1.73 for PC is out and compatible with Fallout 4 1.7.9 or greater.

Will not be made available for console.

Thanks to Keetzs for helping fix the CTD issue.

This is the final version of Homemaker, no further development will occur.

Upgrading from 1.55.1 to version 1.6 or greater:

Upgrading from 1.50 or greater to version 1.54 or greater:

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Ever feel your settlements were a bit "lacking?" Want something to help spice up your shack? Homemaker is here to help!

Homemaker is a mod that greatly expands on the vanilla crafting system for settlements, and adds over 1000 new, fully-balanced objects to craft, ranging from cars, to refrigerators to working street lights and everywhere in between! The mod also features a new Institute build set, with placeable snapping walls, floors, stairways and more! Whether you're a mad scientist, longing for the good ol' days, just trying to scratch out a new living in the wastes, or a sadistic raider, Homemaker has something for you!



Update News: 1.7 fixes yet more Navmeshing issues, hopefully for good this time! The vast majority of items should be navmeshed now, but if you run into any issues or items that are missing a navmesh, let me know so I can fix them.





Here are a few examples of what the mod adds:

7 New Build Sets - Urban Brick Buildings, Coastal Pier Shacks, Institute Houses, Greenhouses, Bunkers, Diners and Warehouses! All sets are as navmeshed as I could possibly make them and should work with NPC's , with the exception of a couple Bunker doors. The brick building set has some known issues, all of which are marked in the items description, but it should be fixed next release.



Large prefab buildings, such as Covenant Houses, Radio Towers, and lighthouses, to help give a bit more flavor to your settlements!



An overhaul of many of the vanilla categories to make many objects easier to find. The category imprint of this mod is much lighter now.

Hundreds of new decorative objects, ranging from cars, to trees, to coffee machines and much, much more! Now includes Institute monitors and other wall-mounted objects

New farmable crops - Silt Beans and Tarberries, and working planters like the kind found at Greygarden or Vault 81.





New Beds, Chairs, Toilets, Showers, Counters and other household objects, from both pre- and post-war! The beds also all count to your settlements bed total, and yes, bunk beds and double beds count as two separate beds.



Tons of new usable lights ranging from candles, table lamps, fluorescent lights, fire barrels, lanterns, and even working streetlights! All electric lights use passive power like the other non-connectable vanilla lights.



Tons of new fences and misc barriers that can be used in your settlements, including chainlink fences, covenant walls, BoS style military barriers, Gunner barricades, and many more!

Many, Many other new buildable objects. Try it and see for yourself! The vast majority of objects have proper icon scaling and balanced recipes, and those that don't will be getting it soon!

Install Instructions:



Three Build Set Disablers - Disable bunkers, greenhouses or both. Use only one esp at a time.

Streetlights use passive Power

Unlocked Institute Items - use if you want to have institute items unlock before completing Institutionalized.

Load order:

The recommended load order for the mod is as follows:

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The three separate patches make no edits to each other so they are fully compatible to be used together.

Update Information:

For versions 1.50 higher there should be no incompatibilities with anything because there is now a single menu added with a script.



Known Issues:

The Institute monitors (with the CCTV Screens) in the Decorative/Misc/Electronics section will flash rapidly upon selection. People who are sensitive to sudden flashing lights should avoid these objects for now; luckily they are at the end of the section.

Any items the CK allows to have a Navmesh, has one. If an item cannot have a navmesh then it requires a collision mesh and those are not added. (fix in progress)

The Institute Consoles and Wall monitor have issues with clipping through walls due to their size, and will jut out the back. This is only cosmetic, and is not entirely aesthetically unpleasing (see my exterior house screenshot for an example). In addition, the larger wall mounted consoles tend to move right up to the front of the camera when they are placed, so when placing them try and get as close to the wall as possible. I've found placing them once and then picking them back up makes them slightly less spastic.

For generators, wires do not tend to neatly attach themselves to the connect points, but this is due to them not having those fancy mini transformer towers the vanilla meshes have. They will come in time.

Many of the smaller lights (desk lights, table lights) are movable static objects, and will fall over if you bump them. This sounds nice, but the workshop placement engine is not capable of righting them again, and they are unable to be picked back up once knocked over by holding "e". I found a potential fix which allows them to be picked up and carried at the expense of being unscrappable. I will keep trying to get find an ideal fix for this issue.

Some of the lights models are permanently set to look either "off" or "on", or will vary between the two seemingly at random. This is an issue with how Bethesda decided to categorize light models, and should be fixable with the GECK. In the meantime, I was able to fix things by saving and reloading.

Here are some solutions that have been found to some of the more common issues people have been having with the mod:

Crashing when selecting a category - usually this happens on the Institute structures category, but can happen anywhere objects with altered models are stored. It is typically caused by a missing mesh, which either means your INI isn't set up properly, or the folders didn't copy over correctly. See this link for more instructions on how to set up your INI file. If that doesn't fix the issue, try re-copying the meshes folder from the Homemaker zip file into your Fallout 4\Data folder, and overwrite when prompted. Also try reinstalling the mod in NMM if you used that to install.

INI in Data folder - It has been reported that some people have been having an INI in their data folder with the latest patch that is causing crashes with the mod. If you are experiencing crashes and find you have one, try renaming or moving it out of the folder and see if that helps fix your crashes.

Missing Institute items - Unless coupled with the missing categories issue, this is not necessarily a bug, more of a misunderstanding. The Institute items and build sets only unlock while you are a member of the Institute, and you will lose access if you are no longer a member of the faction. To gain access to the items without being a member, use the Unlocked Institute Objects patch in the files section, or type "player.addtofaction 5E558 1" (no quotes) in the console (~) to add yourself to the Institute faction. Type "player.removefromfaction 5E558" to remove yourself from it when done.

Mod/Mods do not load after game update - Bethesda forgot to remove the beta patches' mod restriction from the latest update, making it so the launcher automatically deactivates all mods when it starts. You can work around this by keeping NMM or another mod manager up while the game is launched, and re-activating the mods you want to use while the launcher is still open. EDIT - NMM's latest update contains a workaround for this issue, and I think FO4MM was also able to fix it. Make sure you're using the latest version of these tools (whichever your preference)

Translations

Thanks to everyone who helped translate the mod so far! Some versions may be out of date, and I have not had a chance to inspect each one, so use at your own risk!

My Other Mods

Recommended Mods:

Changelog

A more complete changelog is available in the changelog section of the nexus page.



V1.7 Fixed or Added Navmeshing to a great many items; foot paths, electrical tower, the warehouse set, the Junk Wall Hallway, Shipping Containers and Crates, Jail Cells, Foot Bridge, Security Gate Fencing, Institute Partition Doorway, and probably some others i'm forgetting.

V1.61 Fixed Complete version plugin to actually reflect the complete version, accidentally uploaded the No Redundants version by mistake

V1.6 Added navemeshing to BoS Fences, Pier, Greenhouse and Warehouse Doorways and several miscellaneous models. Changed properties of BoS Fences to help with snappability.

V1.55.1 Added Hotfix to Bethesda Archive since nobody was downloading the Hotfix. No content changes.

V1.54 Removed chems for changing settings. Added Homemaker Holotape. If upgrading, craft one at a chem station.

V1.53 "The Other Version" that has some items removed is now an optional download.

V1.52.2 Streetlights Use Passive Power will now install for both versions again.

V1.52.1 Added Lights that were reported missing from the some duplicates removed version. Also added a Street Lights Menu and elimnated two duplicate lights. (Yes exact same FormID don't ask please.)

V1.52 Added Multi Menu support. Craft in game chem for Multi Menu support to add menus throughout the vanilla menus instead of one single menu.

V1.51 Renamed menu to Power so people can more easily find Lights and Generators. Removed confusing Navemesh descriptions.

V1.50 Removes some duplicate items. Homemaker now has separate scripted menu. Be sure to use uninstall chem prior to uninstalling.

V1.41 Adds navmeshing by Ethreon and updated meshes by ccmads. For details on the changes see the ccmads changelog.txt provided with the download.

V1.40 Retains menu structure from previous versions in addition to changes from 1.38. Only compatible with Fallout 4 1.7.9.

V1.39 Retains menu structure from previous versions in addition to changes from 1.37.

V1.38 This is preemptive update for Nuka-World as to prevent (hopefully) the need for another patch. Only compatible with Fallout 4 1.7.9.

V1.37 Adds lights menu Fix. Does not contain other improvements.

V1.36 This is a quickfix for the Vault-Tec DLC and does not contain other improvements.

V1.35 Fix for Far Harbor. Does not contain other improvements.

V1.34 Small fix for compatibility for WW. Avoid using SK v0.8 by Stuyk due to menu loss!! Does not contain other improvements.

V1.33 - Bugfixes, fixed wonky meshes, added retaining wall set. Full changelog here.

V1.32 - Polish update, adds snapoints to many fences, redoes some build sets. Full Changelog available here.

V1.31a-d Hotfixes for missing files

V1.31 - Bug fixes, door adjustments

V1.3 - New build sets, counters, and more, snap points added to most doors, doorway navmeshes fixed, etc

V1.23 - Fixes for multi-story walls, fixes for snap-points on covenant fences, more statues, additions to missing objects.

V1.22 - Multi-story walls, many long term bug fixes

V1.21 - Expanded institute build set slightly, added wall mounted institute consoles and several other files, added in missing pre-war player house objects, dozens of bugfixes, including a missing category from 1.2

V1.2 - Massive content expansion, new institute build set added, category overhaul, 100's of new objects added. Navmesh bug fixed for Covenant Gate and a few other items.

V1.13 - Minor recipe and item fixes, added missing changing table, vanilla disabled raider tents and new wood barrel container. Made mod-added desks act as surfaces.

V1.12 - Re-coded entire plugin using FO4Edit only, added BoS Barriers and custom categories for new fences, fixed icon scaling for most items and rebalanced the majority of the recipes.

V1.11 - Small Bugfixes and tweaks, added missing bed and rebalanced streetlight recipe.

V1.1 - Added lights, walls, barriers, toilets, showers, and lots of misc stuff. Fixed bug preventing small objects from being stacked. Fixed the beds not assignable bug (hopefully)

V1.0 - Initial Release

Credits

No menus were altered, so you should be able to install without any problems. If you find you are missing any menus, try the following: Port back to Homemaker 1.55.1, and run the Homemaker settings holotape. Uninstall the menus, then save and exit the game. Install the new version of Homemaker and the menus should reinstall themselves.Leave 1.50 or greater installed and craft an uninstall chem. After using the chem make a new save game. Uninstall your previous version then install 1.55.1. Use the new Homemaker Holotape to uninstall or restore the menus to fit your personal preference. If you used Homemaker 1.50 or greater you may need to craft the Holotape at a chem station.This section is currently being overhauled, as with the introduction of a scripted menu based system, Homemaker no longer overwrites vanilla categories.Download using Vortex, Mod Organizer 2, or NMM and follow the included installer to select which compatibility patches or optional patches you want to useWhen installing manually, ensure your INI is configured to allow archive invalidation, then extract the Data folder of the mod to your own data folder, overwriting if prompted. Then select any patches you may want to use from the Patches folder. The patches currently are:The patches currently are:Fallout4.esmHomemaker.esmHomemaker - DisablersHomemaker - Unlocked Institute ObjectsHomemaker - Streetlights Use Passive PowerOther ModsFor versions 1.50 higher you will have a Bethesda archive or BA2 file. Loose files are not included.Currently, there is no special requirements for updating, just drop the new version in and you're good to go!If you do find any incompatibilities, please let me know so I can attempt to address them!Jayrun - for adding snap points and corners to the covenant fences, vault catwalks, retaining walls and other modelsDD3Productions for helping with category ideas and allowing me to port one of his meshes for the glass floor.Wax2k for helping with bug reportsEni819 for helping with the file list and moral supportMcface for testingStuykGaming for adding categories to help accommodate homemaker to SK (v0.8 no longer available)Batlham for helping with SK portUnforbidable for his Darker Nights mod I used for the night screenshots of street lightsDaytonaNZ for helping me fix an activate text bugDraco856 for helping me get Simple Intersection working (check out his mod here Arthancourt for helping catch a lot of naming mistakes, as well as making the French translationEthreon for navmeshing and helping with community managementccmads for updating various meshesSharlikran for helping with community management and tons of other stuffDarthWayne for scripting with the menus