Skyrim

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Kreksar

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Skyrimfan5

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About this mod

This is a heavily modified form of Zaria's Farm Everywhere mod (the one with support for Dawnguard). I have merged it with Darkconsole's mod that enables the growth of tomatoes and apples (dcc-garden.esp), and with the forms from Kinaga's Hearthfire Extended (hearthfireextended.esp) that allows for the growth of Dragonborn plants. All c

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========History of this mod (Long winded I know but important)========
First and foremost this is an unofficial update of the Dawnguard edition of the Zaria's Farm Everywhere mod created by magnemoe. It started off back in 2014 as a modification to her mod for personal use only. The original modifications were intended to fix some of the bugs I had encountered when using the mod as well as add support for some of the plants that were not included in the latest official version. I had not intended on publishing the modifications and therefore had not requested permission from magnemoe to use the assets at the time. Later in 2015, darkconsole released his Grow Tomatoes and Apples mod which allowed for Hearthfire homes to grow Tomatoes and both Green and Red Apples using creatively designed custom meshes. Here I saw an opportunity to improve the work I had done on my local version of FarmEverywhere and so I included these assets as well. Again, permission was not requested as I had not intended to publish this work. Shortly after this I included the assets from Kinaga's Hearthfire Extended in order to add the ability to grow plants from Dragonborn as well as to patch some of the plants from Dawnguard that did not quite work in the original Farm Everywhere version that I based off of. Since 2016 I had been noticing an increasing interest here on Nexus in having a mod that would allow you to grow all the vanilla/expansion plants as well as non-growable plants such as tomatoes/apples/garlic/elves ear/etc literally anywhere. By 2017 I had gotten the mod pretty much capable of doing that and started considering what it would take to publish it to the Nexus. I wanted to do it right so I had to seek out permission from the authors of all the mods for which I had borrowed assets. I started by checking on the original mod to see what the status was. I was saddened to find that the mod author had not updated the mod since 2012 and, when I checked in April 2017, had not been seen on the nexus since December 2016. I took this to mean the mod was abandoned and was very happy to find that the author had left permission for other authors to modify and update the mod so long as the original author was appropriately credited. From there I sought out the other authors and eventually recieved permission from them as well to publish this mod. If the original mod author magnemoe ever comes back and requests that I remove this mod I will do so.
========Original Mod's Description (Read this, it makes explaining the mod easier)========
Farm everywhere.
This mod creates fertile soil spots for planting much like farming in Hearthfire. 

Supports all the plants from Heartfire planting pluss elvesear , frost mirriam, garlic, crimson nirnroot, Jarris root from the dark brotherhood quest.
It also let you plant eggs for nests, the chicken nest spawn chickens + spider and chauus eggs who spawn spiders and chauus for defense. 
From Dawnguard the gleamblossom, yellow mountain flower , soul husk and the poison bloom 

To farm you need an farming hoe, craft one with one iron and one firewood piece on an anvil. 

Stand still and do 3-4 basic standing power attacks, you see that you create an mound of fertile soil. 
You can now click on it and select an seed from the list to plant, one is required, if you add more the rest is returned. 

The mound changes, 24 hours later the plant has grown up, after harvest it uses three days to grow back, 
you do not have to be away for it to grow back. Note you will only get one ingredient not 3-4 like in Hearthfire but you can plant as much as you want. 

Advanced functions: If you sneak then accessing the empty and unplanted mound you can remove it, you can also move it or rotate it, 
this can be useful then decorating or in hilly terrain. 

After planting you cannot move it anymore but you can remove the plant, move and plant another if you sneak. 

You can also plant various eggs that become nests. Chicken nests have a chance of giving chickens.
Spider and chaurus eggs sacks will produce Spider and chaurus if left in four days. 
They will be friendly to player and other friendly creatures and can be used as guards for Hearthfire homes or other wilderness settlements. 
However spiders and chaurus are hostile to each other so you cannot have both at one place. 

You only get one creature from a nest or egg sack but will get a new after the creature dies. 

Tips: For speed its best to make multiple mounds then plant them. Then planting in slopes, don't walk up and down the slope but sideways in the hill, 
you might have to move or rotate the mounds anyway for an good looking result. 
Empty mounds disappears after three days, this is planned. 

Note: Do not wait next to the plants for them to regrow, move to another cell. Just waiting does not trigger the script to check if plant is harvested. 

Require: Hearthfire for plant models and SKSE for scripts.
The Dawnguard version also require Dawnguard, only use one of the versions.

========What has changed (I may not remember all of it but this is the jist of whats different)========
1.) The speed of the plant growth scripts was originally set to initially grow in 24 hours and regrow every 7 days but I found this to be inconsistent when I actually played and the plants would sometimes not grow for 9 or even 12 days. I had no idea why this was and my knowledge of python scripting was crude at best so I dove into the creation kit to try and fix it. Through random tinkering in the creation kit I somehow managed to speed up the script to grow plants in 1 hour and regrow them every 24 hours which fixed the inconsistency issues I was having. (I still have no idea why that fixed it).

2.) Garlic's graphic has changed from an upside down garlic braid to a more realistic appearance. However, this makes it look identical to a leek so you have to look at them to see the difference.

3.) You can now grow apples and tomatoes! These are on the same 24 hour growth schedule and yield 3 fruit on each harvest.

4.) Dawnguard plants *should* be fixed and should grow like normal. I have not tested this feature very thoroughly though so please let me know if you encounter something. There's no guarantee I can fix it since my python scripting skill is crap but I'm sure i can hit the script with a rock enough times to get it to do *something*. =P

5.) Dragonborn  plants should be compatible as well. At the moment I do not remember for sure what, if any, plants are buggy or excluded so, again, please let me know how it works for you.

========Known Bugs========
-The chicken spawning feature of planting eggs does not seem to work. Why? I have no idea.
-Removing a crop via the planter does not always work correctly. It has been an inconsistent problem so I have not been able to find the cause. Try to make sure that you plant the crop you want to plant. You can always create more mounds.
-Jarrin Root is called Jarris Root. This is how the original mod had it. I *think* I left this the same... not 100% sure.
========Requirements========
Hearthfire
Dawnguard
Dragonborn
SKSE

========Installation========
Simply copy the contents of the zip file into your data folder and enable it via what ever mod manager you use.

========Un-Installation========
I am not sure but I think that disabling the mod might be enough. Just in case, I recommend using a save game cleaner to remove any potential orphaned scripts.