Tired of looking at empty stalls? Tried similar mods but didn't quite satisfy your tastes? Well time to try another one! This mod adds much needed clutter to all the main Diamond City vendor areas.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.0
Swatters: Minor edit to shelf area. Removed jangles.
Commonwealth Weaponry: Improved the counter area.
Surgery Basement: Changed lighting. Added pipe to sink for immersion.
Fallon's Basement: Added an additional light source. Fixed candle flames being static when using mods that enable them. The lantern on Fallon's Display now actually has light.
Colonial Taphouse: Fixed a spot where NPCs would get stuck in place or walk on the table. Fixed candle and oil lamp flames being static when using mods that enable them.
Power Noodles: Extended the makeshift roof to DC Surplus and Chem-I-Care.
Added clutter to Dugout Inn. This is optional. Significant changes were made so console test with all your other mods before committing a save to it.
Updated screenshots to latest version.
Added Patches provided by user Mortercotic.
Version 1.3
Choice Chops: Edits to better accommodate the mailbox from "Bleachers: A Diamond City Story" mod.
Super Salon: Brought back the coat hanger and disabled havok on it along with the umbrella stands.
Surgery Basement: Adjusted markers and navmesh.
Fallon's Basement: Adjusted navmesh.
Added clutter to Colonial Taphouse and the patio section right outside of it. This is optional.
Improved performance using a similar concept to precombines thus I will no longer provide a precombined version.
Version 1.2
Moved certain objects to help minimize weird havok behavior when trying to grab the object and/or to minimize knocking them over when you just want to look around.
Disabled havok on the 2 manneqiuns outside of Fallon's basement. Disabled and removed the moveable coat hanger in the corner of Super Salon. These changes edit vanilla objects but does not break precombines.
Removed or changed specific static objects to better respect the vanilla navmesh boundaries. This should stop npcs/companions from trying to walk through them.
Additions/changes to vendor areas and further refinement of clutter. This version is a significant improvement over the previous one.
Added a makeshift roof to Power Noodles.
Added an optional precombine version for users who would like that option. Please read up on what precombines actually are and what they do. They have pros and cons and having precombines for a place like Diamond City will mess with a lot of mods that edit the same area.
Added clutter to Mega surgery center basement and is optional. Covered the void gap present in that cell. Removed trash debris. Both of these break precombines so I have rebuilt them. Disabled havok on mannequins.
Added clutter to Fallon's Basement and is optional. It will be mutually inclusive with the Fallon's Display I have created. Disabled and/or moved certain vanilla objects. This breaks precombines so I have rebuilt them. Redone navmesh so Becky and your companions don't try and move through objects I placed. Disabled havok on mannequins.
Rebuilding precombines for both Surgery and Fallon's Basement wasn't necessary as they are very small interior cells. It was out of principle that I rebuilt them since I delibrately broke them. I did not notice any performance difference but it may be prove benefical for you.
Removed optional Brahmin pen changes. I have moved this to another mod I plan on making.
Replaced all screenshots with latest version.
Version 1.1
Rotated the 3 static shelves surrounding the Power Noodles pillar to better accomodate the mailbox from the mod "The Bleachers: A Diamond City Story".
Added another static metal shelf and corresponding clutter to Power Noodles pillar.
Added static and non-static clutter to Sheng's area.
Learned how to manipulate objects much more precisely in CK, fixed all gaps/uneven signs.
Went through all vendors and polished things out by adding/removing/replacing static/non-static clutter.
Added a display for the mannequins outside of Fallon's Shop. All of it is static. I have made this optional.
Added 3 brahmin, a feed trough, and scattered dried grass in the outfield brahmin pen. This is how it should been in the vanilla game. I have made this optional.
Changed installer into a FOMOD.
Replaced all screenshots to latest version.
Version 1.0
Initial Release.
Donations
No donations accepted
Core:
This is the list of vendors where I included clutter to their respective area.
Diamond City Surplus - Myrna
Commonwealth Weaponry - Arturo
Swatters - Moe
Chem-I-Care - Solomon
Infirmary - Doctor Sun
Super Salon - Kathy & John
Power Noodles - Takahashi
Choice Chops - Polly
Klean Watur - Sheng
Optional:
Fallon's Basement - Becky. Modified navmesh. Disabled havok on mannequins. Rebuilt precombines/previs. Comes with the mannequin display right outside the store. See screenshots for details.
Mega Surgery Center Basement - Doctor Sun. Covered the void gap. Removed trash debris. Changed lighting. Rebuilt precombines/previs. Disabled havok on mannequins. Modified navmesh. See screenshots for details.
Colonial Taphouse - Cooke or Pembroke. Changed the flooring and furniture. Changed lighting. Rebuilt precombines/previs. Modified navmesh. Included is the makeshift roof over the patio area right outside the Taphouse. See screenshots for details.
Dugout Inn - Bobrov Brothers. Complete revamp of the area where changes include layout, lighting, idle animations, and clutter. Newly navmeshed. Rebuilt precombines/previs. Covered void gap next to the entrance. Comes with the simple roof and clutter outside of the inn. See screenshots for details.
Key Notes:
All placed items are owned by their respective owners.
Most placed items havok settle.
Most placed items are moveable.
All items are set to not respawn if taken.
Important Additional Information:
I do not touch or modify any existing precombine vanilla object. Exceptions are the locations in the optional section.
You may or may not feel a performance hit.
The only requirement is an up to date base Fallout 4.
Compatibility:
The Bleachers - A Diamond City Story is compatible.
Dugout Inn: Settlers of the Commonwealth and Xanders Aid - DLC are both compatible.
Surgery Basement: Tales of the Commonwealth is compatible.
Load Order:
DCVendorClutter.esp
-- Use only one of the two provided optional patches. Not both. -- You must install all 4 optional Interiors for these patches to work correctly. -- The Credits section below has links to their respective required mods. The required mods needs to be placed before DCVendorClutter.esp. DCVendorClutter - Interiors Enhanced Patch.esp DCVendorClutter - Ultra Interior Lighting Patch.esp Place it before any other mods that edit the Diamond City area.
Note: If you installed any of my optional vendor locations, then all mods that edit the same cell must come before my mod in load order.