Version 1.4 comes with many FOMOD adjustments and the installer should now skip anything the user does not need based on their choices. See changelog for full details. Post-installation notes: -Gourds specifically planted by the player aren't affected by swaps-- either Seasons or BOS, as they do not work on dynamic objects. Hopefully in the future po3 works some magic for this to be remedied. -Load the main plugin KabusGourds.esp BEFORE Favor Jobs Overhaul.esp if you use it. Can't think of any other load order questions that aren't addressed by the installer.
Thank you very much for all the kind comments and fun puns <3
Hello all! I've been busy with work but wanted you all to know an update is slowly in the works. Planned for this coming update:
-More installer bug fixes -Gourmet patch -Eating Animations and Sounds patch -Updated Skills of the Wild patch (might not even be needed anymore, SotW has changed a lot since I last looked at it) -Uhhh anything else I can think of
The mod is fairly feature-complete, just needs a bit of maintenance on my end. Please report any conflicts so I know if I need to patch other stuff. Thanks!
The SWAP is a swapper for the snow models but it's currently inactive anyway as there are no vanilla squashes placed in snowy areas. The FLM and esp are to provide automatic compatibility for some other mods if you use multiple squashes. Not sure why I had the installer throw those files in for replacer users. Hopefully I'm not forgetting anything, but you should be fine to delete them.
The wild concoctions patch seems to have errors within the conditions. I am guessing these are related to gourmet skill level, exotic cooking, etc, for the requirements to craft certain foods containing the gourds. I'm not sure which global skill it's locked behind: Gourmet, basic meals, exotic meals, but I'm guessing basic and elaborate...? I'm not too good at modifying perk rank condition-based requirements myself in Xedit, though I do have a basic idea. The perk ranks are where that ends.
If I remember correctly, I assigned conditions based on the ones I saw in Wild Concoctions. I'll have to take a look at it, I have a lot of stuff in the mod update queue so I'll add this to the list. Thanks for the report.
I'd have to patch every single gourd variant swap and that's not gonna happen, sorry. I might include a patch for it to show up in the swaps for my Pumpkin Plant Overhaul though since that one looks more like a pumpkin to me anyway.
It's either an FOMOD issue or it didn't provide it because USSEP changes were carried over in another patch it gave you. The more likely culprit is an FOMOD issue though, there are a few that need addressing. I'm about to start working on the next update which should hopefully resolve most of those issues.
Think there might be typo in your SWAP.ini file. I am getting these errors:
failed to process FoodGourd01|FoodGourd02,FoodGourd03,FoodGourd04|NONE|chanceS(75) (BASE formID not found) failed to process FoodFruitGourd01|FoodFruitGourd02,FoodFruitGourd03,FoodFruitGourd04|NONE|chanceS(75) (BASE formID not found)
Looked in xedit and the base Editor ID is FoodGourd (not FoodGourd01) and I am using CACO which changes it to FoodFruitGourd (not FoodFruitGourd01).
Edit:
Sorry forgot to mention I am using the KabusGourds - UNIQUE_SWAP.ini as my ini.
I got it to show in the FOMOD but choosing multiple and then unique instead of stacking. After that I was able to go back and pick different options in the FOMOD and I still got the CACO patch step.
I chose the 2K/1K Vanilla-Like + Zucchini + Butternut option with Unique INI's, no Seasons of Skyrim support, plus a patch for JK's Skyrim, and the fomod did not install any textures?
EDIT: I opted for the all-in-one version instead and the textures installed as normal. Might want to look into the above, though!
Also, I was wondering if these "gourds" show up in the inventory with their unique models /and/ with unique names? I'd love if I picked a zucchini and it appeared in my inventory as a zucchini, and I could plant a zucchini patch in a garden. Is this how it works?
I'll take a look at the FOMOD, there were a lot of combinations to manage.
They do not currently have unique names but it wouldn't be difficult to make a version that changes the names too. I can keep that in mind for the next update.
Unless you're using the simple replacer version, it might require some hand-editing of the BOS ini depending on your preferences, as the chance to swap to other gourd models is 75% (to allow for the default vanilla-like variant a chance to spawn too). The Gourdeous mod page says there's a 1/3 chance for the gourds to swamp to pumpkins, so uhh, do the math on that one (I can't) and you'll probably see pumpkins pretty rarely, but I don't think anything is technically overwritten here, there's still chances for both to appear. I think. I'm bad at math.
Keep an eye on my Pumpkin Plant Overhaul though, the vanilla version will soon do the same thing as Gourdeous and it has a whole pumpkin plant replacer as well. And since I made them both I'll make sure there's compatibility between the two in the next update.
108 comments
Thank you!
Version 1.4 comes with many FOMOD adjustments and the installer should now skip anything the user does not need based on their choices. See changelog for full details.
Post-installation notes:
-Gourds specifically planted by the player aren't affected by swaps-- either Seasons or BOS, as they do not work on dynamic objects. Hopefully in the future po3 works some magic for this to be remedied.
-Load the main plugin KabusGourds.esp BEFORE Favor Jobs Overhaul.esp if you use it. Can't think of any other load order questions that aren't addressed by the installer.
Thank you very much for all the kind comments and fun puns <3
Next mod coming soon:
-More installer bug fixes
-Gourmet patch
-Eating Animations and Sounds patch
-Updated Skills of the Wild patch (might not even be needed anymore, SotW has changed a lot since I last looked at it)
-Uhhh anything else I can think of
The mod is fairly feature-complete, just needs a bit of maintenance on my end. Please report any conflicts so I know if I need to patch other stuff. Thanks!
Eating Animations And Sounds 42602
failed to process FoodGourd01|FoodGourd02,FoodGourd03,FoodGourd04|NONE|chanceS(75) (BASE formID not found)
failed to process FoodFruitGourd01|FoodFruitGourd02,FoodFruitGourd03,FoodFruitGourd04|NONE|chanceS(75) (BASE formID not found)
Looked in xedit and the base Editor ID is FoodGourd (not FoodGourd01) and I am using CACO which changes it to FoodFruitGourd (not FoodFruitGourd01).
Edit:
Sorry forgot to mention I am using the KabusGourds - UNIQUE_SWAP.ini as my ini.
EDIT: I opted for the all-in-one version instead and the textures installed as normal. Might want to look into the above, though!
Also, I was wondering if these "gourds" show up in the inventory with their unique models /and/ with unique names? I'd love if I picked a zucchini and it appeared in my inventory as a zucchini, and I could plant a zucchini patch in a garden. Is this how it works?
They do not currently have unique names but it wouldn't be difficult to make a version that changes the names too. I can keep that in mind for the next update.
EDIT: You could also use this.
Maybe it's as easy as combining the two mods' BOS ini files into one?
Keep an eye on my Pumpkin Plant Overhaul though, the vanilla version will soon do the same thing as Gourdeous and it has a whole pumpkin plant replacer as well. And since I made them both I'll make sure there's compatibility between the two in the next update.