Ever feel your settlements were a bit "lacking?"  Want something to help spice up your shack? Homemaker is here to help!

Homemaker is a mod that expands upon the vanilla crafting system for settlements, and adds over 100 craftable objects to the game.  Currently, this is limited to vanilla objects, but I hope to be able to add in more custom assets once the GECK is released, as well as some other new features.

Here are a few examples of what the mod adds:

Two New farmable crops, Silt Beans and Tarberries, and workable versions of all the planters in the base game, including the Vault 81 pre-war crops! 

Many new containers: Ammo Boxes, Boss Crates, Meat Bags, Lockers, Refrigerators and more!

New Beds, Chairs, Toilets, Showers, and other household objects, from both pre- and post-war! The beds also all count to your settlements bed total.

A set of Institute objects, including beds, dressers, cabinets, tables and desks, that unlock at the appropriate point on the main quest line.

Over 30 new usable lights ranging from candles, table lamps, fluorescent lights, lanterns and, even working streetlights!  All electric lights use passive power like the other non-connectable vanilla lights.

Three new fence sets: Covenant concrete walls, chain-link fences and gates, and BoS Barriers!  Each one has its own custom category, all stored in "Fences" section of the workshop

Homemaker is still very much a work in progress and I plan on adding quite a few more bits of furniture and statics to it in the coming days.  In the meantime,  if anyone finds any bugs or errors, or simply has any recommendations for items to add in, please feel free to post them in the comments.  

Install Instructions:

Download the file and extract Homemaker.esp to your Fallout4\Data folder

Enable using NMM or another ESP file manager

Update Information:

When updating from the ESP version of Homemaker (1.11) to the ESM version (1.12+) it is *highly* recommended that you make a clean save.  These steps will not prevent all issues that might result from the update, but should help it go as smooth as possible. NOTE: ANY HOMEMAKER ITEMS YOU PLACED WILL DISAPPEAR UPON UPDATING

Remove all items you have in any Homemaker container and store them somewhere safe.
Go far away from any of your settlements where you have placed Homemaker items, preferably an interior (Diamond City works well)
Make a non-quicksave save of your game
Exit and de-activate Homemaker.esp using the mod manager of your choice.
Re-open the save you made last and select yes to continue loading.  Save your game again.
Exit and activate Homemaker.esm
Restart the game and have fun!

Compatibility:

Homemaker currently edits the following base files of the game:

Structures/Fences Category (adds 3 new categories)
All vanilla workshop turrets (adds the ability to be placed on any surface)

Any mod that edits these also will conflict, but should pose no major issues.  It still maintains compatibility with SSEx.

Recommended Mods:

Darker Nights

Higher Settlement Budget

Known Issues:

Several of the lights, including all the street lights, have their point of emittance in the wrong place, making it shine from the wrong end.  I will be looking at the lights for 1.2 now that Nifskope is released

Many of the smaller lights (desk lights, table lights) are movable static objects, and will fall over if you bump them. This sounds nice, but the workshop placement engine is not capable of righting them again, and they are unable to be picked back up once knocked over by holding "e". I found a potential fix which allows them to be picked up and carried at the expense of being unscrappable. I will keep trying to get find an ideal fix for this issue.

Some of the lights models are permanently set to look either "off" or "on", or will vary between the two seemingly at random.  This is an issue with how Bethesda decided to categorize light models, and should be fixable with the GECK.

Many of the lights can be placed in weird non-standard positions (like halfway through the ceiling) in addition to their normal placement.  It's entirely cosmetic though, so it shouldn't be a problem.

The covenant gate cannot currently have any doors placed inside of it, and none of the current walls/fences are snappable.  It's 100% a mesh issue and is being looked at for 1.2.

Objects that are meant to walked on/through (Covenant Gate, BoS Platforms, walkways and stairs) are all currently unuseable by NPC's.  This is because FO4Edit does not currently understand how to process how Fallout 4 handles workshop navmesh data.  Hopefully it will be fixed soon, but until then, NPC's will treat them like completely solid cubes.  As such, avoid placing anything such as beds, guardposts, etc on them or through them, as NPC's will be unable to reach them.

The covenant wall turret stand's collision mesh is a bit funky, but it works.  It needs to be placed on the very top of the wall you want to use it on, but it can be used on the other types of walls too. It holds turrets now though!

Update: Wall-mounted objects are possible, but it depends entirely on how the model was set up for the item. As such, its hit and miss what will work and what won't, and many wall items don't have collision meshes, which only adds to the issue.

Changelog

V1.11 - Small Bugfixes and tweaks, added missing bed and rebalanced streetlight recipe.
V1.1 - Added lights, walls, barriers, toilets, showers, and lots of misc stuff. Fixed bug preventing small objects from being stacked. Fixed the beds not assignable bug (hopefully)
V1.0 - Initial Release

Credits

TESVSnip 
Unforbidable for his Darker Nights mod I used for the night screenshots