete Walls with Window Glass” will be discontinued. It will still be available in the old files section of the Nexus but will not be maintained. I will not be patching mods like this anymore.
* Reworked the Wasteland Imports patch and created a DEF_UI version. (Nexus, Beth.net)
* Craftable Display Shelves patch to move them to the Displays and Shelves menus. (Optional; Nexus)
* Vault 88 More Vault Rooms patch update adds WR snap-points to all vault parts, remove the x-ray box from the menu since I have added three, and integrate the menus into WorkshopRearranged.esp. Thanks to sirbalin for permission to include his meshes to integrate snap-points. (Nexus, Beth.net)
* Snap’n Build patch will be discontinued since the mod has been deleted, I guess. (Nexus, Beth.net)
* Quaz’s Vehicle Overhaul patch that fixes a few minor issues and adds a couple of the new vehicles to the workshop menu. (Optional; Nexus)
* A Rainbow of Switches patch that adds switches to the proper menu category. (Optional; Nexus)
* Reneer’s Close That Door Mod patch to add WR doors. (Optional; Nexus)
* Old World Radio patch updated with integrated menu support. (Optional; Nexus)
* Atomic Radio patch updated so that the replacer and standalone patches can be used interchangeably. That means the radios are now in WorkshopRearranged.esp itself and the patches reference them. All old Atomic Radios (except the one included in AtomicRadio.esp) will disappear if not scrapped before upgrading. (Optional; Nexus)
* Colored Workshop Lights patch to add lights to Power -> Lights -> Colors, remove the magazine requirement, and standardize build costs. (Optional; Nexus) (FreezerBird)
* Old World Plaids patch to add items to proper categories and new menus. (Optional; Nexus)
* Renovated Furniture patch updated with new categories to help with overlong menus. (Optional; Nexus)
* Mid-Century Furniture Pack patch to move items to proper categories/menu positions and add snapping features to floors. (Optional; Creation Club)
* Videos of the Wasteland patch to move items to correct categories. (Optional; Nexus) (DikaWolf)
* The above new patches, new replacer patches, and the original separate patches will be made available on the Nexus in a FOMOD installer for use with Nexus Mod Manager. I will not be fixing the problems present in some of these mods, such as wrong icons, invisible parts, etc., unless their permissions are changed and I can freely do so. Replacers and any new optional patches will not be available on Beth.net until further notice (probably never judging by the current state of the service).
New Items:
Structures:
* 8x Carpet Trim (4 full, 4 half) (Connects to the sides of all floor panels.)
* Angled Shack Bridge (variant at lower [15°] angle)
* 4x Pallet Bridge (repurposed to act as walkways)
* Alternate Shack (Upper) Floor without the white line.
* Flat half & quarter rubber floor panels (provides better tiling when using many in a row)
* Reinforced (Covenant) Concrete (double) Doorway (by popular request)
* Wood/Metal/Barn Support Column (cylindrical logs, heights: 99,128,198,242,256)
* 2x Metal End Caps fitted for the two rounded Metal Outer Walls.
* Shack End Cap (skin variant)
* 4x Angled Shack Roof Sides (2x corrugated, 2x thatch)
* 2x Angled Shack Roof (variants with flat tops that do not overhang)
* Angled Metal Roof + Side addons
* 4x Dock Ramps (like the ramps in the other Stairs menus)
* Metal Support Column (Blue, Rusted Steel; Snap/No Snap; heights: 99,128,198,242,256; Same industrial beam style as the blue columns built into the Metal Outer Walls)
* Missing Barn color variants (mostly white, initially left out because the menus were too long)
* 2x Shack Stairs (tall, short, no railings)
* Half width crossbeams (x128, same as quarter floors.)
* Missing crossbeam variant skins for the various sizes.
* A few support/crossbeam decorations (connection brackets, ceiling/floor rusted metal bases).
* Capsule Set
* Industrial support parts (columns, free place columns, crossbeams, wall, large; 29x ea. green, red, rusted, white, yellow)
* Concrete Support Pillars (all skins; heights: 99, 128, 242, 256 [198 is already present])
* Wall Panels to fit all Barn, Warehouse, & Block walls, including inserts to fill gaps on doorways & windows.
* Block Parts:
* Decorative wall corner trim (half/full height, 2 styles, a variety of skins)
* Corner (sides+top) trim (wood, metal, painted; revised menu and meshes)
* Graphical variants of a several parts where applicable.
* 3x Walls with window cutouts (single & double full walls, vertical half wall)
* 4x wooden window inserts for the above walls.
* Curved Slab Floor (for the curved corner slab wall)
* Half size curved floor slab and wall slab
* Cylindrical support columns (select skins)
* Half width Crossbeams
* Half height vertical Pillars; half width horizontal Pillars
* Missing Stone Top Cap parts and Top Caps for new wall slabs.
* Wall & floor panels to fit all block walls & floors.
Decorations:
* 150x Robco Landmark Wall Signs* (30x ea. Blue, Gray, Green, Red, Yellow) (MrFox1701)
* 4x Robco Landmark Signs* (1x wall 2 sizes, 1x ground 2 sizes)
* 77x Perk & S.P.E.C.I.A.L Posters (Unused assets [textures & materials]. Artwork for a few perks are missing, the ones I noticed are Lady Killer and Party Girl.)
* Vault-Tec Calendar (Raymus1449), Factory Safety Sign
* 3x X-Ray Box (plain, human, deathclaw)
* Wall Safe
* Vault Showers/Elevator Placard
* Readded the Shenley’s Oyster Bar and Hotel signs with additional collision so they place properly.
* Hanging Lantern, Lantern Post, Wall Lantern (animated - swinging)
* 4x Potted Plant* (ceramic pots)
* Landmark Signs*:
* Commonwealth: Freedom Trail Visitor Center, Yangtze Submarine Map, Fraternal Post 115, Hotel Rexford, Plaque - Boston Common/Cabot House/Faneuil Hall/Old Granary Burying Grounds/New State House/Old Corner Bookstore/Old North Church/Old State House/Paul Revere’s House, US Forest Service, Trinity Church, Hubris Comics, 2x Corvega
* Diamond City: 2x Chem-I-Care, Mega Surgery (wall)
* Far Harbor: Beaver Creek Lanes, Eagle Cove Tannery, 2x Echo Lake Lumber, Fringe Cove Docks, 2x Harbor Grand Hotel, The Last Plank, Oceanarium
Power:
* 2x Table Lamp (clean)
* 4x Hospital Light (shadow lights, 2x Floor, 2x Ceiling, 1x Each Clean/Rusty)
* Conveyor Belt - Upward Ramp (Several people requested this, didn’t notate it, sorry.)
* Makeshift Battery* (generates 1 power)
* 2x Terminal & Chair
* 6x Terminal Console (blue, chrome, gray, red, white, weathered; regular+management)
* Pristine Standing Terminal, Battered Standing Terminal (regular+management)
Furniture:
* Stadium Bench & Chair, Church Pew
* Clean Mattress, (Dirty/Rusty) Bunk Bed
Resources:
* Fish Cleaning Station (Produces 3 food, does not add items to workshop.)
* 7x skins for Garden Plots, 5x skins for Farm Plots
* Floor Planters (8x skins; Wood/Metal/Barn/Warehouse/Greenhouse; full, half, quarter; 192x total)
* 5x Brick Planter (same width and length as full/half floors, can be built into architecture)
Building Changes:
* Added half floor panel connect-points to two or four sides of most flat full size floor and roof pieces. Quarter panels can now utilize half panel connections and can be placed on any pieces that have them.
* Full size Floor & Foundations can stack (4-way rotation) with each other + block foundations, and can stack with Wood and Barn-like walls.
* Support and foundation snaps added to the bottom of elevators.
* Support columns and crossbeams of matching height or width can be used as block trim.
* Large Nuka-Cola bottles can sink into the ground, be put in the water, and be more liberally placed.
* Reorganized connect-points on most architecture to reduce complexity and increase functionality. Nothing has drastically changed, but compatibility with vanilla connect-point mods is improved, there are less connections on objects while providing the same functionality, and many pieces are more likely to snap where they are commonly wanted the first time.
* New attachment system for support columns. (The initial implementation was terrible, a consequence of being one of the tasks I used to learn what I was doing in the first place. Then I kept adding and adding to it until even I don’t know how it works anymore.) Columns have two or three attachment tiers depending on height - top, middle, and bottom. Objects can be attached flush with the front, back, or center of the column. The connections have been liberally spaced apart for easy(ish) 4-way snapping. Support column dimensions have been slightly altered to be uniform in size across sets to prevent clipping with crossbeams.
* Crossbeam snaps reworked for the above system. All crossbeams now fit symmetrically with support columns, architecture, and themselves (remade models and collision). Reduced complexity of their other connections, while retaining functionality, like using as floor spacers and gap fillers. Half length variants are now available to span the distance of half width vertical walls and quarter floor sections.
* All doors have dual door snaps for increased control with mod added items that do not include dual snaps on doorways and for double doorways. Door connections on support columns reworked to facilitate better 4-way snapping.
* All walls can stack on top of Wood/Metal Outer Walls and Outer Caps (custom connections) and they can stack with each other. Wood/Metal/Barn/Warehouse/Greenhouse/Block Walls stack accurately with one another so that when floors and other architecture are attached everything lines up. Mod added warehouse type walls that use vanilla connect-points will stack with Wood/Metal walls but not outer walls/caps. Outer parts stack in the center, other walls have three-step connections, including with outer walls/caps. Filler boards and crossbeams can stack with outer caps/walls to provide spacing and correctly line up normal walls stacked on outer walls.
* The connect-points on the two broken warehouse/barn walls are now like my custom vertical half walls instead of like full sized walls (either way it’s confusing, but this is a little more sane).
* The Vault-Tec Management Terminal and the new Terminal Consoles connect to decorative consoles, which have had their connect-points changed to the default ones added by Vault-Tec.
* Reduced snap radius of Block Wall Slabs to function like Concrete Walls. They must be very close to what they connect to but bounce around less.
* Full Barn/Warehouse Walls can attach to floors regardless of size combination, like Wood/Metal walls do. New connect-point added to stairs and all applicable doorways so they can still connect to one another when no underlying connect-point is available due to the floors being out of alignment (i.e., two quarter floors with a full size doorway connected to them).
* Stair connect-point added to the Barn/Warehouse walls that have holes big enough to walk through.
* Many too-small-to-list quality of life improvements when placing/snapping various objects.
New Features
* Built in ability to unlock recipes by “playable” perks (Science, Local Leader, etc.) and to unlock recipes that require game progression (quest completion, magazine acquisition, location discovery, etc.). Perk unlock does not work on objects that require more than one perk because? Game progression recipes can be unlocked independently for the base game and each DLC. Some items that require game events to occur should not be unlocked early, such as Minutemen radios, raider vendors, etc. This feature has also been applied to applicable patches and can be turned on and off at will in-game using the dev console.
Misc Changes:
* Menu Changes:
* “Trim” menu added to Floor Panels section.
* Robco menu added to Signs -> Landmarks. Complete the Automatron questline to unlock it.
* Perks menu added to the Posters -> Paper section. (TODO split menu)
* Added Vault-Tec generators to Structures -> Vault (in addition to their original location) for convenience because they are floors designed for the vault architecture set.
* Broke apart the Barn roofs menu into sections by color like the walls menu. Neutral parts appear in all menus.
* Barn wall corner and angled roof “prefabs” moved to their respective walls/roofs menu. Combined roof and wall “prefabs” moved to the end of both the roofs and walls menus. (TODO Warehouse menu)
* Restored the Wall Decorations menu to its original name and position. Populated it with the following menus: Paintings, Posters, Banners, Mounted Creatures (vanilla), Miscellaneous (vanilla). I did this so mods that add menus to it will not need to be patched. (Doesn’t mean I have to like it, I think this is a stupid way to restrict a menu’s content). The Signs and Flags menus remain on the top level since they contain items that are not “wall” oriented. The Signs menu is unchanged, the Flags menu is no longer a submenu, contains only flags, and is positioned after Signs (really it should be in Signs).
* Structures -> Miscellaneous -> Blocks menus split into sections (Floors, Walls, etc.)
* All Block menus moved back to Structures -> Miscellaneous -> Blocks. Having the separate Block menus, along with the new Panels & Miscellaneous menus stretched the vanilla menu system to its limits. Unfortunately, the game just can’t handle it. The way the game remembers menu positions between opening and closing the menu is by caching the object rather than the object and menu. Thus closing and opening the menu results in the game not knowing where to open to. Worse, the menu opens, sometimes to the correct position, but when cycling back down a sub-menu it will occasionally choose an entirely different menu far removed from the current position. This is not new to me, but I pushed it to the limit and it died :( There may be a solution, but likely involves editing compiled proprietary Flash files to add an extra condition to the routine, which I do not know how to do.
* New Block decorations menu containing attachments like trim, window frames, and top caps.
* “Industrial” menu added to the main structures section. Currently it includes Boxcars, Shipping Crates, Capsules, and Supports menus. More will be added in future updates.
* Split apart “Planters” menu into sections and renamed it “Planters & Plots”. Moved “Farm Plots” menu into it. Farm Plots menu divided by skin rather than size. Farm plots meshes edited so the icons can show the mesh instead of a placeholder.
* Created “Terminals” menu in the “Power” section divided into “Controllers” & “Management”.
* Barn, Warehouse, & Blocks menus now have their own “Panels” menus with wall & floor parts that fit each set (windows, doorways, etc.). Generic panels that fit all three sets appear in all menus.
* “Clocks” menu added to Decorations -> Wall Decorations.
* “Beds” menu split into Ground, Single, Double.
* Full, half, and quarter block foundation meshes given slightly tapered edges identical to the vanilla Barn/Warehouse Foundation & Floor. The difference is hardly noticeable.
* Block foundations, walls, slabs, and other meshes reworked or redone to facilitate different texture assignments for the front, back, bottom, etc. As a starting point the Castle floors have been given different (Castle floor) textures on top.
* Created new collision and modified or remade from scratch many meshes using the 3ds Max and the official plugin. This fixes the following issues: objects incorrectly turning red when sinking them into the ground, objects not making the correct sounds or showing the correct decals when being hit, objects slamming into the ground when trying to place them, objects not precisely fitting together, and more. Navcut collision, which improves pathing, has also been added for wall/foundation/support type objects to help settlers walk around them (more often, still not always).
* The following objects have been improved so far (all listed have new collision):
* All Block parts
* All Floor & Wall Panels
* All Support Columns, Posts, and Crossbeams
* All custom Concrete, Wood, and Metal Half Walls
* All custom Floor & Foundations
* All custom balcony railings
* All custom Upper Floors
* All custom Half & Quarter Roofs
* Custom Desk Lamps
* Concrete Wall Support Triangles
* Wood/Metal Flat Wall Doorways
* Gravestones
* Dock Floors
* Ramps (without railings)
* Reinforced Cinderblock Walls
* The following vanilla objects have navcut collision added:
* Full & Vertical-Half Flat Wood Walls
* Full Flat Metal Walls
* Full Floor & Foundations
* Wood/Metal Balcony Railings
* Most Shack/Metal Outer Walls
* Wood/Metal Outer Caps
* Wood (Outer Wall) End Caps
* Removed white line from a few of the half shack floors.
* A variety of building sound effect changes and additions when placing workshop objects and for junk.
* Lots of minor balance tweaks to junk component yields, sound effects, names, and weight.
* Weapon workbenches require rank one of Gun Nut & Blacksmith rather than rank two of Gun Nut.
* Fusion Generator requires rank 2 of Nuclear Physicist only.
* Added alpha channel to G.O.A.T. posters and recompiled textures using the HD version. Removed decal settings that caused issues with the menu and black spots when viewed at certain angles, switched to a material file rather than internal mesh settings and added a specular texture.
* Improved the appearance of the double balcony railings with new models for each skin with better texture assignments and UV maps. Added a few new Metal, Wood, & Barn variants.
* Improved the appearance of Barn & Warehouse ramps and added a few new variants.
* Remade, built from scratch, or otherwise repaired/improved practically all support column & crossbeam meshes. Many supports now have their own meshes rather than using texture swaps and have been hand edited to improve and diversify their appearance.
* Cleaned up most of my custom meshes by standardizing the order of data in them and removing unused data. Any stragglers will be cleaned in future updates.
Vanilla Bug Fixes:
* Flagged Daisy Rug (dirty, clean) to filter (incorporate) navmesh under it rather than block it. I am unsure if/how this affects the workshop, as it’s not what the flag was for in previous titles. Seems necessary though since none of the rugs are navmeshed, all have static collision, and the flag is present on all other rugs.
* “Broken Lightbulb” junk item mesh replaced to look broken (game-wide).
* The giant Nuka-Cola bottles place flat on their bottom instead of clipping through objects.
* Added navmesh to the two scaffolding prefabs, which had none at all, so NPCs can use them (or try to use them, depends on how you want to look at it). “Stair helper” collision is missing on the upper part of one of them for some reason, which I may fix later.
* Added second brahmin idle marker to the Nuka-World feed trough so it can be approached from either side. As evidenced by the bathtub trough and double beds this doesn’t work, so IDK why I bothered.
* Removed unnecessary conditions from some recipes, mostly for Nuka-World, that may (or may not) have been causing issues. Either way, they don’t need to be there.
* Cleared out the unused data from many of the Wood and Metal meshes that Bethesda left in for features they did not implement. Not really a “bug fix” in the sense that it was causing problems, but I got tired of working around it and now the game doesn’t have to load it anymore.
* Fixed flickering textures on the bottom of the Wasteland Workshop Garden Plot.
* Carried over unique “Mini Nuke” junk name fixes from the Unofficial Patch.
Mod Bug Fixes:
* Fixed minor gap between some half/quarter roofs and wood/metal walls (there are still 2 snaps, one for floors with a height of 14, and one for roofs with a varying height, usually around 10/8). This probably can’t be permanently fixed due to the variance in thickness of floor and roof pieces without increasing their height or making significant changes to the snapping system and causing compatibility issues. There are floors with a height of 16 as well (Far Harbor, Contraptions)...Bethesda did their best to make things clip and flicker.
* Fixed texture flickering on bottom of flat shack roofs when a floor panel is connected to them.
* Fixed quarter floor panel icons appearing black in menu, again.
* Added floor panel connections to some flat roof pieces that were missing them.
* Slightly offset connect-points on some bridges so the textures don’t flicker when the meshes overlap, sometimes.
* Fixed incorrect door snap-point names on “Warehouse Support Post [256]”.
* Corrected misaligned snap-points on the two Greenhouse Half Roofs.
* Extended navmesh on airplane fuselages a bit on one side so NPCs will use it more consistently.
* Corrected minor quarter floor panel height mismatch with other panel sizes and added higher collision.
* Clean red carpet panels use the clean texture instead of the dirty one. (Sendex)
* Portrait icons are no longer all the Cabot family. Talk about creepy.
* Improved the appearance of all dock roofs so they cleanly connect with one another.
* Fixed errors with a couple chainlink fence pieces not snapping correctly or at all.
* Fixed incorrectly placed wall connection on the two vertical metal half walls.
* Gave the Wood Thatch full and angled roofs a flat top shape to get rid of the ugly overhangs and bumps that don’t fit the style.
* Fixed an error with Barn roof form lists that was causing items to be read by two recipes at once.
* Minor menu typos corrected, notably for Concrete Block “Supports” menus.
* Removed unnecessary decal and alpha settings from farm plot meshes so they appear correctly as icons in the menu.
* Grave Stones correctly place on their bottoms and sink into the ground. Dirt requirement removed.
* Fixed invisible bottoms on Grave Stones and Clean Double Beds.
* Fixed malfunctioning collision on Shack Bridge (flat small, no supports). (ScrollTron1c)
* Fixed a refrigerator and the two cinderblock steps requiring the scrap materials to build. (ScrollTron1c)
* Bathroom Stall doors connect to support columns like other doors.
* Improved normal and specular textures for the painted tan & white, sloppy red, and antique brick blocks so they don’t look so flat. Minor visual improvements made to other custom block textures as well.
* NPCs can walk up stairs with back-boards attached to them.
* Removed dysfunctional Security Gate.
* Fixed bad texture swaps on some Concrete Powered Gates.
- Formatted Changelog: https://goo.gl/6AKWQ3
-
Version 0.6.5.1
- Patch installer changes only:
FOMOD: Fixed wrong material assignment when using the Glazing patch. (kjsjr1020)
FOMOD: Discontinued plugin replacer patch for Vehicle Overhaul. Standalone patch includes changes to non-explosive vehicle meshes that allow them to be placed more easily in workshop mode. Thanks to Quaz30 for permission to include his assets.
FOMOD: Fixed Vault 88 More Rooms BA2 archive incorrectly installing to a sub-folder instead of Data.
FOMOD: Minor text and description changes/fixes.
- Patch installer changes only:
-
Version 0.6.4
- Important:
-The wall support posts have been resized to better fit architectural combinations and the “free place” post have been converted and moved to the wall support menus. You may need to reposition them in your settlements.
New Items:
-Shack/Concrete/Barn/Warehouse Half/Quarter Foundation & Floor (all skins)
-High Tech Table Lamp (dirty cream, new texture)
-Purple High Tech Light set (dirty, new texture set)
-3x Desk Lamp, 2x Floor Lamp (powered, animated)
-Camp Fire (cinderblock)
-4x Concrete Full/Half Floor (same style as rusted balcony floor, silver & bronze trim) (furyfish)
-Wall support posts for small, medium, and large support triangles (all skins) at three heights for placement under different architecture. (Two repurposed, one new)
-Large & Small concrete wall supports (all skins)
-Mobile Home (ShroudedSoul87)
-Vehicles:
--11x Crashed airplane parts + 12 Wrecked Airplane Seats (MrFox1701)
--Motorcycle
--Tractor, Tractor Till
-4x Metal Tile Floor Panel sets
Building Changes:
-Wall support posts (WSP) now only snap to the top of floors (center, corner, one-way) and stack with other columns.
-Wall support triangles (WST) snap to the top of WSPs with 4-way rotation.
-WSTs no longer stack with normal support columns (for now, this may change).
-Snapping WSTs connect to floors on the bottom center facing in, and corners facing the two inward directions to simplify placement.
Misc Changes:
-Another slight reordering of the Floors menus to accommodate the new foundations.
-Some “clean” items modified to cost slightly more than their dirty counterparts.
-Added rust back to desaturated concrete grating textures so only the trim is completely silver.
-Added height and placement information to wall support post recipes and names.
-Moved “free place” wall support posts to their respective wall support menus and changed their heights and snap-points.
-UV map adjustments and/or new meshes for some of the styles of supports so they look different from each other and in some cases have less blurry (vanilla issue) textures.
-“Airplane” menu added to Vehicles section.
-Replaced bowed out bottom on round planter with a flat shape and made textures less blurry with more detail.
Bug Fixes:
-Removed vault structures menu form list ITM.
-Changed workbench keyword of metal and wood floor panels to decorations instead of exterior.
-Fixed one of the Shack Half Walls not reacting to light correctly.
- Important:
-
Version 0.6.3
- Fixed missing broken bus and small shipping crate meshes due to incorrect model paths.
-
Version 0.6.2
- New Items:
-White Dock Roof set
-Red & Yellow High Tech Light set
Misc Changes:
-Slightly increased the radius of high tech lights.
-High tech lights given their own menu since there are 35 total now.
Mod Bug Fixes:
-Dock roof color variants display correctly.
-Navmeshed dock roof color variants because they were inexplicably not navmeshed.
-Blue and green high tech lights have proper light tint.
- New Items:
-
Version 0.6.1
- Added menu support for Campsite - Simple Wasteland Camping (http://www.nexusmods.com/fallout4/mods/11734/?)
-
Version 0.6
- Google Docs Changelog: https://goo.gl/6AKWQ3
-
Version 0.5.6.5
- Google Docs Changelog: https://goo.gl/6AKWQ3
-
Version 0.5.6
- Google Docs Changelog: https://goo.gl/6AKWQ3
-
Version 0.5.5.2
- Fix for Butcher Meat Rack patch.
-
Version 0.5.5.1
- Fix for Robot Home Defence patch.
-
Version 0.5.5
- Google Docs Changelog: https://goo.gl/6AKWQ3
-
Version 0.5.4
- BUG REPORTS:
RooJay: Shack Outer Supports - incorrect snap direction: FIXED
keppekinosha: Barred Door - incorrect model path: FIXED
NEW ITEMS:
Corrugated Steel Crossbeam (missing variant)
Barn Balcony Railing (red wood variant)
Blue & White (vault themed) bathroom stall set
Undamaged U.S. Wall Flag
Floor Panel Sets:
2x Hotel Carpet, Bowling Alley Carpet, 2x Hotel Tile, Metal Grating
Barber Flooring, Lavatory Flooring, Wood Flooring, Clean Wood Flooring
Dark Wood Flooring, Wooden Bowling Alley Flooring
BUILDING CHANGES:
-Vault rooms can connect to other module types.
MISC MOD CHANGES:
-Added “Patchwork” menu for easy access to various current and future doodads.
-Adjusted more icons to be no-spin friendly.
-Cage doors removed from “Doors” menu. They still snap to all doorways.
-Added “- Free Place” to names of applicable wall triangle supports.
-Exchanged “Free*” for “*- Free Place” in support column names.
-Restored Z bound override to an offset of 16 for support columns.
-Renamed “Metal Warehouse” items to “Corrugated Steel” where applicable.
-Shortened names of some items by removing unnecessary descriptors.
-Removed crafting conditions from Vault-Tec terminal.
-Cleaned up menu form lists and keywords so they correlate with the new documentation.
VANILLA BUG FIXES:
Fixed more bad snap-points on vault pieces.
MOD BUG FIXES:
-Shack Outer Support snaps in the correct position.
-Fixed names of a few walls added in 0.5.3+.
-Reordered words in some names to be consistent with similar items.
-Filled holes in corrugated supports so the inside does not appear hollow.
-Fixed UV map on “Corrugated Steel Balcony Railing”.
-Fixed texture proportions on quarter floor panels.
-Added missing vault quarter floor panels.
-Barred Door (Jail Door) correctly appears again.
-Bathroom Stall Urinal Wall menu icons correctly appear.
-Fixed old foundations not showing up so they can be scrapped.
-Fixed invisible back on waving undamaged U.S. flag.
-Removed vanilla vault support snap from all vault modules.
- BUG REPORTS:
-
Version 0.5.3.1
- Incorporated "Trees" menu for "Scientifically Plantable Trees".
-
Version 0.5.3
- NOTES:
- Foundation models have changed, scrap/re-build to move them.
- Shack Quarter Roof model changed, scrap/re-build to move it.
- Removed Shenley’s Oyster Bar and Hotel sign from menu. If you somehow
+ managed to place one, scrap it and forget it ever happened :)
- Various menus from other mods have been integrated into the Workshop Rearranged
+ ESP. This means that mods that edit the same menus will all work together.
+ WR must be loaded below all patched mods, with the patches under WR.
CREDITS:
DONATIONS:
Sarah S. Thanks!
REQUESTS:
Havokisme: Flat wood interior doorway STATUS: DONE
Roojay: Quarter & half sized ceilings STATUS: DONE (for now)
Roojay: Quarter & half sized foundations STATUS: DONE
PATCHES:
- Beantown Interiors: “Gnomes” section added to “Decor -> Misc”.
+ Toys and Gnomes menus integrated into WR ESP.
- InstaBell: “Bells” menu integrated into WR ESP.
- Commonwealth Livestock: “Livestock” menu integrated into WR ESP.
- Vault 88 More Rooms: “Vending Machines” menu integrated into WR ESP.
- jrfk2 Posters: “Framed” posters menu integrated into WR ESP.
NEW ITEMS:
* = Item has requirement(s) before it can be built (perks, quests, etc.)
======================================================
Warehouse Bridge Supports (missing rusted variant)
19x Half Foundation (128x64x256), 19x Quarter Foundation (64x64x256)
2x Barn/Greenhouse/Warehouse Half Wall (vertical)
5x Shack Half Wall (horizontal), Shack Half Wall (vertical)
2x Metal Half Wall (horizontal), 2x Metal Half Wall (vertical)
2x Shack Half Roof, Shack Quarter Roof
Metal Half Roof, Metal Quarter Roof
3x Shack Flat Doorway, 3x Metal Flat Doorway
Vault 114|75|81|95 Blueprint*
BUILDING CHANGES:
- Concrete walls have 3-tier wall snapping (concrete,wood,metal), like other walls.
- Wood/Metal walls can snap to concrete walls facing either direction.
- Concrete wall snaps offset so they snap more efficiently and to more objects.
- Reduced object bounds of small box cars for more liberal placement. (CordlessVII)
- Added settings to more items to make them easier to place, like the fusion generator.
MISC MOD CHANGES:
- Full size foundations are now 256x256 squares (no more edge ridges)
- Foundation menu split into sections to make room for the new content.
- Removed “Structures -> Vault -> Flooring” menu. I did not like this change.
- Removed conditions from vault flooring and integrated them into flooring menu.
- Expanded flooring menu to include wood and metal sections.
- Added many new menus for other mods so patches will not conflict with
+ each other and require fewer updates (Bethesda.net is garbage).
- Adjusted many icons, such as wall triangles and floor panels so they display
+ clearly when icon rotation is disabled.
- G.O.A.T. posters moved to “Posters -> G.O.A.T.” and require going through
+ the Covenant dungeon.
- Vault posters menu reverted to vanilla, I did not like the changes.
- Split apart the “Metal -> Walls” menu like the wood walls menu.
- Added “Miscellaneous” menu to wood walls and moved the filler boards to it.
VANILLA BUG FIXES:
- Added crafting conditions to Vault-Tec DLC terminal.
MOD BUG FIXES:
- Improved visual appearance of rusted warehouse supports.
- Improved visual appearance of metal wall support triangles.
- Improved visual appearance and corrected proportions of horizontal shack half walls.
- Improved visual appearance of “Metal Balcony Railing”.
- Renamed some wood/metal pieces and modified their recipes for consistency.
- Improved visual appearance of metal ramps.
- “Wall Decorations” FormList restored to the “Decorations” menu for mods that
+ add keywords to that form with scripts. It replaces my custom FormList
+ at the beginning of the “Miscellaneous” section. There is nothing in it
+ except the “Misc Wall Decorations” and “Misc Mods”
+ sections, which is the way it was, so nothing will appear different.
- Added missing descriptions to vault floor panels.
- Fixed some poorly sized menu icons, like the bank sign.
- Removed Shenley’s Oyster Bar and Hotel sign. I can’t get them to behave
+ themselves and have wasted far too much time and learned nothing.
- Floor panel bottoms are no longer too dark/black and correctly react to lighting.
- NOTES:
-
Version 0.5.2
- #####################################################################
0.5.2
#####################################################################
NOTES:
- There is now a menu structure reference located here: http://goo.gl/0MiRVf
All menu changes, future and current, will be tracked there.
- The maximum number of “ConnectPoints” is now 77. Not sure when this happened (it was 53), but now I can add missing features to large pieces that were at the limit.
- Started work on a list of all items added by WR. The list is organized by menu location of the item and includes editor id, name, and form id. It will be made public when it nears completion...someday.
CHANGES THAT MAY REQUIRE ATTENTION:
- The “Vault Urinal” model have been adjusted to fix placement against walls. You may need to re-position any that have been already built.
- The guard mat with no decoration has been removed. Any you have built will still function, but can no longer be moved. To move them, they will need to be scrapped and replaced with one of the variants.
CREDITS:
BUG REPORTS:
jlw484: Sane concrete powered door snaps. STATUS: Fixed
TwilightOne: 2 name typos. STATUS: Fixed
Demces: Several issues and suggestions. STATUS: Fixed...Done...
REQUESTS:
Raymus: Place doors anywhere. STATUS: Done
Raymus: Cafe Counter snaps. STATUS: Done
PATCHES:
(Optional) = Not required for the game to function.
Atomic Radio patch updated with new radios and minor bug fixes. (Optional)
Commonwealth Livestock patch updated due to menu changes.
Compact Crafting patch to address mismatched crafting conditions. (Optional)
More Vault Rooms patch to address duplicates and menu conflicts.
NEW ITEMS:
* = Item(s) has requirements before it can be built, such as perks or quest completion.
---------------------------------------------------------------------
- COLOR VARIANTS:
(Blue, Grey, Yellow) Clean Chair/Couch/Ottoman, (Blue, Grey, Red) Clean Double Bed
- SIZE VARIANTS:
Colonial Taphouse*, Dugout Inn*, Super Salon*, Gift Shop, Hotel, Shenleys Oyster Bar
- GRAPHICAL VARIANTS:
Bus (Nuka World)*, 2x Nuka-World Cart*, 7x Nuka-World street post signs*, Stereo (dirty), Speaker (Nuka-World),
(Dark, Grape, Wild) Nuka-Mixer Station, 2x Shack Roof (variant sheet textures), 5x Shack Roof (Nuka-World thatch variants),
4x Rug (dirty only, variant patterns from Nuka-World), Shack Bridge (no supports, slanted 35 degrees),
Large Shack Bridge (no supports, clean wood), Angled Shack Roof (like the flat shack roof, but angled up),
Urinal (ceramic, rusted), Fenton’s Food Stuffs Sign (flat against wall), 3x Undamaged U.S. Flagpole
---------------------------------------------------------------------
- CRAFTING:
Cooking Pot (small, ground) (MattGolder)
- DECORATIONS:
SIGNS:
3x Super Duper Mart, Shamrock Taphouse*, Wilson Atomatoys*, 2x HalluciGEN*, Bank, 5x Vault Blueprint*, Hester’s Robotics*,
Jalbert Brother’s Disposal*, Reeb Marina*, 4x Vault Sector*, Diner (wall), Star, Graygarden*,
52x each (large,medium,small) Billboard (a few require unlock), 3x Mechanist Poster*, 5x G.O.A.T. Poster*,
19x each (Blue, Chrome, Gray, Red, White) Console Tower, 4x (each color) Console Tower End Cap,
(Super Mutant) Cauldron (hanging) & Cooking Cauldron, Baby Carriage, 2x Curtain, 2x Soap Tray, Coat Rack,
2x Now Leasing Banner (large, small), 8x Banner (U.S.A. theme, 2 types, 4 sizes), 2x Plastic Bin, 2x Wooden Box
- DEFENSE:
Can Chimes, Oil Puddle
- FURNITURE:
School Desk, Vault Bed
- RESOURCES:
5x Brick Planter (the size of 1-2 foundations, navmeshed)
- STRUCTURES:
5x (Blue,Green,Red,White) Trailer Door (the rollup ones)
Ramp Railing (scaffolding style, works on all ramps)
Junk Fence Doorway (small door frame)
6x Cage, 3x Cage Door (Nuka World Zoo)
2x Dock (floor), 2x Dock Stairs, Dock Supports
2x Fishing Boat, 3x Barge, Rowboat, Rowboat Rudder
Vault Flooring* (vault themed floor panels, all styles, full & half sizes)
6x (plain) Wall Board, 12x Wall Plank (various angles and skins)
- NUKA-WORLD:
Nuka-Cola Wall Flag*
6x Park Map* (one for each zone)
Baby Carriage*
8x Wild West signs* (Nuka-World cut content)
- RAIDER:
5x Rust Devil Totem*
9x [Disciple, Operator, Pack] Flag* (non-signal versions - wall, short, tall still/waving)
BUILDING CHANGES:
- Added and improved snap-points on buses, truck trailers, and shipping crates.
- Half floors have proper balcony snaps for more floor combinations. (cadonomgo)
- Outhouses have dual door snaps.
- Doors can be placed without being snapped. (Raymus)
- Scaffold frames can be incrementally snapped to the back of short junk fences and the tall flat wood junk fence.
- Expanded snap-points on most short junk fences, the hallway, and the tall wood flat junk fence.
- Revised snap points on Wood, Metal, Concrete, Barn, and Warehouse architecture, with new snaps for more combinations, fixes for minor inconsistencies, features that were missing from pieces due to game limitations, and more cross-set interoperability.
- Added attributes to scaffolding frames and box cars so they will snap and place better.
- Cafe counters snap to one another (stores, soda stations, and normal furniture). (Raymus)
- Sneeze guards stay connected when moving the counter.
- Federalist bookshelves can snap to one another (top, bottom, sides).
- Several items can sink further into the ground, such as Super Mutant Totems.
- Free place wall support triangles can be stacked with other supports and each other on top.
- Flat greenhouse and warehouse roofs can be used as floors.
- Expanded snap-points and navmesh on all Vault-Tec structural pieces.
- KNOWN ISSUES:
- Some floor panels cause minor texture flickering, particularly in doorways.
- When the “Vault Door” is directly against a stairwell the bottom part of the door’s
collision does not remove itself and NPCs cannot cannot pass through. (vanilla issue)
- FEATURE HIGHLIGHTS:
- Navmesh repaired or expanded on 152 vault structural pieces.
- Navmesh on top of applicable pieces and snaps to get up there.
- Snap-points expanded and/or repaired on 178 vault structural pieces.
- Erroneous, incomplete, and inconsistent properties repaired/removed.
- Properties added where necessary to make snapping/placement easier.
- Most pieces sink into the ground to their floor level or lower.
- Most pieces will place on the bottom of their model rather than sinking through objects.
- Vault Gear Door has snaps all around it, top and bottom, compatibility with all sets added.
- Floor panel support on top of flat Atrium and Domestic pieces to create the illusion of a continuous space.
- Navmeshed floor tiles with vault floor textures to match all vault styles (full/half).
- “Atrium - Column Mid” (and other pieces that incorporate the same column) can be used as a central support (foundation) with 4-way rotation.
- Floor, balcony, & ceiling snaps for interoperability with other sets (top, bottom, outside).
- More Atrium pieces can stack with one another.
- Vault stairs can sink, stack, and snap to more vault pieces and other sets.
- Vault bridges can snap to other sets, more vault pieces, and support columns.
- Flat Domestic and Atrium pieces can be stacked on top/bottom of each other with 4-way rotation and foundation support.
- Full size floors from all sets and floor size wood/metal prefabs can be stacked on top of flat Atrium and Domestic pieces (4-way rotation) for tiered building.
- “Atrium - Inner Corner Mid” (and other pieces that incorporate the same column) can be used as a corner support column.
- Vault Power Conduits can snap to the inside/outside of Domestic/Utility Stairwells.
- Vault Power Conduits can snap to the outside of room modules.
- Vault Support, foundation, and support column snaps added to all Wide Halls.
- Vault Door and doorway pieces snap together irrespective of order.
- Created independent system for snapping crossbeams to support columns with incremental snaps, more tiers between the bottom and top of columns, removal of gaps when joining crossbeams together, and more options for symmetrical positioning against walls and on floors/roofs. (Previous snap-point limit prevented this feature.) There may be a graphical glitches here and there, they will be worked out soon.
- Shack outer supports can snap to more things, like floors, at the expense of snapping to some incorrect places, like bridges. Consequently, this expands the “center” snap-points on many objects to allow column snapping that previously did not support it. For now I think it’s a good trade.
- Added overlap properties to vending machines and large trash bin so they can be placed closer to walls.
- Added properties to all broken walls to make placement on top/sides of each other easier.
MISC MOD CHANGES:
- Carrots provide 0.25, gourds provide 0.75, and melons provide 1.0 food points instead of 0.5.
- Moved “FarmNode” closer on some crops (determines where weeding animation begins). Apparently, the way this works is there is one node (basically a hardcoded pointer) inside each crop mesh, which is why settlers try to tend to crops through/inside walls rather than moving around to the unobstructed side. It’s a bad system, obviously, and this should help a bit.
- Standardized flag names. I didn’t notice Bethesda changed the names.
- Changed “Mortality” icon to a gravestone because the IV stands are hard to see.
- “Conduit Power Radiator” emits power at 500 units instead of 256.
- Renamed, sorted, and modified recipes of applicable conduits, conveyors, elevators, builders, and other Contraptions powered objects.
- Converted most “custom” material swaps to named material swaps since materials are going to be more widely used in the mod and I need a way to keep track.
- Improved file organization; it was getting out of hand. Still needs work.
- Moved Super Mutant Totems to “Decor -> Misc -> Super Mutant”.
- Modified Nuka-World junk weight and material return.
- Moved the 2 small high tech lights to “Lights -> Table”. (Demces)
- Removed guard mat with no decoration, as it was confusing. (Sellahx)
- Many more minor improvements, too many to list.
VANILLA BUG FIXES:
- Fixed invisible back on Nuka World flag caused by incorrect setting in BGSM file.
- Nuka World raider flag icons will no longer be visible in the workshop menu unless they can actually be created. I wasn’t sure about this change, but after watching some videos it seems more confusing than helpful, as I suspected. There is no good solution to this problem as far as I can tell.
- Added descriptions to raider signal flags to make it clear that only one can be placed in a settlement at a time and changed their icons to flagpoles.
- Repaired navmesh on every single Vault-Tec vault piece (152 total). Now I know what they mean by modders working for free...I have not tested every piece, so if you still encounter pathing issues when building vaults, let me know specifically which pieces are giving you problems.
- Fixed incorrect model on VaseVintageCleanFlowers01a. (Demces)
- Changed life preserver to give 4 cork instead of 1 spring. (Demces)
- Changed material on Nuka-World baby carriage to correctly display the new style.
- Fixed scaffold railing properties so they don’t turn red so much.
MOD BUG FIXES:
- Did some repair work on various signs added in 0.5. (A few are still not working well/at all.)
- Removed duplicate clean high tech lights from wrong form lists.
- Corrected slight misalignment of ceiling snap-points on some ramps and stairs.
- All applicable stairs and ramps now have floor, balcony, and ceiling snaps.
- Cleaned up unused (harmless) data from poster models.
- Renamed all poster “BSTriShape” nodes to be different from one another.
- Fixed misnamed data in the hospital poster (may have caused it to turn purple sometimes).
- Renamed all planter “BSTriShape” nodes to be different from one another.
- Enabled “Radio Freedom” stereo variant. It works now, like magic.
- Removed two Far Harbor A-Frame signs from wrong form list.
- Fixed Sunshine Tidings signs not showing up in the menu. Probably.
- Fixed invisible backs of all towel racks and toilet paper dispensers.
- Moved side-snaps on the weird junk fences closer. I forgot to do it, I guess.
- Corrected wall snaps on concrete powered doors and walls that caused some walls from other sets to not snap to them sometimes. (jlw484)
- Corrected typo in wood/metal flat wall stacks that caused one side to not snap.
- Corrected typos in a few names. (TwilightOne)
- Removed duplicate desktop picture from menu (you can still scrap it if it happens to be one you built) and fixed duplicate moose painting to show correct graphic (Demces)
- Vault urinal can be placed further down walls.
- Fixed the wall boards sinking too far into some walls once and for all. I hope.
- Navmeshed guard mats.
- Changed short flagpole material requirements and sound effects from steel to wood.
- #####################################################################
-
Version 0.5.1
- Quick fix for missing "Power -> Speakers" menu.
-
Version 0.5
- Will the symbols save the changelog?
Changes that may require player intervention:
- "Shack Outer Supports" model position has been adjusted. Any of these that have been built must
+ be scrapped and rebuilt in order to move them.
+ The same fix as above has been applied to the "Shack Wood Post Foundation".
- Diner Counter store variants have been removed in favor of Bethesda's new ones. Any of these
+ that have been built must be scrapped and rebuilt in order to move them. You will get all
+ the caps and materials back necessary to build a new one.
- The Stereo added by Vault-Tec DLC is now a working radio. You will need to scrap and re-build
+ any you have built.
- Faction flag poles added by Nuka World are favored over WR (non-waving) versions.
+ As usual, scrap, rebuild.
Patch 1.7 Changes:
- Carried over Nuka World decorations menu.
- Fixed the new Ceramic/Copper/Rubber/Steel/Wood shipments giving wrong amount of materials.
- Changed WR "Shipment of Copper - 50" to give 100, for all you super rich Wastelanders.
- Replaced WR "Shipment of Ceramic/Steel/Wood" with Bethesda's new identical versions
+ in leveled lists.
- WR's "Shipment of Rubber - 50" is unchanged because Bethesda's new one provides 100 Rubber.
- Added new shipments to the tutorial FormList so they show the one-time help message properly.
- Also added Wasteland Workshop's concrete shipments to the above list.
- Come to the conclusion that they had a first-day intern do the new shipments.
- Replaced unique snaps on new store variants with Diner Counter snaps and added clutter snaps.
- Converted WR Diner Counter store variants to scrap recipes in favor of Bethesda's versions.
- Made new store material requirements consistent with other diner counters.
- Removed signs from new stores and converted them to standalone signs that can be placed anywhere,
+ including the front of store counters.
- Rearranged all WR store variants in menu to accommodate Bethesda's new ordering scheme.
Nuka World Changes:
- Raider items and cages added by WR restored to their original "Raider" menu location.
- Corrected menu location, fixed icons, and normalized material requirements of flag poles.
+ Back-ported NW conditions for faction flags to all other flags.
+ This means that you are no longer required to be in a particular faction to craft a flag,
+ but must pass a certain (very early) part of their quest. The benefit is that once you meet
+ the condition you will always have the ability to craft the flag, whereas previously if you
+ lost favor with the group you would lose the flag. Why Bethesda only did this with the new
+ flag poles I don't know. Neither do they probably.
- Added transform to a 5th "Trashcan" and made it craftable.
- Added various segregated Nuka World/Raider items, such as trashcans, to multiple menu locations.
- Moved "Nuka-Cola Display Rack" to "Decor -> Display -> Misc" and "Furniture -> Shelves -> Misc"
- Moved street lamps to "Power -> Lights -> Floor"
- Misc minor improvements and bug fixes.
Credits:
- Donations:
+ Daniel M., NY, $5 THANK YOU :)
- Bug Reports:
! See "Mod Bug Fixes" section for more information.
+ UndeadZeus: "Shack Outer Support" malfunction. STATUS: Fixed
+ LancelotOmega: Rug-glitch not working. STATUS: Can't Fix
+ LancelotOmega: Greenhouse Walls placing incorrectly. STATUS: Temp Workaround
+ yokhanan: Incorrect snap position on "Top Arch" pieces. STATUS: Fixed
- Requests:
+ RunePurelight: Snap walls to foundations. STATUS: Done
Patches:
- NEXUS/XBOX:
+ Atomic Radio patch added. It moves the radio added by that mod to the correct category
++ and adds the three radio variants from Vault-Tec DLC.
Menu Changes:
- NOTES:
+ *Some menus may not appear because there is nothing in them*
+ *The Furniture and Decorations menus have been significantly changed to consolidate
++ items and streamline finding the objects you want to build. That should be it for
++ major menu adjustments...at least that is my intention, as I believe I've created
++ enough space for new items. That doesn't mean new sub-menus won't be added, just
++ that I'm done with structural changes. Everything is subject to change until 1.0 ;)
+ *Decor -> Wall Decorations has been removed. Any mods that add items to the Misc section
++ of that menu are now dumped in Decor -> Misc -> Mods -> Misc Wall Decorations.
++ Mods that add items to Decor -> Misc are now in Decor -> Misc -> Mods -> Misc Decorations
- NEW MENUS:
+ Decor -> Clutter
+ Decor -> Display -> Misc
+ Decor -> Flags & Banners
+ Decor -> Misc -> Bathroom
+ Decor -> Misc -> Nautical
+ Power -> Speakers/Switches
+ Structures -> Box Cars -> Misc
+ Structures -> Fences & Walls -> Barricades
+ Structures -> Fences & Walls -> Ruined Wall
+ Structures -> Misc -> Bathroom Stall
+ Structures -> Misc -> Nautical
+ Structures -> Misc -> Misc (for future one-offs)
+ Structures -> Misc -> Supports (for makeshift supports)
- REMOVED MENUS:
+ Decor -> Wall Decorations
+ Furniture -> Office/Warehouse
+ Structures -> Misc -> Raider/Cages
- MOVED MENUS:
+ Decor -> Misc -> Plants/Statues
+ Decor -> Paintings/Posters
+ Decor -> Signs -> Marquee/Neon
+ Furniture -> Seats -> Benches/Chairs/Couches/Stools/Misc/Seats (Mods)
- SPLIT MENUS:
+ Decor -> Misc -> Crates & Barrels -> Cardboard/Metal/Wood/Vault/Misc
+ Decor -> Misc -> Electronics -> Radios/Televisions/Misc
+ Decor -> Paintings -> Abstract/Modern/Portrait/Traditional/Misc/PMods
+ Decor -> Signs -> Branded/Business/Informational/Landmarks/Safety/.../Mods
+ Furniture -> Containers -> Storage/Home/Office/Warehouse/Misc/Mods
+ Furniture -> Shelves -> Business/Home/Office/Vault/Warehouse/Misc/Mods
+ Furniture -> Tables -> Business/Home/Office/Recreation/Vault/Warehouse/Misc/Mods
+ Structures -> Misc -> Flooring -> Carpet/Carpet - Clean/Rubber/Tiles
+ Structures -> Metal -> Misc -> Railings/Floor Sheets/Wall Sheets/Mods
+ Structures -> Fences & Walls -> Junk Fence ->
++ Doorways/Short/Tall/Free Place Short/Free Place Tall/Mods
+ Structures -> Wood/Metal/Barn/Warehouse -> Supports ->
++ Columns & Beams/Large/Wall/Free Place/Misc
- MOVED ITEMS:
+ Decor -> Display -> Misc -> Bobblehead Stand
+ Decor -> Display -> Misc -> (2x) Magazine Stand*
+ Decor -> Misc -> Business/Household -> Nuka-Cola Clock
+ Decor -> Misc -> Nautical -> All-Far-Harbor-Buoys
+ Decor -> Misc -> Recreation -> (3x) Grill (Far Harbor park grill, 2x patio grills)
+ Furniture -> Containers -> Home -> Hamper*
+ Furniture -> Tables -> Recreation -> Pool Table*
+ Furniture -> Tables -> Warehouse -> (3x) Small Industrial Table, (3x) Metal Table
+ Power -> Switches -> (2x) Hoop Switch
+ Structures -> Concrete/Warehouse -> Floors -> Concrete/Warehouse Foundation*
+ Structures -> Box Cars -> Misc -> Vault-Tec Box Car
- MISC CHANGES:
+ Renamed Posters -> Standard to Posters -> Paper. I originally named it "Paper", but there
++ is no paper component in the game...but "Standard" is stupid, so there you go.
+ Renamed "* (Mods)" sections to simply "Mods".
-
*In addition to objects' previous (or relocated-previous) menu location.
====
====
New Buildable Items:
- STRUCTURES:
+ Box Cars -> Misc -> Vault-Tec Passenger Car (Vault-Tec DLC crafting requirements)
+ Box Cars -> Misc -> (2x) Flat Train Car
+ Doors -> (2x) Rounded Steel Door (snaps into the new passenger car in addition to normal doorways)
+ Fences & Walls -> Barricades -> (11x) various barricade-type items
+ Fences & Walls -> Junk -> Free Short/Tall (No Snap Junk Fences variants)
+ Fences & Walls -> Ruined Wall -> Ruined ([5x]Brick/[10x]Concrete/[5x]Wood) Wall
+ Metal -> Misc -> Floor Sheets -> (2x) Metal Shelf (rusted/un-rusted)
+ Metal -> Misc -> Railings -> (2x) Metal Balcony Railing (single + double size)
+ Misc -> Bathroom Stall -> Green/Red/Striped/White -> (Bathroom Stall sets)
+ Misc -> Flooring -> Carpet - Clean -> (15x) Clean (Blue,Green,Grey,Red,Tan) Carpet
+ Misc -> Nautical -> Cabins -> Fishing Boat Cabin/(2x) Tug Boat Cabin/Tug Boat Crow's Nest
+ Misc -> Nautical -> Misc -> (4x) Anchor (2 sizes, 2 angles)
+ Misc -> Nautical -> Misc -> (4x) Mooring Anchor (2 variants, 2 sizes)
+ Warehouse -> Floors -> (3x) Slate Floor (full, half, quarter)
+ Warehouse -> Supports -> Wall -> (6x) Warehouse Wall Support (Dark Steel variants, finally)
+ Wood/Metal/Barn/Warehouse -> Supports -> Wall -> (3x Each) * Wall Support Post
++ (fitted support columns for small/medium/large Wall Support Triangles, all skins)
+ Wood/Metal/Barn/Warehouse -> Supports -> Free Place -> (2x new size variants for each skin)
----
- DECORATIONS:
+ Flags & Banners -> Banners -> (4x) Banner (U.S. flag themed, 4x sizes)
+ Flags & Banners -> Banners -> (3x) Children of the Atom Banner (Far Harbor COA vendor banners)
+ Floor Coverings -> (clean variants of all rugs)
+ Misc -> Business -> Shopping Cart
+ Misc -> Crates & Barrels -> Cardboard -> (2x) Files, (3x) Cardboard Box
+ Misc -> Electronics -> Misc -> (2x) Microfiche Machine, (2x) Microphone, Mixing Console
+ Misc -> Electronics -> Radios -> (3x) Stereo (they play the 3 radio stations now)
+ Misc -> Electronics -> Radios -> Speaker (Diamond City & Radio Freedom variants)
+ Misc -> Household -> Crib (color variant), (4x) Wall Clock, Undamaged Wall Clock
+ Misc -> Nautical -> Boat Model
+ Misc -> Plants -> (8x) (clean pot variants, requires perk mag)
+ Paintings -> * -> A-Lot-Of-Frames-And-A-Few-New-Pictures-Oh-My-It's-Hundreds-Of-Paintings
+ Paintings -> Pickman -> Frame (1-7) -> (13x[each frame] Pickman Gallery paintings,
++ must receive Pickman's key to unlock)
+ Paintings -> * -> Frame [#] -> (3x variants of Desktop Picture Frame for most paintings)
+ Signs -> Branded -> (12x) Branded Sign (various styles)
+ Signs -> Business -> Lane Number (One, Two, Three, Four), Hotel Sign, (vertical) Liqours Sign
+ Signs -> Business -> (14x) Business Sign (generic signs similar to "Books", "Candy", etc.)
+ Signs -> Business -> (3x) A-Frame Business Sign
+ Signs -> Business -> Vendor Sign - (Armor,Bar,Clinic,Clothing,General,Weapons) (from the counters)
+ Signs -> Info -> Informational Sign (Out Of Order)
+ Signs -> Landmarks -> Commonwealth -> (7x various) (must complete related quests)
+ Signs -> Landmarks -> Diamond City -> (11x various DC signs, must finish related DC quests)
+ Signs -> Landmarks -> Far Harbor -> (14x) Far Harbor Sign (must have taken the boat to Far Harbor)
+ Signs -> Misc -> (2x) A-Frame Sign (blank variants)
+ Signs -> Road Signs -> (2x men working variants)
+ Signs -> Safety -> (9x) Safety Sign
+ Warehouse -> Tool Rack, Traffic Cone, Undamaged Construction Barrier
----
- DEFENSE:
+ Guard Posts -> Guard Patio Chair (red patio chair variant, requires perk mag)
+ Misc -> Oxygen Tank (2x variants, exploding) (These are "moveable statics", and
++ once built some of them cannot be moved properly in workshop mode. I am aware of this,
++ there is no solution. These, along with the other exploding items, are added just for
++ fun. Try shooting the red one off a Ball Track ramp :)
+ Misc -> Turret Stand (1x metal, 2x makeshift [1x single, 1x double], two of which
++ purposefully go through walls a little)
----
- FURNITURE:
+ Appliances -> Clean White/Yellow Refrigerator/Stove
+ Beds -> (2x) (Vault) Bunk Bed, Clean Double Bed
+ Containers -> Storage -> (2x) Undamaged Ammo Box (green and red)
+ Containers/Shelves -> Home -> Fancy Bureau/Curio Door
+ Counters -> Cafe -> (3x) Sneeze Guard (snaps to Cafe Counter tops)
+ Seats -> Couches -> Fancy Chaise (Memory Lounge Chaise)
+ Shelves -> Business -> (2x) Grocery Store Wall Shelf
+ Shelves -> Warehouse -> (5x) Warehouse Shelf (rusted metal variants)
+ Shelves/Tables -> Warehouse -> (6x) (un-rusted variants of rusted shelves and tables)
+ Tables -> Home -> Modern Domestic Small Table Wing
----
- POWER:
+ Lights -> * -> * (clean variants of all "High Tech" lights [Vault-Tec DLC cut content])
+ Lights -> Ceiling -> Undamaged Ceiling Fan
----
- RESOURCES:
+ Planters -> (4x navmeshed - 2x Warehouse themed [1x circular, 1x rounded rectangle],
++ 2x concrete variants [1x circular, 1x rounded rectangle])
----
- STORES:
+ All-Of-Them -> Cafe Counter (second Cafe Counter variant)
+ All-Of-Them -> Clean Kitchen Counter
====
====
Building Changes:
- The Three Flat Vault Supports can be used as foundations and have 4-way rotation. I have left
+ the default snaps for compatibility purposes, so rotating vault pieces on then can be a
+ bit finicky. I may or may not be able to improve this in the future.
- The above vault supports can be stacked with concrete foundations.
- Flat bottomed Vault pieces can snap to/from foundations and bottom corner support columns.
- Added rudimentary support for Floor Panels to applicable Vault 88 pieces. It's not great, but works.
- Concrete foundations and some vault supports can be rotated when stacked with each other.
- Support columns can cover the gap between two snapped together crossbeams.
- Wall Supports can snap directly to architecture and no longer require support columns as intermediaries.
- Free place Wall Supports can have support columns snapped to the bottom of them.
- Free Place Support Columns can now stack with each other like the rest of the support columns.
- Most Wood/Metal Flat Walls and Wood Balcony Railings can snap to Barn/Warehouse Walls at 90 degree angles.
- Barn/Warehouse/Wood/Metal Flat Walls can snap to most Outer Walls & Caps at 90 degree angles.
- Floor Boards can accept railings, have floor snaps, and have improved support snaps.
- Speakers, the small generator, and the tiny High Tech Floor Lamp can now be put on tables
+ and other similar surfaces.
- Wasteland Workshop's Fusion Generator can sink into the ground a little bit.
- Vendor Stalls (the big ugly ones) can sink into the ground a bit to help prevent floating.
+ (Objects like stores cannot sink too far or the settlers will also sink into the ground.)
- Foundations can have floors and walls snap to them like normal floors.
+ This comes at the expense of possibly not being able to get them under large architecture
+ and a bit more patience is required to snap stuff...not much I can do about that.
- The "Don't Feed The Bears" and "Target Practice" signs can sink into the ground now.
- Cash Registers can snap to the tops of some "furniture" objects that items cannot
+ normally be placed on, such as store counter tops. When snapped these items can be
+ rotated with the Left/Right Mouse Buttons/Controller Triggers. This functionality will
+ be extended in the future to many decorative clutter-type items I plan on adding
+ to Decor -> Clutter, similar in manner to OCDecorator, if you are familiar with that mod.
+ The snaps will be added to shelves, some workstations I have planned, and other select
+ items where it is normally impossible to place things in workshop mode.
+ More info will be provided as I progress in this feature's implementation and figure out
+ work-a-rounds for certain technical limitations (game bugs), assuming it's possible.
+ Picket Fences can be put in water.
+ Contraptions and WR Box Cars have had their navmesh and snap-points reworked. Some Box Cars
++ can snap to the upper-sides of each other and floors now connect more appropriately to the
++ sides rather than top. Box Cars without supports have WR support column snaps on the bottom.
++ I will likely work on these more later, but it's much better than it was.
====
====
Vanilla Bug Fixes:
- Fixed a few minor issues related to scrapping certain items.
- Fixed Barn Outhouse icon? Again? Is it even fixable?
- Added missing snap-point to Wide Vault Support.
- Fixed, removed, or re-purposed more bad snaps on Vault pieces.
- Added Vault-Tec DLC crafting requirements to Vault Boy/Girl Statue.
- The two Xmas Trees now only appear in Decor -> Misc -> Household. This and the above change
+ prevents the practically empty Decor -> Vault menu from appearing before doing the Vault
+ 88 quest, which I think was Bethesda's original intention. (The Vault-Tec DLC was clearly
+ not finished. As far as I'm concerned the whole thing is a fucking disaster.)
====
====
Mod Bug Fixes:
- Navmeshed Vault-Tec Shipping Crate (clean variant) I was in too big a hurry and forgot, I guess.
- Navmeshed "Long Junk Fence Doorway".
- Added missing sinks to 2 Wood Pallets.
- Shack Outer Supports and Shack Wood Post Foundation snap to/from compatible objects correctly.
- Added "RobotNode" to store variant meshes for Automatron robots.
- Fixed support snap-point typos and missing properties on three Shack Outer Cap Doorways.
- Clean Vault-Tec Box Car and Shipping Crate now have the same conditions for building as the
+ rest of the Vault-Tec DLC structures (must complete quest or be inside Vault 88).
- Adjusted wall snaps on two junk fences to be closer.
- Added missing data to Hollowed-Out Rocks meshes and forms. These are more trouble makers.
- Removed sinks on most Greenhouse Walls so they place correctly.
+ Hopefully this is only temporary and I can figure out what the problem is.
- Added all the new snaps to "Metal Outer Wall Cap Corner" and changed its name from
+ "Shack" to "Metal"...I was unaware this thing existed.
+ Corrected misaligned snaps on Barn/Warehouse/Greenhouse Top Arch pieces. Consequently,
++ these pieces can now be stagger-snapped and used to chain together multiple wall pieces.
++ They can also be snapped to the top of flat Wood and Metal walls.
- Floor Panels stay snapped when moving what they are snapped to.
- Adjusted meshes of two Safety Posters so they don't sink into certain walls.
- Removed exterior only flag from all Floor Panels and gave them more appropriate sound effects.
- Walls can stack on crossbeams from either side/top and bottom.
- Select all works with support columns snapped to the bottom of architecture.
- Corrected outdated outer support and a few miscellaneous snaps on some prefabs.
====
====
Misc Mod Changes:
- Revised more build/scrap recipes, particularly for supports, beach fences, and metal architectural
+ items. (If you are wondering why I haven't added the Beach Fences as buildable objects,
+ it's because they have bad collision and I don't understand what to do about it yet.)
- Added new descriptions to items such as Guard Mats to help the player determine which way NPCs will face.
- Cardboard Box/Files build/scrap recipes are consistent with each other.
- Split the various sized rusted metal shelves scrap recipes to be consistent with the new buildable variants.
- Renamed most of the items that appear in the furniture/decor menus so they sort better
+ and players can more easily determine what build set and menu they originate from.
- Changed Rubber Guard Post Mats and Rubber Floor Panel sounds to the new one from Vault-Tec DLC.
- Lowered snap-point radius on some objects (again) like Shipping Crates and Shack Cinderblock Steps
+ so they might consider being more cooperative when snapping around lots of stuff.
- Forced Decor -> Misc -> Business icon to be the Espresso machine rather than a thing that
+ maybe shouldn't be in that category but doesn't fit anywhere else either.
- Vault Power Connectors radiate power at 750 units instead of 500.
- All applicable power connectors/pylons radiate power based on size (small 750, large 1000).
+ Previously only the free-place connectors and large pylons had their values increased.
+ (Bethesda's default power radiation is 500 for most of them regardless of size or purpose.)
- WR store cafe counter variants switched to unique meshes for the new clutter snaps and robot nodes.
- Some more items have been prefixed with words like "Vault", "Clean", "Undamaged", etc.
+ to differentiate them further from their ruined counterparts.
- Clean items appear at the end of most menus.
- Vault-Tec DLC Uranium rock scrap recipe sounds changed to the concrete sound effect from Wasteland Workshop.
- Adjusted attributes on all Foundations to accommodate new snap-points.
- Moved wood/concrete "foundation" snap-points on all architecture closer to help with
+ snap-overload issues. This required edits to lots of meshes. If you notice a piece snapping
+ to foundations incorrectly please let me know.
- Created stripped down Junk Fences with only sinks for no snap variants. Fences that require
+ navmesh, animate, or have other issues have not been included.
+ Added Z axis overrides to Wood/Metal walls that currently support it.
+ Removed overlap property and replaced it with override properties on objects that can support it.
+ Removed Vault-Tec DLC crafting requirements on new "Safety Sign" set since they have nothing
++ specific to do with vaults.
+ Lowered Wasteland Workshop's Fusion Generation Science requirement from 4 to 2.
+ Changed the Typewriter added by Vault-Tec to match the WR component yield.
+ Changed "and" in the name of many objects to "&" to save a little space on long titles.
- At some point over the past few updates Bethesda has changed how the game names objects in the
+ menu. This has allowed me to remove many now unnecessary FormList, but unfortunately
+ requires me to manually rename each object :( I think I got everything (yea right).
+ Thoroughly went through the mod form by form with FO4Edit and removed/reverted unnecessary stuff.
====
====
- Will the symbols save the changelog?
-
Version 0.4.1
- Patch Changes:
- DFEP Patch Removed from Beth.net (XBox)
- Inability to update due to PC version not being available.
It has been made an XBox "exclusive" which means nobody should use it.
It has known conflicts and dirty edits and the mod author doesn't care.
- Masterwork Architecture Project patch removed from Beth.net + Nexus
- MAP now uses script injection for its menu.
- Commonwealth Livestock patch updated on Beth.net (XBox) & Nexus
- To accommodate the new "Resources -> Workstations" menu.
Menu Changes:
New Menus:
- Decorations -> Misc -> Business
- Furniture -> Counters -> Cafe
- Resources -> Workstations
- Structures -> Barn -> Outhouse
Split Menus:
- Power -> Lights -> Ceiling/Floor/Table/Wall/Misc/Lights (Mods)
- Warehouse -> Walls -> Steel/Glass/Walls (Mods)
- Warehouse -> Roofs -> Wood/Glass/Misc/Roofs (Mods)
Renamed Menus:
- Decor - Misc -> Sports = Recreation
- Furniture -> Desks = Office
Moved Items:
- Small Barn, Outhouse, Greenhouse, Warehouse Doors = Structures -> Doors
(in addition to their original locations)
- 3x Wasteland Workshop Concrete Wall Powered Gates = Structures -> Concrete -> Walls
(in addition to their default location)
- Wasteland Workshop Shack Wall Powered Gate = Structures -> Wood -> Walls -> Flat
(in addition to its default location)
- All-File-Cabinets = Furniture -> Office
- Eatotronic = Decor -> Misc -> Business
- Ottoman (The useless one) = Decor -> Misc -> Household
- Basketball Hoop = Decor -> Misc -> Recreation
New Buildable Items:
- Decor -> Misc -> Business -> Mailbox
- Decor -> Misc -> Household -> (3x) Coffee Pot, Hot Plate, Coffee Tin
(temporary location, I have plans for adding all clutter-type decor to their own menu
and to give them additional snapping features)
- Decor -> Misc -> Trash Cans -> (2x) Trash Can (all metal can with and without lid)
- Decor -> Misc -> Vending Machines -> News Stand
- Decor -> Wall Decor -> Signs -> Sign ("Small Engine Repair")
- Furniture -> Couches & Benches -> Metal Bench/Short Bench
- Furniture -> Dressers -> Dresser (fixed variant of PlayerHouse_Ruin_ChangingTable01)
- Resources -> Farm Plots (9x Blasted Forest Dirt variants)
- Resources -> Planters -> Concrete Planter (1x rectangular)
- Resources -> Water -> Water Pump (variant with bucket)
- Structures -> Doors -> (Jail/Residential) Door (dark metal, jail cell, and 8x residential)
- Structures -> Misc -> Vehicles -> Car Engine
- Structures -> Misc -> Wall Boards (5x new variants)
- Structures -> Wood -> Misc -> Railings -> Shack Balcony Railing (Double sized variant)
Building Changes:
- Fixed two Greenhouse Walls not sinking correctly.
- Corrected two faulty support snaps on a Wood Prefab piece.
- Added the new snaps to Warehouse Half Wall and Corner Prefabs that I somehow COMPLETELY MISSIED.
- Added sinks to all weird angled Barn/Greenhouse/Warehouse Wall pieces. (Helps with the RED.)
- Wall snaps on Junk Fences moved closer to close gaps (by request). That's as good as it gets.
- Short Junk Fences sink almost all the way into the ground.
- Rearranged the snaps on Junk Fences and added new Floor/Ceiling snaps where possible.
The Junk Fences were the first thing I did, before I knew what I know, and they were terrible.
But...If you didn't like it before, you're still not going to like it.
- Dual wall stack snaps implemented on most walls (top and bottom).
- Most Wood/Metal/Barn/Greenhouse/Warehouse Walls can be stacked on top of each other. Due to size
differences and the constraints of using a universal 4x snaps per-wall system the alignment
is as good as it's going to get. I'm running out of snap-point allotment.
- Finally added all the new stuff to that Wood Corner Thing nobody uses.
- All Wood/Metal "Outer Wall" pieces sink like other walls.
- Added balcony snaps to the top of three flat-ended Metal Outer Corner pieces.
- Added Floor snaps to the ends and sides of Shack Bridges and adjusted their snap-points a bit.
- Finished implementing new Crossbeam snaps on all walls (that I'm going to add them to for now).
- Crossbeams are navmeshed, can be stacked side-by-side, snap to the ends of most floors & ceilings,
stairs can snap to them, and they snap to the tops of most flat walls.
- Crossbeams snap to support columns more precisely and are less prone to bad clipping.
Misc Changes:
- Fixed 4 HighTech Floor Lamps not appearing in the Lights menu.
- Reverted properties on Junk Fences to fix rug-glitch.
- Select all and rug-glitch problems caused by this mod are fixed. Many fixes have been applied to
the base game as well so more things work correctly, specifically from the Wood/Metal sets.
If there are no secret issues, I'll apply the fix to everything.
- Fixed up a ludicrous amount of buildable items' properties.
- Most items that should be able to be placed on tables, desks, etc. can be now.
(I was mistakenly using the wrong attribute, which I'm a little embarrassed about.)
- Finished Renaming Concrete, Barn, and Warehouse items.
- Changed many sounds to better reflect the item being built.
- Changed many more scrap/build recipes to be consistent with each other.
- Edited Far Harbor and Contraptions architecture recipes for consistency.
(Half walls cost half the material of full walls, etc.)
- Navmeshed the rest of the tile floor panels.
- Fixed sandbag menu icons. Apparently, the game refuses to load certain landscape texture
transforms, which is why the farm plot icons are the way they are as well.
- Prioritized and standardized all door recipes.
- Box Cars and most flat/outer walls can be placed in water now.
- Fixed a few Wood floors not stacking on top of other architecture correctly.
- Fixed up and added new features to a few non-architectural vanilla models.
- Added sinks to 4 garbage Picket Fence pieces I did not realize were craftable.
####################################################################################################
Vault-Tec Workshop
####################################################################################################
Duplicate Items Removed:
- All items in Workshop Rearranged that also appear in Vault-Tec Workshop have been converted into
scrap recipes in favor of the officially added items. All listed items are *exactly*
the same, as Bethesda has used the same technique to add them. Unfortunately (and obviously),
the Form IDs are different, which results in duplicate menu entries.
Any items you have built using WR that are in the following list will still appear in game and
function correctly, but in order to move them they must be scrapped and rebuilt. (You will,
of course, receive the amount of materials necessary to build the object in question.)
All previous changes, such as snapping and menu position, remain intact.
1. Desk (workshop_Vault_Desk_01_d81) The clean desk with a wood top and steel drawers.
2. Locker (workshop_Vault_Locker_01_d81) The white single locker.
3. Diner Booth (workshop_NpcBenchDinerIntBoothSit01WithTable_d81)
4. Diner Booth - Single (workshop_NpcBenchDinerIntBoothSingleSit01_d81)
5. 3x Cafe Tables (workshop_CafeTable0[1,2,3]_d81)
6. Toilet (workshop_Vault_Toilet_01_d81) The metal one.
7. Projector (workshop_FilmProjector_d81)
8. 20x Vault Crates (definitely not listing the forms.)
9. 7x Rubber Floor Mats (still definitely not listing the forms)
10. Bed (WorkshopNpcBedVaultLay02_d81) The one with sheets.
Bug Fixes:
- Fixed incorrect "Hamper" recipe requirement.
- Fixed incorrect Door scrap recipe.
- Fixed an alarming amount of broken scrap recipes, no point in notating them all.
- Added "WorkshopContainerKeyword" to "Dresser" (PlayerHouse_Dresser01)
- Added "WorkshopContainerKeyword" to 2x "Vault Trunk" (Loot_Trunk_DLC06Vault88[PreWar])
- Fixed menu icon on "Locker".
Items Moved to Different Menus*:
-Decorations:
- MISC:
- Business: Eatotronic, 2x Cafe Dispenser, The Sicilian Espresso Machine, Water Fountain
- Electronics: Holotape Player, Radio, Speaker, Jukebox, 3x TVs
- Electronics: 3x Console (in addition to their original location)
- Household: Hamper, Ottoman, Sink
- Household: 2x Xmas Tree (in addition to their original location)
- Recreation: Pommel Horse, Weight Bench
- Trash Cans: Ash Tray
- FURNITURE:
- Couches & Benches: 3x Bench, 2x Lounge Couch, 1x Couch
- Dressers: 2x Dresser
- Counters:
- Cafe: 3x Cafe Counters
- Kitchen: Kitchen Counter
- Office: 4x Filing Cabinets
- Shelves: Wet Bar (renamed to "Shelves")
- Stool: Stool
- POWER:
- Lights: Moved all to their respective sub-categories.
- RESOURCES:
- Water: Sink, Water Fountain
- Workstations: Barber Chair, Surgery Chair, Pommel Horse, Weight Bench
*Hopefully that's everything. If not, you get the idea.
Misc Changes:
- All furniture and decoration build/scrap recipes have been split apart and otherwise changed to
be in line with the rest of the mod.
- Renamed some items (for example, "Table" -> "Cafe Table", "Counter" -> "Cafe Counter").
- Changed many build sound effects to the appropriate ones. For example, rock scrapping now plays
the concrete sound from Wasteland Workshop rather than the grating metal sound.
- Added new poster sound effect to all "paper" posters added by WR.
- Added description to "Pommel Horse" and "Weight Bench" to make it clear settlers will use them.
- Added description to "Sink" and "Water Fountain" to make it clear they dispense clean water.
- "The Sicilian Espresso Machine" provides a small amount of happiness and cost a few gears and
screws to build to differentiate it from the broken variant.
- Changed skeleton and some corpse scrap recipes from WR to give specific bone misc objects rather
than the material "bone" to match the new scrap recipe for the Vault 88 skeleton. The WR scrap
recipe has been split apart into several in order to return bones relative to what is present
on the skeleton.
New Buildable Items:
NEW CLEAN VARIANTS:
- Decor -> Misc -> Business -> (2x) Cafe Dispenser
- Decor -> Misc -> Crates & Barrels -> (2x Cardboard Box)
- Decor -> Misc -> Electronics -> (2x) Radio (Diamond City & Radio Freedom)
- Decor -> Misc -> Household ->
Mirror/(Ceramic) Toilet/(3x) Towel Rack/Toilet Paper Dispenser/Toilet Paper Rack
Coffee [Pot,Tin]/Tea Kettle/Grill*/(2x) Lawn Flamingo*
- Furniture -> Appliances -> Blue Refrigerator/Blue Stove/Washer/Dryer
(I'll [try to] add the other colors later, I couldn't get it to work for the moment)
- Furniture -> Chairs -> Ottoman (variant that settlers will sit on)/Patio Chair*
- Furniture -> Couches & Benches -> Metal Bench
- Furniture -> Counters -> Cafe Counter (3x, 1x variant of each)
- Furniture -> Dressers -> (2x) Dresser (PlayerHouse_Dresser02, PlayerHouse_ChaingingTable01)
- Furniture -> Counters -> Kitchen -> Double Kitchen Counter
- Furniture -> Tables -> Patio Table*
- Resources -> Water -> Water Cooler
*Requires perk magazine.
OTHER ADDITIONS:
- Decor -> Misc -> Business -> Broken Sicilian Espresso Machine
- Decor -> Misc -> Household -> Sheets, (3x) Towel
- Furniture -> Office -> Desk Addition
(4x total, 2x for each dirty variant, all variants snap together to mix n' match)
- Stores -> All-Of-Them -> Cafe Counter (Cafe Counter variant of all stores)
- Structures -> Box Cars -> Blue -> Vault-Tec Box Car
- Structures -> Shipping Crates -> Small -> Vault-Tec Shipping Crate (clean variant)
- Patch Changes:
-
Version 0.4
- Changes That May Require User Intervention:
- Fixed a Plank that was sinking into floors and improved its snap points.
!May require re-placement!
Known Issues:
- Four of the new Junk Fence Icons do no appear correctly in the Workshop Menu
- Sandbag Wall Icons are also screwy.
New Buildables:
!Structures!
- Structures -> Misc -> Vehicles -> Blue/Green/Red/White Truck Trailer
4 variants of the Truck Trailer added by Wasteland Workshop
- Structures -> Box Cars -> Blue/Orange Box Car
2 full size Box Cars. Box Cars and Box Car Doors snap to them normally.
- Structures -> Wood -> Stairs -> Railing/Back Board
Snappable hand rail and a few boards to cover the back of the Shack Stairs
(made by request). The long rails can be used to chain together the small Shack Stairs.
I like this idea and will probably expand upon it in the future :)
- Structures -> Wood -> Walls -> Shack Half Wall
3 new horizontal shack walls. These are scaled mashups which is why they are a
bit skinnier than the other walls, but I think they're fine.
- Structures -> Wood -> Walls -> Shack Wall Filler Board
A few boards that snap to wall stack snap points. Only the one size for now.
!Furniture!
- Furniture -> Chairs -> Chair (NpcChairTheaterEnd01)
- Furniture -> Containers -> Ammo Box
- Furniture -> Containers -> Cash Register (not really new, recipe was missing a flag...)
- Furniture -> Dressers - > Dresser (Tall/Short Federalist Dressers)
!Decorations!
- Decor -> Misc -> Electronics -> Film Projector (add by request)
- Decor -> Misc -> Electronics -> Ham Radio
- Decor -> Misc -> Mortality -> Oxygen Tank (added by request)
- Decor -> Misc -> Mortality ->
Empty IVStand, IVStand - Blood Pack/Empty Blood Pack/Radaway (added by request)
- Decor -> Misc -> Crates & Barrels -> Files
Three variants of cardboard file boxes.
- Decor -> Misc -> Crates & Barrels -> Cardboard Box
Open and closed Vault Tec Vault Suit Boxes
- Decor -> Signs & Flags -> U.S Flag + Faction Flags (short, tall, waving versions)
The faction flag poles require belonging to that faction like the wall flags.
- Decor -> Wall Decorations -> Signs -> On The Air Sign
!Resources!
- Resources -> Farm Plots
18 Farm Plots - Large, Medium, Small, 1/2/3 Rows, 2 Skins (Dirt/Marsh)
More skins will be added soon.
!Defense!
- Defense -> Misc -> Flammable Fluid Storage Unit/Flammable Barrel
These explode like the ones in the world. Don't let your settlers die!
If you blow this up and it hurts a Settler be prepared for a fight.
- Defense -> Guard Posts ->
- 3 floor mat variants added. For a little variety and so the direction of the guard
can be more easily determined (the containers are always on the "Top Right").
- 5 chairs added. (Patio Chair requires the magazine perk.)
- 3 Cinderblock Wall variants added. These snap to the Cinderblock Walls in the fences
category (and shack wall/junk fences if you didn't know). Two of them have
nick-nacks so you can tell which direction the guard will face and don't sink
because the animations won't look right.
The third one is fancydancy and sinks into the ground.
- 2 Junk Fences added. One normal and one corner. They snap to whatever junk fences snap
to normally.
!If you guys like these and want more mashups give me some suggestions in the comments!
New Features:
- Navmenshed the top of all Box Cars added by Contraptions Workshop and added a few Balcony,
Floor, and support snaps so you can get up there. (This took much longer than I anticipated.)
- Decorative Step Ladders can sink into the ground.
- Backported dual door snaps to all Wood, Metal, and Junk Fence pieces.
Doors can face either way now.
- Backported wall dif snaps to all Wood/Metal Walls, Balcony Railings, Junk Fences,
and a few other things. Walls will always snap the correct direction now and stop
flipping around when trying to snap them to other things.
- Support snaps on Flat Walls replaced with Crossbeam snaps. This should alleviate the
snapping hell on the Barn/Warehouse Walls and allow for more complex building possibilities
in the future (but not yet, it still needs work). I am aware that in some circumstances
there is texture flashing/wrong clipping. Up to this point I've been keeping all the angles
and numbers in my head, but I don't think this is possible anymore (if it ever was).
There are just too many sizes and combinations of things that can attach to other things.
- Support snaps added to top posts of all Tall Junk Walls except the Hallway, which is at
maximum snapage.
- Balcony and Floor snaps added to the bottoms of both Cinderblock Stairs. Now you can
support them when they float and build out from them instead of up to them.
Misc Mod Changes:
- Added more RAM to my computer. I'm a little saner now.
- Cleaned the ESP with FO4Edit (Deleted a few ITMs & Harmless but unused forms)
- Removed a few unused models from BA2 archive.
- Renamed some forms for my benefit. This should not affect anything on your end.
- Renamed Decor -> Signs to Signs & Flags, even though flags are signs...right?
- For applicable menu categories I have added a "(Mods)" tag so other mods that add items to
that category will be more easily discovered. For example, if a mod adds a NEW
Poster in the NORMAL WAY it would appear in
- Decorations -> Posters -> Posters (Mods) -
This only applies to categories I have broken apart due to item overflow.
Currently includes: Decor -> Posters, Decor -> Misc, Wood -> Walls/Misc, Structures -> Misc.
- Split Posters menu further: Posters -> Backlit/Lamplit/Standard/Posters (Mods)
- Added menu Resources -> Farm Plots
- Resized/repaired many Workshop menu icons. Except Sandbags.
Sandbags will never fit better and I hate them.
- Added descriptions to free place Wall Support Triangles and Support Columns.
- Moved free place Support Columns to the end of supports menu.
- Adjusted more build/scrap recipes.
- Modified/added descriptions for some recipes.
- Prioritized more recipes for better sorting in the menu.
- Added descriptions to Floor Panel recipes (Carpet, Tile, Rubber floor covers)
- Adjusted some wall properties to allow placement in water.
- Adjusted properties on all Planks for better placement.
- Restricted placement of Grave Stones to dirt because their models are weird and I don't
know what to do about it.
- Modified properties on Shack Stairs so they might start cooperating.
- Increased snap point radius of the short Shack Stairs (ShackStairs02).
They will snap better now, at the cost of less precise placement. As if they could be
precisely placed anyhow.
Vanilla/DLC Bug Fixes:
- Fixed corrupted navmesh on 2 Contraptions Box Cars.
Mod Bug Fixes:
- Fixed a few wack recipes.
- Reverted Junk Fences menu. I don't know what the problem was and gave up.
- Fixed Posters menu. Mod added posters should appear properly now.
- Added missing quarter floor Carpet recipe (HOW DID THIS HAPPEN?)
- Added quarter floor panel snaps to applicable metal and wood Outer Corners.
- Fixed materials on some floor coverings. I think this is a Creation Kit bug.
- Fixed Floor Panel snaps (hopefully all of them this time).
- Fixed material on Concrete Foundation - Stone 1.
- Fixed collision on a vertical shack half wall so signs will place properly.
- Adjusted Shack Free Bridge to stop sinking into floors and improved its snap points.
- Fixed Cash Register not appearing in Containers menu.
- Fixed some snap point typos (mostly for supports).
- Fixed bad Support snaps on Barn/Warehouse full Floors.
- Fixed bottom Support texture flickering on Shack Upper Floor.
- Took another shot at fixing texture flickering on Shack Balcony Double Railing.
- Had to remove some snaps from the large shack corner prefab due to engine limit.
- Changes That May Require User Intervention:
-
Version 0.3
- XBox One version uploaded.
Nexus version uploaded.
Screenshot gallery: http://imgur.com/a/5DASh
New Buildables:
- Furniture -> Counters -> Wood/Decorative Wood
- Structures -> Misc -> Vehicles - > Flatbed Trailer/Truck Ramp/Crane/Forklift
- Structures -> Metal -> Misc -> Metal Sheets
These are navmeshed and function just like Floor Boards.
- Decorations -> Misc -> Sports -> Racked Pool Balls
New Features:
- Added tiered wall snaps to full size Barn/Warehouse walls.
- Added support snaps and tiered wall snaps to Barn/Warehouse prefab Corners.
- Added support snaps to Barn/Warehouse roofs where possible.
- Added support snaps to Barn complete prefab. Engine limited to 6.
- Added support snaps to Warehouse complete prefab. Engine limited to 8.
- Added support snaps to two outhouses.
- Added balcony snaps to outhouses.
- Added Support snaps to the top corners of Barn Roof Platforms.
- Added Floor snap(s) to Barn Roof Platforms.
Bug Fixes:
- Minor typos corrected.
- Misc consistency improvements for menus and recipes.
- Misc corrections to order, priority, and appearance of menu items.
- Misc bad vanilla snaps corrected.
- "Diner Counter - Thin Round Corner" rotation improved.
If you have placed this object you will need to reposition it as the model orientation has changed.
- Rubber half floor coverings now do the right thing.
- Corrected properties of Shipping Crates.
- Description added to Floor Boards that do not snap.
- Large Metal Wall Support material corrected.
- Corrected flickering texture on Warehouse double "balcony" railing.
- Improved Locker snaps.
- Improved support snapping.
- XBox One version uploaded.
-
Version 0.2
- Fixed Warehouse floors in menu
- Added missing support snaps to Greenhouse half walls
- Added sinking to Shack Outer Walls
-
Version 0.1
- Initial upload to Bethesda.net for PC
-
- Author's activity
-
December 2018
-
23 Dec 2018, 7:10PM | Action by: d81
File added
Workshop Rearranged - Vanilla Resources [version 0.6.13]
May 2018
-
30 May 2018, 3:54AM | Action by: d81
Mod edited
Workshop Rearranged Patches and Compatibility
-
29 May 2018, 11:54PM | Action by: d81
Changelog added
Change log added for version 0.6.13
-
29 May 2018, 11:49PM | Action by: d81
File added
Workshop Rearranged Patch Pack
-
29 May 2018, 11:43PM | Action by: d81
File added
Workshop Rearranged
-
01 May 2018, 4:04AM | Action by: d81
Changelog added
Change log added for version 0.6.12
-
01 May 2018, 4:03AM | Action by: d81
File added
Workshop Rearranged Patch Pack
-
01 May 2018, 4:01AM | Action by: d81
File added
Workshop Rearranged
April 2018
-
29 Apr 2018, 4:25PM | Action by: d81
Mod edited
Workshop Rearranged Patches and Compatibility
-
29 Apr 2018, 4:36AM | Action by: d81
Permission change
Author changed their file credits.
-
10 Apr 2018, 4:01PM | Action by: d81
Mod image added
-
10 Apr 2018, 4:00PM | Action by: d81
Primary image changed
-
10 Apr 2018, 4:00PM | Action by: d81
Primary image changed
-
10 Apr 2018, 3:59PM | Action by: d81
Mod image added
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10 Apr 2018, 3:56PM | Action by: d81
Mod image added
March 2018
-
20 Mar 2018, 3:13AM | Action by: d81
Mod edited
Workshop Rearranged Patches and Compatibility
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20 Mar 2018, 3:10AM | Action by: d81
Mod edited
Important Workshop Rearranged Changes
-
20 Mar 2018, 3:09AM | Action by: d81
Changelog added
Change log added for version 0.6.11
-
20 Mar 2018, 3:06AM | Action by: d81
Attribute change
File 'Workshop Rearranged - Videos of the Wasteland 2.0 Patch' category changed.
-
20 Mar 2018, 3:06AM | Action by: d81
Attribute change
File 'Workshop Rearranged - Vault 88 More Rooms Patch' category changed.
-
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