Version 1.1.3 is available! Includes all patches, read the NMM install information carefully.
Version 1.1.3 changes: - update for Creation Club category - Sorry no content changes :(
For SKE users. Install OCD as noted by the author. The SKE patches only change the OCD menu location. As of 1.46 SKE will add its menu the old way (by altering Fallout4.esm) or SKE will add its menu with a papyrus script. As such one of the two SKE patches is no longer needed. Please read the SKE NMM install information carefully.
Version 1.1 by Sharlikran This should make the image and mesh files far more reliable in terms of whether or not they show up in the menus, and perhaps reduce the chance that the mod managers wont load everything into the game correctly. - Added Bethesda archives (BA2 files) instead of loose files - Altered the size slightly for a few Gaterclaw icons
"Version 1.1 is available and includes all patches. Read the NMM install information carefully.
For SKE users. Install OCD as noted by the author. The SKE patches only change the OCD menu location. As of 1.46 SKE will add its menu the old way (by altering Fallout4.esm) or SKE will add its menu with a papyrus script. As such one of the two SKE patches is no longer needed. Please read the SKE NMM install information carefully. ~ Sharlikran"
Version 1.0.9 Added Nuka World add-on, as well as a merged DLC version for folks with both Nuka World & Far Harbor. Also fixed the last stubborn errors in the main file and rebuilt the FOMOD.
If you're already using the Far Harbor add-on and are concerned about moved/missing statics, please choose the Far Harbor option in the installer, and simply grab the "OCD NukaWorldDLC.esp" from the "Optionals" folder in the zipped file. I apologize for the inconvenience this may cause. It was the simplest way to build the FOMOD going forward.
EbokianKnight has asked me to help out, and I'm happy to! Feel free to send questions/concerns my way. by Sable17
OCDispenser After discovering some very cool tricks that can be achieved by editing a in-game script, we have created the OCDispenser. I cannot take credit for this script edit, so please do not ask me how or for help. A very good friend helped me with this project and he did 99% of the edits.
Besides the providing the OCDispenser, I have made some changes and additions to the "old" menus. Like rolling-pins, snap fixes for ductape and removed the ability to "build" real bobble-heads from the menus (a total of 45 changes from 1.04). There is a "Replica Bobble Heads" option available and you can always use the OCDispenser to place the real ones into your settlement/homes.
No you will not lose the bobble-heads previously place, just the ability to create new ones.
What can OCDecorator do now? You can place ANY lootable object as a static object, using a custom container (OCDispenser). It will dispense them for you to move around in the normal settlement edit mode. It does have some negative side effects but the pros WAY out weight the cons. I will talk more about the know problems in the known issues area.
You can now directly loot the objects you place with the dispenser. No need to enter crafting mode to scrap and then loot from the workbench inventory.
I also wanted to give a big THANK YOU to all the people who have donated. Big and small, they all bring a smile to my face. Not because I'm "making money" but because it makes me feel like this project is appreciated at such a personal level. So thank you for those who can and have! It helps me moving forward in so many ways. ~ mcface
The Installer should do most of the work for you but I do recommend that you uninstall previous versions of OCDecorator.
The Old SK Framework The Original SK version supported by this mod was very outdated and the mod it was patching it has since been discontinued. I will be removing it from the FOMOD installer when I put up my next patch. If you are one of those Hardcore users of the original file, you'll be able to access old versions of this mod for references (though that would still demand some good old fashioned patching).
SKE Framework Settlement Keywords Expanded by Sharlikran is another story. He is going to maintain a patch for this mod that will allow compatibility. At the moment, you only need to make sure that SKE is installed After these files.
• If you have invisible menu icons or meshes it can mean either you game is struggling to fetch all the information (wait a second), or that the game cannot read the meshes. Most of the time this is caused by NMM not correctly providing the meshes. There are things I can do, when I get time, but until then you might need to download the file manually.
Instructions: 1. Download 2. Drag the contents of Mod >> Data into your FO4 >> Data folder. 3. Drag your choice of optional esps from Mod >> Optionals into your F04 Data Folder. 4. Play.
• If your menus are all screwed up, you need to make sure that if you're using SKE, that you are using all of his patches for mods that add / alter menu categories. OCD is safe to install and uninstall willy-nilly, so we are not the causes of vanishing categories.
• If you're using a vanilla setup, you might have a conflict with another mod that adds a main menu category. I have an article written up about xEdit Patching for the self-motivated.
If you are crashing to desktop, please check to see if you have all the necessary custom meshes for this mod to run properly.
Institute > - Institute Applicator 01 - Institute Cauterizer 01 - Institute Driver 01 - Institute EyeExaminer - Institute Sensor 01 - Institute Spanner 01 - Institute TriTool 01 - Institute Tweezer - InsUVSweeper 01
ComputerConsoleKit > Panels > - Console Pan A01 - Console Pan A07 - Console Pan A19
Institute > - Clean Ins Dish Large 01 - Clean Ins Dish Large 02 - Clean Ins Dish Large 03 - Clean Ins Dish Small 01 - Clean Ins Dish Small 02 - Clean Ins Dish Small 03
If anyone is interested - I've made a Settlement Menu Manager patch for this mod so that it has its own scripted menu and does not edit the vanilla formlist anymore. This should eliminate any chance of conflicts with other mods. I also moved the menu to the Decorations category.
Hello guys, I search in comments but didnt find answer on my question, I am confused about how this mod works (its a big-huge description too confuses me), from the very start, I thought this mod will bring a new menu in settlement which will add static loot for (bottles, any junk etc., like static Nuke Cola which I can place somewhere and physic for this will be disabled, so I cant knock it down and NPC cant loot it), after reading the description as I understood, this mod will REPLACE existing alch, junk item and will make them static but not usable, am I right, please correct me or explain for me dummy how it works
Is this mod compatible with so-called "Next Gen"? I just got the game for PC after years on PS4 and Sony's idiotic mod restrictions. I was so looking forward to a whole new world of mods opening up only to find Bethesda has once again screwed things up. I'm trying to figure out if I should revert back to "Old Gen" to get the mods I want.
Mod is working fine after upgrading to latest NG and F4SE on a new game, I believe it's under the main decoration tab, so if you're having issues with it not appearing in your workshop, check what's in your load order, also, a reinstall may help.
Edit: Spoke too soon I think, found that the dispenser does not dispense a static object anymore, it just removes any mods off it (a gun for instance) and throws it back out again as just a gun, not an object, so the mod needs an update for the NG version.
Given that the mod was last updated nearly 6 years ago, I'm not holding much hope but who knows, let's see.
Still a great mod even without that feature so many thanks to the author for it, respect.
I use this mod a lot it's wonderful. I thought I had a problem with the OCD menu tab overwriting the CC Virtual Workshop menu tab. I was sure I lost all access to the Virtual Workshop but finally realized after searching the entire standard workshop menus I found all the Virtual Items were there just buried deep in the menu system. Would it be possible to have the OCD menu have its own tab so it does not take the place of the Virtual Workshop tab? This is on the PS5.
Does anyone have a fix for this? I I logged back in today after installing some mods, and Some of my objects I placed from the OCD dispenser no longer can be picked up again in the workshop mode.
They are just frozen. Some objects I can still move in workshop mode, but a good handful can never be moved again....lost the glowing blue nuka cola :(
2103 comments
Version 1.1.3 changes:
- update for Creation Club category
- Sorry no content changes :(
For SKE users. Install OCD as noted by the author. The SKE patches only change the OCD menu location. As of 1.46 SKE will add its menu the old way (by altering Fallout4.esm) or SKE will add its menu with a papyrus script. As such one of the two SKE patches is no longer needed. Please read the SKE NMM install information carefully.
[XB1] OCDecorator
[XB1] OCD DLC
[XB1] OCDispenser
[PS4] OCDecorator
[PS4] OCD DLC
~ courtesy of Ethreon
Version 1.1 by Sharlikran
This should make the image and mesh files far more reliable in terms of whether or not they show up in the menus, and perhaps reduce the chance that the mod managers wont load everything into the game correctly.
- Added Bethesda archives (BA2 files) instead of loose files
- Altered the size slightly for a few Gaterclaw icons
"Version 1.1 is available and includes all patches. Read the NMM install information carefully.
For SKE users. Install OCD as noted by the author. The SKE patches only change the OCD menu location. As of 1.46 SKE will add its menu the old way (by altering Fallout4.esm) or SKE will add its menu with a papyrus script. As such one of the two SKE patches is no longer needed. Please read the SKE NMM install information carefully. ~ Sharlikran"
Version 1.0.9
Added Nuka World add-on, as well as a merged DLC version for folks with both Nuka World & Far Harbor. Also fixed the last stubborn errors in the main file and rebuilt the FOMOD.
If you're already using the Far Harbor add-on and are concerned about moved/missing statics, please choose the Far Harbor option in the installer, and simply grab the "OCD NukaWorldDLC.esp" from the "Optionals" folder in the zipped file. I apologize for the inconvenience this may cause. It was the simplest way to build the FOMOD going forward.
EbokianKnight has asked me to help out, and I'm happy to! Feel free to send questions/concerns my way.
by Sable17
OCDispenser
After discovering some very cool tricks that can be achieved by editing a in-game script, we have created the OCDispenser. I cannot take credit for this script edit, so please do not ask me how or for help. A very good friend helped me with this project and he did 99% of the edits.
Besides the providing the OCDispenser, I have made some changes and additions to the "old" menus. Like rolling-pins, snap fixes for ductape and removed the ability to "build" real bobble-heads from the menus (a total of 45 changes from 1.04). There is a "Replica Bobble Heads" option available and you can always use the OCDispenser to place the real ones into your settlement/homes.
No you will not lose the bobble-heads previously place, just the ability to create new ones.
What can OCDecorator do now?
You can place ANY lootable object as a static object, using a custom container (OCDispenser). It will dispense them for you to move around in the normal settlement edit mode. It does have some negative side effects but the pros WAY out weight the cons. I will talk more about the know problems in the known issues area.
You can now directly loot the objects you place with the dispenser. No need to enter crafting mode to scrap and then loot from the workbench inventory.
I also wanted to give a big THANK YOU to all the people who have donated. Big and small, they all bring a smile to my face. Not because I'm "making money" but because it makes me feel like this project is appreciated at such a personal level. So thank you for those who can and have! It helps me moving forward in so many ways. ~ mcface
The Installer should do most of the work for you but I do recommend that you uninstall previous versions of OCDecorator.
The Old SK Framework
The Original SK version supported by this mod was very outdated and the mod it was patching it has since been discontinued. I will be removing it from the FOMOD installer when I put up my next patch. If you are one of those Hardcore users of the original file, you'll be able to access old versions of this mod for references (though that would still demand some good old fashioned patching).
SKE Framework
Settlement Keywords Expanded by Sharlikran is another story. He is going to maintain a patch for this mod that will allow compatibility. At the moment, you only need to make sure that SKE is installed After these files.
• If you have invisible menu icons or meshes it can mean either you game is struggling to fetch all the information (wait a second), or that the game cannot read the meshes. Most of the time this is caused by NMM not correctly providing the meshes. There are things I can do, when I get time, but until then you might need to download the file manually.
Instructions:
1. Download
2. Drag the contents of Mod >> Data into your FO4 >> Data folder.
3. Drag your choice of optional esps from Mod >> Optionals into your F04 Data Folder.
4. Play.
• If your menus are all screwed up, you need to make sure that if you're using SKE, that you are using all of his patches for mods that add / alter menu categories. OCD is safe to install and uninstall willy-nilly, so we are not the causes of vanishing categories.
• If you're using a vanilla setup, you might have a conflict with another mod that adds a main menu category. I have an article written up about xEdit Patching for the self-motivated.
If you are crashing to desktop, please check to see if you have all the necessary custom meshes for this mod to run properly.
5mm >
- single 5mm
10mm >
- single 10mm
38 >
- single 38
44 >
- 44
- single 44
45Cal >
- single 45cal
50Cal >
- 50cal
- single 50cal
308 >
- 308
- single 308
556 >
- single 556
BroadsiderAmmo >
- Cannon Ball
FatMan >
- Fatman
Flamer >
- Flamer Fuel
FlareGun >
- Flaregun
FusionCore >
- Fusion Core
LargeMortar >
- Large Mortar
LibertyPrimeBomb >
- Liberty Prime Bomb
Missile >
- Missile
ShotgunShell >
- Single Shotgun
Landscape:
Plants > Ingredients >
- Bloodleaf
- BOS Experiment 01
- Boston Bean
- Carrot
- Carrot v81
- Corn
- Corn v81
- Fungus Brain Ingredient 01
- Hubflower
- Institute Gourd
- Melon
- Melon v81
- Melon Warwick
- Mutfruit
- Pumpkin
- Razorgain
- Tarberry
- Tato
- Thistle
- single Wasteland Fungus Stalk Ingredient 01
- Wild Carrot Flower
- Wild Gourd Flower
- Wild Melon Flower
- Wild Tato Flower
Props:
Props >
- Clean Baseball
- Baseball
- Baseball Autograph
- Clean Baseball Glove
- Baseball Glove
- Board Game 01 PreWar
- Single Bottlecap
- Clean Broom
- Broom
- Chipboard
- Feather Duster
- Fishing Reel
- Hoe
- Key Chain 01
- Key Chain 02
- Key Chain 03
- Key 01
- Key 02
- Key 03
- Ladle
- Mop 01
- MS11 Power Relay Coil
- SShroud Prop
- Swan Shard
- PreWar TriFoldFlag
- TriFoldFlag
BloodBugLoot >
- BloodBug Butt Empty
- BloodBug Butt Green
- BloodBug Butt Red
Cigar >
- Cigarette Carton
- Clean Cigarette Carton
- Cigarette Pack
- Clean Cigarette Pack
Institute >
- Institute Applicator 01
- Institute Cauterizer 01
- Institute Driver 01
- Institute EyeExaminer
- Institute Sensor 01
- Institute Spanner 01
- Institute TriTool 01
- Institute Tweezer
- InsUVSweeper 01
Poolballs >
- Poolball 01 (Solid Yellow)
- Poolball 02 (Solid Blue)
- Poolball 03 (Solid Red)
- Poolball 04 (Solid Violet)
- Poolball 05 (Solid Orange)
- Poolball 06 (Solid Light Green)
- Poolball 07 (Solid Pink)
- Poolball 08 (Solid Black)
- Poolball 09 (Striped Yellow)
- Poolball 10 (Striped Blue)
- Poolball 11 (Striped Red)
- Poolball 12 (Striped Violet)
- Poolball 13 (Striped Orange)
- Poolball 14 (Striped Light Green)
- Poolball 15 (Striped Pink)
- Poolball Cue (Solid White)
Quest >
- CyberneticBrainImplant 01
- CyberneticHandActuator 01
- CyberneticPainInhibitor 01
SetDressing:
SetDressing >
- Clothes Hanger 01
- Clothes Hanger 02
- Kickball 01
- Kickball 01 Deflated 01
- Kickball 01 Deflated 02
- PinLifegiver
- Shovel 01
BabyBottle >
- Dirty Baby Bottle 01
- Dirty Baby Bottle 02
Boats >
- Life Preserver 01
ComputerConsoleKit > Panels >
- Console Pan A01
- Console Pan A07
- Console Pan A19
Institute >
- Clean Ins Dish Large 01
- Clean Ins Dish Large 02
- Clean Ins Dish Large 03
- Clean Ins Dish Small 01
- Clean Ins Dish Small 02
- Clean Ins Dish Small 03
PictureFrames >
- Picture Frame Desktop 01
- Picture Frame Desktop 01 ACT01
- Picture Frame Desktop 01 ACT02
- Picture Frame Desktop 01 ACT03
- Picture Frame Desktop 01 ACT04
- Picture Frame Desktop 02
- Picture Frame Desktop 02 ACT01
- Picture Frame Desktop 02 ACT02
- Picture Frame Desktop 03
- Picture Frame Desktop Boat
- Picture Frame Desktop Capital
- Picture Frame Desktop City
- Picture Frame Desktop Swan
PlayerHouse >
- PlayerHouse Umbrella 01
PlayerHouse_Ruin >
- PlayerHouse Ruin Umbrella 01
PlayerHouseClutterClean > Dishes >
- Clean Dish 01 Large
- Clean Dish 02 Small
- Clean Dish 02 Large
- Clean Dish 03 Large
- Clean Dish 03 Small
- Dirty Dish 01
- Dirty Dish 02
- Dirty Dish 03
PlayerHouseClutterClean > DrinkingGlass >
- Clean Drinking Glass 01 Short
- Clean Drinking Glass 01 Tall
Skeletons >
- Bones Hand Left
- Bones Hand Right
- Bones Left Arm
- Bones Left Foot
- Bones Left Leg
- Bones Rib Cage
- Bones Rib Cage Pelvis
- Bones Right Arm
- Bones Right Foot
- Bones Right Leg
- Bones Skull
- Bones Spine
- Bones Upper Skull
- Femur
- Femur Snapped 01
- Femur Snapped 02
- Gore Arm Lower
- Pelvis
- Ribcage
- Skull Fragments 01
- Skull Fragments 02
- Skull Fragments 03
- Skull Fragments 04
- Skull Fragments 05
- Skull Fragments 06
- Tibia
SportsEquipment >
- Basket Ball 01
- Bowling Ball 01
Teddy Bear >
- Clean Toy Teddy Bear 01
- Dirty Toy Teddy Bear 01
Weapons:
BoxingGloves >
- Boxing Gloves
PoolCue >
- Pool Cue
- Pool Cue 2
Walking Cane >
- Walking Cane
- Walking Cane 2
If anyone is interested - I've made a Settlement Menu Manager patch for this mod so that it has its own scripted menu and does not edit the vanilla formlist anymore. This should eliminate any chance of conflicts with other mods. I also moved the menu to the Decorations category.
It spits out a static version of that item you can then move in workshop mode.
I'm trying to figure out if I should revert back to "Old Gen" to get the mods I want.
Decorations Cost Reduction Project (DCRP)
Edit: Spoke too soon I think, found that the dispenser does not dispense a static object anymore, it just removes any mods off it (a gun for instance) and throws it back out again as just a gun, not an object, so the mod needs an update for the NG version.
Given that the mod was last updated nearly 6 years ago, I'm not holding much hope but who knows, let's see.
Still a great mod even without that feature so many thanks to the author for it, respect.
This is on the PS5.
They are just frozen. Some objects I can still move in workshop mode, but a good handful can never be moved again....lost the glowing blue nuka cola :(