File information

Last updated

Original upload

Created by

payl0ad - BabyBearington

Uploaded by


Virus scan

Safe to use

About this mod

Adds more unmarked interior locations to the game.

Permissions and credits
  • German
This is a little project we (payl0ad & BabyBearington) started to learn how to build places with the Creation Kit. We've turned it into a small mod that adds doors to previously boarded up houses, which lead to small interior cells.


The mod adds the following interiors:
  • Rotting Manor (between Covenant, Taffington Boat House and Tucker Memorial Bridge)
  • The Boston Tea Parlor (right next to Sandy Coves Convalescent Home)
  • Brookline Building Service Room (the Fens, close to Fens Square in the building the super mutants defend against DC security)
  • Beach House (near Nahant Chapel and Croup Manor)
  • The Constitution Inn (at the southern footing of Bunker Hill, close to the USS Constitution)
  • Mass Pike Service Room (at the western Mass Pike tunnel exit)
  • Quincy Station Service Room (below Quincy Station)
  • Colonial Manor (next to the church in Salem)
  • Fairline Hill Bunker (in one of the empty houses at Fairline Hill Estates)
  • Quincy Super-Duper Mart (the parking garage in Quincy)
  • Malden Medical Office (a wooden house at the northern border of Malden)
  • Bare Harbor (one of the bigger houses next to the pond in South West Harbor)

Furthermore, the mod adds:
  • A reskinned Mechanic Jumpsuit
  • several location-specific souvenirs
  • A named unique gun


For compatibility reasons, we chose locations of our interiors based on what other similar mods already touch. That's why there is nothing in Concord or Lexington for example, those "belong" to Beantown Interiors and Lexington Interiors.

All items added by Inside Jobs use either standard Instance Naming Rules or include standard VIS sorting tags. The file contains an optional sorting patch for Horizon.

The file size got a little bigger than expected because both the Quincy Super Duper Mart and Bare Harbor are huge performance hogs and we generated precombines for them. They're also using Occlusion Planes to maintain somewhat stable frame rates. If it runs like garbage on your rig, lower shadow map resolution and shadow draw distance. Inside Jobs uses lots of dynamic lighting, similar to ELFX.

Everything is hand-cleaned with FO4Edit. No unnecessary overrides. Cells have been checked for reasonable amounts of draw calls. No vanilla statics have been moved, all precombined meshes remain intact. We only copy cells to place a few objects. Our cell overrides can be safely overridden if the houses that we touch stay where they are.

Compatible with:

  • Beantown Interiors Project (use its holotape for the compatibility option)
  • Plenty'o'exploration
  • Stumbleupon Interiors
  • NEST Survival Bunkers
  • The Wild Wasteland
  • Salem Expanded
  • South of the Sea
  • Glowing Sea Expanded
  • Atomic World


  • Q: Are there enemies?
  • A: Even if there were, we shouldn't tell you. Would ruin the surprise.
  • Q: How much loot do the places have?
  • A: We are survival mode enthusiasts and try to avoid placing too much. The cells have lots of crappy junk items, some random loot containers but very little valuable loot. All Fusion Generators provide partially drained cores. Almost no Adhesive or Ammunition. Blends in nicely with Horizon and FROST.

Made with:
  • Creation Kit
  • FO4Edit
  • GIMP
  • Material Editor

Also, check out our other projects:
PIRAD  - Plausible & Immersive RADiation
H.A.R.D.Core - Fusion Generator Overhaul
Damn Apocalypse - Modular Survival Overhaul