About this mod
Rebuilds and Converts the Graygarden Homestead building into a fully functioning Player Home, that can be decorated to your hearts content with Workbenches both inside and out! Powered by it's own generators (in the basement and on the back of the exterior shed), this location has everything you could ever need!
- Requirements
- Permissions and credits
- Donations



Converts the interior and exterior locations of the unmarked Graygarden Homestead area into fully functioning settlements, the interior has been cleaned up and repaired for use as a fully customisable Player Home, and the exterior has also been cleaned up, repaired, and had a plethora of items hand placed around to truly make it feel like a home. This does not effect the pinned Institute quest as no markers have been deleted or changed, just slightly moved to account for the 2nd floor now being rebuilt. The markers have been placed just outside the Garage on ground level, and the Living/Dead NPC can still be found in the small room on the left of the Homestead upon entry.

The inside of the home has had all items, junk, and scrap piles removed. All tattered and damaged walls/wallpapers have been replaced with their clean variants, all basement walls and flooring have been repaired and also have been replaced with their undamaged variants, and all broken windows and boarded up windows have been removed and replaced with new walls and windows.
The 2nd floor, once just a doorway leading to the completely destroyed 2nd floor of the building, has been fully repaired in a way that fits the general shape of the exterior of the house - a large bedroom and an adjacent small room now make up the 2nd floor.
A workbench has been added to the basement for all your building needs, multiple workstations have also been added around the basement, so they can be freely used regardless of player level!
A new power generator has been created and placed over the old fuse box in the basement - this generator provides 500 power and also self emits into an area large enough to cover the whole settlement, meaning no power pylons/range extenders are required! (to make the generator "toggleable" for the first time, a wire must be connected to it from a Pylon or connector, after the first connection, the pylon/connector can be safely destroyed.)
A new entry/exit point has been created in the basement, residing in a small storage room next to the Generator, the ladders will take you to the exterior of the house.
You can also fast travel from the interior of the Player Home, meaning if you need to travel, you don't have to go outside first!

The exterior of the home has received the same TLC treatment as the interior - All destroyed sections of the building have been repaired and replaced, all windows, walls, and even the roof has been repaired. Shutters have been added to all the windows, some of them are in an inaccessible state (to give the outside a bit of character, however this can be changed with the console if you wish), and some windows have been given a backlight effect to give a "lived-in" effect to the home.
Much like the interior, a fuse box generator has been added that has the same effect as the interior version, it generates 500 power and is also self emitting! Similarly to the interior generator, you must first connect a wire to it from a connector or pylon for it to "activate", from then on it can be turned on/off at your command.
The Garage of the home has been repaired and given some life to it, as we don't have any conventional vehicles (without the use of mods), a Power Armour Workshop has been added inside, along with a couple of junk and lore friendly items scattered around the inside to make it feel like a true survivors workshop. Nuka-Cola! A Nuka-Cola vending machine has also been placed inside the garage with a couple of Ice-Cold Nuka beverages, for you to enjoy at your leisure.
The patio has been fully restored and adorned with hanging lights, ample seating, and a couple of decorations. Idle markers have also been placed around the patio for any followers to make use of. We can't forget about Dogmeat though, can we? A dog house has been placed next to the stairs by the patio, as well as a mailbox on the opposing side.
A pet Brahmin! A Brahmin has been added to the garden that will wander around and occasionally feed from it's "trough", the Brahmin is tagged as protected so it won't be killed during any attacks on the homestead.
A couple of crop grow beds have been placed on the wall against the Garage as well as a water pump, above the water pump is a bell that can be rand in the event of an attack on your Homestead. The bell with gather all of your settlers/companions, and it will even call over the residents at Graygarden to assist you in any fights.
To top off the exterior, multiple neat looking shrubs have been placed around the fencing of the property, and all destroyed fencing has been repaired. At the exterior of the home, you'll find the trapdoor that leads down into the basement.
The exterior of the Home can be added to with the use of the workbench in the Garage, whilst the build area around the Homestead is small, there should be enough room behind the property to build a small, live-able area for any companions.
I don't recommend sending companions to the interior however, as for whatever reason they wander off to Far Harbour! However, sending them to the exterior location hasn't caused any issues, and there are markers around and a dog bed for companions to make use of.

As mentioned above, This does not effect the pinned Institute quest as no markers have been deleted or changed, just slightly moved to account for the 2nd floor now being rebuilt. The markers have been placed just outside the Garage on ground level, and the Living/Dead NPC can still be found in the small room on the left of the Homestead upon entry. As such, when placing objects in said small room, just be wary that if you have not yet completed the quest, at some point either an NPC or dead body will spawn in there, so try not to pack it with too much junk, or don't use the room until the quest is completed. However, this mod can be installed prior to starting the aforementioned quest. Previs + Precombines are currently being worked on, as generating them seems to break this mod.

Sending companions to the "Graygarden Homestead" settlement causes them to wander off to Far-Harbour, and I don't, for the life of me, know why. I tried digging around with no luck, so unfortunately the file does require you to own the Far-Harbour DLC as I had to flag it as a master to investigate the bug. However if sent to "Graygarden Homestead Exterior" there seem to be no issues and followers will stay around the outside.

This marks my 11th mod for Fallout 4 - and there will be more to come. It's crazy to me that I've now got over 13,000 Unique downloads and counting! Thank-you for all your support, it really does mean a lot to me. This mod in-particular took a lot of time and effort, if you enjoy it an endorsement would be very much appreciated. And If you like what I do, please consider buying me a coffee! Cheers!
