the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Suggestion Ability to rearrange our workshop crafting menus

kiradiki65

New Member
Messages
26
If possible, it would be a great idea to add the ability to reorganize our workshop crafting menus. It can be made compatible to list any mod in your load order only if it adds its own crafting menu to the workshop. The option can be listed under Workshop Framework's MCM menu so that way it will be easier to manage.

For example I have homemaker, settlement markers, creative clutter and a bunch of other crafting mods that show up on the main menu. The game puts crafting mods in a random order and it is kinda weird. If I could reorder them on the fly to my liking it would make the workshop easier to use for both players and modders I assume.
 
Something like this would be incredible. It takes a toll on creativity to scroll through all the damn menus. How about a 'bookmark' feature as a menu item that creates copies of each entry-address, or just a keyword assignment? It would get around the problem of rearrangement of the entire menu (which would be undone by some mods + probably the mod manager itself and load order mechanics).

When on top of an entry > hotkey copy > go to 'bookmarks' > hotkey add (can even be the same key) > MessageBox: "Add Memory Lounger to bookmarks?"

For controller, both joystick [press] controls are vacant when in workshop iirc.

Some xEdit work would likely be necessary.
 
How about a 'bookmark' feature as a menu item that creates copies of each entry-address, or just a keyword assignment?
This is not possible with vanilla methods. Even with F4SE, keywords can not be added or removed from forms other than ObjectReferences (objects that physically exist in the game) at runtime.
 
Alright. Can Forms or FormIDs be assigned to variables though? Or collected to FormLists? A reverse approach.
 
Last edited:
Can Forms or FormIDs be assigned to variables though? Or collected to FormLists?
Yes, but that will not help in this situation.

The workshop menu is basically a tree of keywords that link to the corresponding constructable object form. Without the ability to change the workshop menu filter keyword on the constructable object form, you can not change the workshop menu at run time.

You could, in theory, change the workshop menu to be a collection of form lists, but it would be incompatible with any mod that adds an object to the workshop menu.
 
Top