About this mod
Blinding Fast Settlement Workshop Menu Loading in Next-Gen. Warning: Extreme Speed.
You won't have time to get a coffee anymore when opening the workshop menu while using this plugin!
- Requirements
- Permissions and credits
- Changelogs
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In the immortal words of Todd Howard, I am happy to say "it just works" now.
The only Workshop Menu speed-up plugin endorsed by Cooper Howard and certified by Vault-Tec.

Results Guaranteed, or you might be eligible for a partial reimbursement for the original purchase price of this plugin.*
*Terms and conditions apply. Vault-Tec and subsidiary eventHandler are not liable for any user error, product defect, or misleading advertisement. All complaints will be processed beginning Q1 2078 and subject to recognized federal guidelines or shareholder prerogative in the absence of governmental entities. This product contains lead, Strontium-90 for freshness, and Uranium-237 for that patented healthy glow.
Some users report speed-up from as long as 1 minute for the workshop menu to open without this plugin (in Next-Gen), to 2-5 seconds with this plugin. Opening the workshop menu with this plugin and without any settlement mods should be instantaneous for everyone, and only take 2-5 seconds even with a large number of mods now.
On my own game testing with many settlement mods, it went from 9 seconds to 3 seconds (rounded up) to open the settlement workshop menu. For reference, I currently have 13,784 settlement items that match for the menu, which is out of 31,635 total constructible type objects in my game.
By comparison, the game without mods (but with all dlc) has 752 settlement items out of 4,882 total constructible type objects. Without this fix, it takes forever to open the menu. And I didn't even have OCDecorator or the Snap'n Build mods installed when I started working on this plugin, because it was taking too long already. Now I can add both of those, and many more mods, and the delay doesn't really seem to noticeable increase.
And even 2-5 seconds still is longer than ideal, but that's at least 3x faster than before (and upwards of 10x improvement according to some user reported times). But I will most likely keep looking for ways to reduce it further.

When unlocking anything in-game to be buildable at a settlement, i.e. while doing the Sim Settlements 2 quest or finding a magazine etc, you must save your game in order to trigger this plugin into adding the new unlocks into the list for the workshop menu. I don't know how to detect when things are unlocked, but I can detect when a save is a made and use that check for whether anything new has been unlocked. Otherwise I would have to check every time you open the workshop, and that would add a little more delay every time, so this seems like the better alternative. It can be an issue in survival mode, but for that I recommend any mod that lets you re-enable saving and you can just decide for yourself how restrictive you want to be with saving, or else you'll have to do something that forces an auto-save if you want to start using that newly unlocked thing in your workshop.

This plugin requires version 1.10.984 of the game and F4SE version 0.7.2+.
This plugin is only for Fallout 4 Next-Gen versions (1.10.984).
For last-gen versions of the game (1.10.163), use the original plugin by Reg2k at https://www.nexusmods.com/fallout4/mods/35382

This Next-Gen version source can be found at https://github.com/derossm/faster_workshop_ng
The original Faster Workshop by Reg2k can be found at https://github.com/reg2k/fo4-faster-workshop
And Reg2k's RVA library for signature matching can be found at https://github.com/reg2k/rva

This plugin is designed specifically not to load with last-gen versions of the game, because I don't want to replace the original plugin for builds where it works. I originally wrote this plugin to work with both, but decided to comment out that code out of respect for the work Reg2k put into making the original plugin.
This plugin was inspired by the original Faster Workshop GitHub project by Reg2k, but rewritten to work with NG using a much simpler approach. As such, my improvements only optimize the COBJ filtering at the moment. I may consider more ways to improve, but I have already spent a month reverse engineering the NG code to get to this first release. And then a week getting from 2.0, to 2.1 where I switched from CommonLibF4 to standard F4SE, and then finally to the working 2.2 and beyond builds of the plugin; thanks to everyone who stuck around during that first week and kept trying my fixes and providing feedback.
A portion of the DP generated by this plugin is allocated to Reg2k in recognition of the inspiration I drew from his original plugin and in solidarity for how hard it is to reverse engineer Bethesda code.
Thank you to user vipasoft for the current banner.