Inner Workings – Federal Interior Space Completion Plug-in Pack
Adds more unmarked interior areas to the game.
Screenshots 8 screenshots
About this mod Machine translation
Adds more unmarked interior areas to the game.
Prerequisite: Far Harbor, Nuclear World, Automation Workshop DLC
Chinese address:
The packaged main body and the compatible patch of the unofficial patch (UOF4P) are uploaded together, and you can choose to install it according to your own situation.
This is a small project where we (original authors payl0ad and BabyBearington, the same below) started to learn how to use Creation Kit to build places. We turned it into a small mod that added doors to the previously wooden house, leading to the new interior cells.
Far Harbor, Automated Workshop and Nuka World DLC are required!
This mod adds the following:
Decay Manor - Located in Covenant Village, between Taffington Boathouse and Tucker Memorial Bridge
Boston Tea Room - Next to Shawan Sanatorium
Brooklyn Building Service Room - Near the super mutant-occupied area outside Diamond City, near Fins Plaza
Beach House - near Nahan Church and Croup Manor
Charter Inn - Near USS Constitution, South of Bunker Hill
Massachusetts Highway Service Area - Massachusetts Highway West Tunnel Exit
Quincy Station Service Area - Below Quincy Station
Colonial Manor - Near Salem Church
Fairland Mountain Bunker - One of the empty houses in Fairland Mountain Estate
Quincy Supermarket - in the Quincy parking lot
Malden Clinic - a wooden house on the northern edge of Malden
Naked Harbor - One of the houses near the pond in the southwest area of Far Harbor
Listening Post T-B - A hidden bunker near the Natick Energy Station
Newcastle United - A house in the American nuclear town, close to the market
Room 303 - an apartment building near Trinity Towers
The Predator Newsroom - Behind the Boston Bugle Building
Shelter 1016 - a house near the Jamaica Plain neighborhood
Additionally, this mod adds:
Two repainted technician jumpsuits
A unique set of t-shirts and jeans
some souvenirs
A specially named firearm
compatibility:
Everything is cleaned by hand using FO4Edit. No unnecessary coverage. The cells have been checked for a reasonable amount of draw calls, and PreVis has been used where useful. None of the original statics were moved, and all precomposed meshes remained unchanged. We just copy the cells to place some objects. If the homes we touch remain in place, our cell coverage can be safely covered.
When in doubt, cover InsideJobs.esp - our world space editors are the only source of conflict as we don't cover anything. Mods like Boston FPS Fix, F4FI FPS Fix or A Forest want to load after Inside Jobs.
The Files section provides optional patches for minor conflicts with unofficial Fallout 4 patches, integration with the damn Apocalyse loot module, and VIS-G sorting tags.
For interactive support, visit #bearington-labs on the GreslinGames Discord server.
Compatible (as of 3.11):
Beantown Interiors Project (uses their hologram tape as a compatibility option)
Plenty'o'exploration
Stumbleupon Interior Design
NEST survival bunker
wild wasteland
salem extension
Hainan
The glowing sea unfolds
Atomic world
FAQ:
Q: Are there any enemies?
A: Even if there is, we won't tell you. Would ruin the surprise.
Q: How much loot is there in these places?
A: We are survival mode fans and try to avoid placing too much. The cells have a lot of crappy junk items, some random loot containers, but very little valuable loot. All fusion generators provide a partially depleted magnetic core. There is almost no adhesive or ammo. Perfectly integrated with Horizon and FROST.
Q: How is the picture performance?
A: Using a lot of dynamic lighting comes at a cost. All cells should run perfectly fine on recommended hardware (GTX 970) with shadow quality (launcher) set to "Medium" or iShadowMapResolution=2048, in Fallout4Prefs.ini (both do the exact same thing). I got slightly below 60 on a complex cell with "high" (iShadowMapResolution=4096) shadows on a GTX 980. All screenshots are on "Medium" (2048) shade.
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.