The Beantown Interiors Optimization patch v3.2.1 (03/19/18 )
There are now three versions of the optimization patch all have been cleaned with the xEdit Pre-Combined Cleaning Script.
The Beantown Interiors Optimization patch v3.2 (Season Pass)
This version requires,
Automatron
Far Harbor
Vault-Tec Workshop
Nuka World
The Beantown Interiors Project v9.3.2
The reason for this is that one of the CC updates updated some of the Pre-Combined meshes in Arutomatron and my original patch had conflicts with it.
The Beantown Interiors Optimization patch 3.2.1 (Vault-Tec)
This version requires,
Far Harbor,
Vault-Tec Workshop,
Nuka world,
The Beantown Interiors Project v9.3.2
I had already finished this version before I noticed the Automatron culling issues and figured it was done so I would release for the people who may not have Automatron.
The Beantown Interiors Optimization patch v3.2.1 (No New Requirements)
This version requires,
Far Harbor,
Nuka World,
The Beantown Interiors Project v9.3.2
This version is for people who don't have all the DLC.
Update v3.2.1
Fixes an occlusion issue in Jamaica Plain (Finally)
Update v3.2
Fixes Occlusion issues in Easy City Downs,
Fixes a collision issue in Easy City Downs, "Underdogs",
Fixes an issue where starting a new game would result in an infinite loading screen before the intro movie.
Update v1.1
Adds Menu art icons for most script injected menus.
Update v1.0
This patch for The Beantown Interiors project adds script injected crafting menus for many of Beantown's custom items and collectibles for those who want more organized crafting menus.
Before anyone asks why I didn't just add this to the main file, Well I wasn't sure I would be able to pull it off! I'm not the best scripter and didn't want to mess up.
Here is a copy of my Dev Notes it's a PDF, This may come as a shock but it has some typos and incorrect cell offsets. I've blacked out anything that I thought would be a spoiler so no Gnome or Magazine locations. if your making a mod you can use this to cross check what I have done. Updated 11/30/16, This version contains WIP info for my next Update v8.7
I would like to apologize for my long absence from this site and my mods. At first I just had some personal issues and real life stuff to deal with, keeping me away. Then there was this global pandemic which you may or may not have noticed. After that I started a new job, all of that kept me away for so long.
Now I am in the process of reinstalling all of the needed modding utilities, applications and updating my games.
I would like to thank all of you for your continued interest and support of my mods and projects. However I will not be answering any of the many PM’s stacked up during my absence, there are just to many to go through. I’ve cleared out my mailbox but feel free to send me a new PM and I will respond.
Just a note to anyone looking to use this mod. Don't. Simply find other mods to add to your world, as this mod has not been given much, if any care to fix issues it has had since 2018. The mod gets recommended a lot in mod lists, but there are many other mods to ad locations, and around 10-20 of them work together.
for the most part. I'm encountering some issues where buildings i know i could enter before have been blocked off by by standard wood boards which might be another mod but I'm not sure which one is blocking the entrances. (maybe a texture mod or something) seems a lot of people are having performance issues but i haven't noticed anything particularly bad beyond the usual FO4. It adds decent spice to the wasteland however it is not a necessary mod if you encounter issues you can live without it.
I used to love this mod but yeah like others, I get random lag spikes that are very very annoying and get worse every time I enter a new area. Boxes and Wooden objects are invisible. Flickering, and conflicts with a ton of other mods out there.
I give this Mod an B for Effort an D in execution. a C for game balance (loot/exploration) and an F in optimization
I had these problems in the past. I found they can typically be resolved by adjusting my load order. This mod doesn't play well with some other mods editing worldspaces if they aren't loaded the right order. It was trial and error, but I got it fixed.
I loved the mod at first, when my load order was below 100 mods. Then,, the conflicts became constant, navs seem to conflict with most mods I use, and I have nearly 400 mods now, all huge, and I run Horizon 1.8, which on its own, has conflicts. The mod "City of Quincy" is a bit destroyed by this mod,, as an example. So,, it is great for "low mod count playthroughs", But once you become a complete nerd, the trouble is not worth the reward IMO. Constant load order issues, pain in the arse. I endorse for those new to modding, and hope they enjoy it as much as I did, back then.
I love this mod and have been using it for years, but the performance issues have just become too extreme. I basically reset my entire game in prep for the next gen patch. Everything seemed fine, but as I ventured from Sanctuary every time I enter a new cell I get a major 3 to 5 second freeze. After doing some troubleshooting it turns out to be this mod.
Not sure if the game and patches have finally passed this mod by but I would rather have a smooth gameplay experience.
Maybe this will get worked on in the future but with so many interior mods available now its easier to let this one drop.
Have you tried Beantown Interiors Project True Interior Patch? It moves all the Beantown Interiors Project content that is in the exterior cells into separate interior cells, boards up the windows and walls up any open spaces, and puts a door on each building to enter. So all that content in open buildings like in downtown Boston are no longer in the exterior cells, and you should get same performance as vanilla.
There's some other useful features, e.g. you can also hide the BTIP buildings altogether with the BTIP holotape, as this patch adds a True Interior Patch section that allows you to hide nearest BTI building. I really only find this useful in Jamaica Plain in conjunction with Rebuild JP.
As in all things Fallout 4 I am back after playing Fallout London and resetting my entire mod load out for a new Sim Settlements 2 playthrough. Going through my tracked mods I checked this out again just to see if any progress had been made, I will definitely be checking out this patch as I love this mod and hate to drop it, thanks!
This began causing FPS drops and CTDs for me about 24 hours into a playthrough, especially in Boston. The optimization patch seems to have fixed it, but I wondered if the consensus is that I should just bin the mod or use the true interiors patch instead?
Hi, I've started a new game several times now and I've played 800 hours without ever having played the game once. This mod is always on my list, but I've updated the game and for the last 1 week I've been unable to place this mod on my list, no matter what I do, I end up with invisible walls that appear and disappear depending on the angle and movement.I'm talking about concorde I place it at the beginning all goes well then comes other mods like inside jobs ,Lexington Interiors , jurttu intérieur ,Stumble Upon Interiors ,Rsiyo's Location Pack ,moreXplore.I know it's a lot but most of them don't conflict but as soon as I add your mod it causes problems whether it's at the top of the list or at the bottom. I'm talking of course about the order of plugins on the left with MO2. Before the update I never had any problems. I also use the Beantown Interiors Project True Interior Patch so here's what to do, is it a conflict with an interior mod or a problem with the order or both? Thank you for helping me because I love this mod.
oh and i forgot to mention when the mod is running there are overlapping houses in concord for example the second house on the right when you arrive from sanctuary there are like several window frames and thats not the only one another when you exit the museum go right and further before or after the alley there is a green house where this one overlaps several embankments on the balcony and the front door which is shifted and smaller due to the fact that there are two identical houses in the same place. after the alley there is a green house where this one overlaps several embankments on the balcony and the front door which is offset and smaller due to the fact that there are two identical houses in the same place is this also a conflict or misplacement in the list or is this a fault on your part thank you.
Nice! There can be no properly modded Fallout game without Chucksteel's interiors! :-) I tried playing with just this mod (main file + optimization patch) simply to see what it looks like originally and I didn't notice any issue in gameplay/fps (EDIT: oh, I did have some wooden planks from a house in Concord, closest to the Red Rocket, disappearing and reappearing...) but still, given all the issues discussed in the Posts section and the fact that I anyway much more prefer actual true interiors, I went for the Beantown Interiors Project True Interior Patch. So here's a little combo that works great, installed in this order: 1 Concord Personified 2 The Beantown Interiors Project (only the main file) 3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer") I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly: Mobile Workshop by SKK
The only thing is (what many noticed) the fact that the interiors (note: created by Beantown Interiors Project True Interior Patch) are a bit much too lit. I'm not quite sure about a solution yet... I see some mods that turn off all the lights in the game which initially sounds quite interesting but -- judging from the comments -- make some populated locations much too dark (e.g. DC) or that turn off lights only in settlements -- which is good and I'm planning to go for it but it doesn't affect this mod. Maybe using lanterns, fire barrels and fireplaces from SKK's mod adds a bit of a cozier atmosphere.
2824 comments
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Update v9.3.2
Fixes Compatibility setting for Bunker 13,
Update v9.3.1
There are now three versions of the optimization patch all have been cleaned with the xEdit Pre-Combined Cleaning Script.
The Beantown Interiors Optimization patch v3.2 (Season Pass)
This version requires,
- Automatron
- Far Harbor
- Vault-Tec Workshop
- Nuka World
- The Beantown Interiors Project v9.3.2
The reason for this is that one of the CC updates updated some of the Pre-Combined meshes in Arutomatron and my original patch had conflicts with it.The Beantown Interiors Optimization patch 3.2.1 (Vault-Tec)
This version requires,
- Far Harbor,
- Vault-Tec Workshop,
- Nuka world,
- The Beantown Interiors Project v9.3.2
I had already finished this version before I noticed the Automatron culling issues and figured it was done so I would release for the people who may not have Automatron.The Beantown Interiors Optimization patch v3.2.1 (No New Requirements)
This version requires,
- Far Harbor,
- Nuka World,
- The Beantown Interiors Project v9.3.2
This version is for people who don't have all the DLC.Update v3.2.1
- Fixes an occlusion issue in Jamaica Plain (Finally)

Update v3.2- Removes all DLC content bringing the No DLC version up-to date with the full versions Commonwealth Interiors.
- New Interior total 74. Please see the full versions interior totals for the Commonwealth locations and counts.
Beantown Interiors Full Optimization Patch (No DLC) v3.0 (12/15/17)- Total Rebuild from the ground up,
- Adds Beantown Interiors No DLC v9.3 support,
- I did not Clean Pre-Combineds to reduced file size,
Note: I will update the Far Harbor only version if there is any interest but, I assume if you have Far Harbor you also have Nuka World.Update v1.2
Fixes an issue where starting a new game would result in an infinite loading screen before the intro movie.
Update v1.0
This patch for The Beantown Interiors project adds script injected crafting menus for many of Beantown's custom items and collectibles for those who want more organized crafting menus.
Before anyone asks why I didn't just add this to the main file, Well I wasn't sure I would be able to pull it off! I'm not the best scripter and didn't want to mess up.
Here is a copy of my Dev Notes it's a PDF, This may come as a shock but it has some typos and incorrect cell offsets.
I've blacked out anything that I thought would be a spoiler so no Gnome or Magazine locations.
if your making a mod you can use this to cross check what I have done.
Updated 11/30/16, This version contains WIP info for my next Update v8.7
Beantown Interiors Dev Notes
I would like to apologize for my long absence from this site and my mods. At first I just had some personal issues and real life stuff to deal with, keeping me away. Then there was this global pandemic which you may or may not have noticed. After that I started a new job, all of that kept me away for so long.
Now I am in the process of reinstalling all of the needed modding utilities, applications and updating my games.
I would like to thank all of you for your continued interest and support of my mods and projects. However I will not be answering any of the many PM’s stacked up during my absence, there are just to many to go through. I’ve cleared out my mailbox but feel free to send me a new PM and I will respond.
Sorry again for my long absence,
Chuck
seems a lot of people are having performance issues but i haven't noticed anything particularly bad beyond the usual FO4. It adds decent spice to the wasteland however it is not a necessary mod if you encounter issues you can live without it.
I give this Mod an B for Effort
an D in execution.
a C for game balance (loot/exploration)
and an F in optimization
- Name: "FloorLampNoShadeOnOff" | 1
- Name: "FloorLampNoShadeOnOff:0" | 2
- Name: "Materials\BTInteriorsMaterials\SetDressing\PlayerHouse_Ruin\BTInt_Nukalamp.bgsm" | 2
Crash when I navigate to or through one I the Settlement Workshop menu
Not sure if the game and patches have finally passed this mod by but I would rather have a smooth gameplay experience.
Maybe this will get worked on in the future but with so many interior mods available now its easier to let this one drop.
There's some other useful features, e.g. you can also hide the BTIP buildings altogether with the BTIP holotape, as this patch adds a True Interior Patch section that allows you to hide nearest BTI building. I really only find this useful in Jamaica Plain in conjunction with Rebuild JP.
As in all things Fallout 4 I am back after playing Fallout London and resetting my entire mod load out for a new Sim Settlements 2 playthrough. Going through my tracked mods I checked this out again just to see if any progress had been made, I will definitely be checking out this patch as I love this mod and hate to drop it, thanks!
> Complains about Boston performace like it's some mod's fault
> Lmfao
oh and i forgot to mention when the mod is running there are overlapping houses in concord for example the second house on the right when you arrive from sanctuary there are like several window frames and thats not the only one another when you exit the museum go right and further before or after the alley there is a green house where this one overlaps several embankments on the balcony and the front door which is shifted and smaller due to the fact that there are two identical houses in the same place. after the alley there is a green house where this one overlaps several embankments on the balcony and the front door which is offset and smaller due to the fact that there are two identical houses in the same place is this also a conflict or misplacement in the list or is this a fault on your part thank you.
1 Concord Personified
2 The Beantown Interiors Project (only the main file)
3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer")
I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly:
Mobile Workshop by SKK
The only thing is (what many noticed) the fact that the interiors (note: created by Beantown Interiors Project True Interior Patch) are a bit much too lit. I'm not quite sure about a solution yet... I see some mods that turn off all the lights in the game which initially sounds quite interesting but -- judging from the comments -- make some populated locations much too dark (e.g. DC) or that turn off lights only in settlements -- which is good and I'm planning to go for it but it doesn't affect this mod. Maybe using lanterns, fire barrels and fireplaces from SKK's mod adds a bit of a cozier atmosphere.
Highly endorsed.