Workshop Framework
A framework for opening settlement systems for community editing.
About this mod Machine translation
A framework for opening settlement systems for community editing.
TLDR: The Workshop Framework attempts to open up the settlement system in a way that many modders can contribute (not just coders! There's a lot even the greenest modder can take advantage of). It has immediate benefits for players, as detailed in "Player-focused features" below.
If you use an unofficial patch - make sure the Workshop frame is after it in your load order.
Chinese patch address:
Player-focused features:
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Faster and more stable workshop scripts
Settlement import/export system
Automatic opening/closing of doors in and out of workshop mode
Automatic pit area menu protection
Fixed Pipboy data screen issue
Fix "Glasses Island" problem
No DLC required
New options available via MCM/Holotapes
Automatically assign controls
Adjust the maximum amount of food that defensive settlers can operate
Adjust base robot happiness (remove penalties if you want)
Have bots not count towards your maximum population
There's more!
Mod author-focused features:
Rewritten workshop scripts - faster and more open.
Fully backwards compatible* - no property names or function signatures have been changed.
Adjust any shop value on the fly - no more hard-coded variables.
Simple API that provides advanced functionality for those who can only write a small amount of code (e.g., dynamic placement of workshop items with just a few lines of code, like Sim Settlements).
50+ new workshop values that you can apply to workshop items to create new, more interesting rewards for players.
Add your own shop values for production and consumption with just one line of code.
High capacity, easily expandable stringing system.
The new container system routes production to more than just workshop containers.
Unload safety injection to change workshop production, settling tanks, etc.
Automatic workshop menu protection means there is no longer a need to unload chemicals from workshop mods.
The settlement layout import/export system is extensible and code-driven for powerful automated settlement construction.
The UIManager system provides simple access to complex UI interactions, such as selecting player options using the barter menu.
Easy-to-use script for complex shop floor projects such as display racks, cluttered surfaces and supplier inventory displays.
HUDFramework abstraction layer that handles automatic detection, throttling, and communication so you can include HUDFramework calls throughout your code without worrying about whether the player has it installed.
Includes new easy-to-use schedule system!
Completely open source and community driven.
- Any other mod that changes the workshop script will break this and may be incompatible. The exception is the unofficial patch, which should be placed in the load order so that other script changes made by the workshop framework will overwrite the UFO4P version.
Script coverage:
The optional file "Workshop Framework Script Override" will allow you to fix unexpected issues with other mods, including updated Workshop Script versions of the Workshop Framework. (Including vanilla scripts is a common problem for new mod authors, as the Creation Kit automatically includes many vanilla files when packaging the mod for upload).
When you load into a game using Workshop Framework 2.2.2 or higher, it will test your workshop scripts to see if any scripts override their version, and if so, it will recommend this file to you as a potential solution.
The esp file itself is empty, just to ensure you can load its ba2 file, which has 4 extra copies of the main workshop script. If you use this file, it should always be the last file in the load order!
- WSFW detects when a workshop script is overwritten by another mod. If this happens to you, you can place this optional file at the very bottom of the load order to ensure you have the correct workshop script! *
(This file will only be updated when necessary)
The body has been packaged.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.