Fallout 4

738 comments

  1. Gambit77
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    There is a zero tolerance policy for the dissemination of propaganda by agents of the pharmaceutical, alcohol, private prison, or paper industries trying to protect their profits, or by agents of the police state waging war on the civil rights and anti-war movements.
    Violation of this policy will result in permabans from all our mods.

    Great news for the v1.0 update. FLipdeezy and Slevin4Mods have joined the CC team and helped take the mod to the next level. FLipdeezy has added joint and blunt smoking animations, and Slevin4Mods has added 3 visual FXs for the the sativa, indica, or hybrid strains.

    If you like chem and smoking animations, make sure to check out FLipdeezy's other gems Animated Chems - re-done and Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save.

    If you like the visual FXs, make sure to check out Slevin4Mods' excellent Chems and Alcohol Visual FX

  2. OmGoodMan
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    Hello, do I need to start a new game for the seeds to appear in loot or sale, otherwise I can’t find anything on sale except the fiber that produces oil?
  3. matiga5
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    where do i find the raw seeds or what is the item number
    1. OmGoodMan
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      Hello, did you find the seeds? I’ve been playing for another day, it doesn’t drop anywhere at all, although everything is in the craft
  4. iNSaNeH8ReD
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    Hey all.

    Sorry if this is a lame question but I can't seem to find the SKE section in order to set up the cannabis plants. Am I looking in the wrong spot or did I somehow load it wrong?

    Thanks in advance!
  5. H4RDC0R3V1B3Z
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    Shame there are no decent weed mods for Xbox. 😕 This looks excellent! Almost makes me want a PC again. Almost.

    Better Stores have some plants, but it's one Settler per plant, which is a bit OTT for making a large farm (for obvious reasons lol). Some simple planters which operate the same as normal ones would be soo good. Sadly I don't have the knowledge or access to the tools needed.

    One can dream, I suppose.
  6. ShadowKraz42
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    Is this mod abandoned? I'd like to use it but with the mod author not responding to comments and bug reports makes me hesitate.
    1. iriemk
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      This mod works just fine, no worries. The only thing that I'd advise anyone to do about it is patch out the AWKCR dependency, since THAT stupid, bloated thing did cause me a lot of grief in the past. Plus, this is a mod about growing herb, not about a bunch a silly gasmasks - which are the only reason for the sucker-*** AWKCR-dependency. If you want gasmasks, go download gasmask mods, not ganja mods^^.
      I also like to mess with it's vendor and loot lists, because it likes to creep into too many loot spawns and clogs up vendor inventories, but that's just personal taste. Everything else about this mod is like that Bethesda dude said: It. Just. Works. ^^ Have been growing with this on every setup I ran, and it's one of the mods that have never given me trouble.
  7. lilyeet223
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    my game crashes every time i load in, any fix?
    1. lilyeet223
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      NVM just had to reinstall awkcr
  8. EQOAnostalgia
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    Great mod, just don't be a nob like me and patch out the f'ing AWKCR bs. In my defense i used it forever, and when you use something forever you just kinda activate it and assume things. 
  9. dawster2011
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    imagine making a mod that doesnt even work
    1. JotunSlayer
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      same, ske doesnt even recognize it
    2. laxxboy20
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    3. GoldenGlobesCEO
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      Imagine being unable to install a simple mod and bitching about it
  10. iriemk
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    Back at modding FO4, this one was one of my first stops on the long road. But now I have this issue again I couldn't figure out the last time around: Why do the CC ganja plants contribute so much more to the build limit than regular plants?

    Last go around, I also had BLTC installed, thats where I realized there's a huge difference between the ganja plants from that mod and this one. I could grow almost twice as many BLTC plants in a settlement as I could grow CC plants. It didn't matter much back then, since I did not have many settlements, and kept all of them small, just around the vanilla size limit (and only upping build limit with in-game methods like dropping items and storing them), in order to not bring down my old potato PC.
     But now I got a new system with loads of RAM and a huge-*** graphics card, so I'd like to load up all my settlements to the max with these beautiful plants, especially those horticultural gems like Greentop Nursery, Sunshine Tidings and Graygarden. But that won't work unless I figure out how to shrink the space they take up on the build bar, and even though I have mods that can up the build limit, I am not keen on doing that willy-nilly, if I can somehow adjust this somehow. I looked at them in xedit, compared with carrot, mutfruit, tato and stuff from other mods and I cannot see it! Apart from a keyword or two, there's nothing that stands out, no numerical differences I can find in any values...Please, anyone with more insight into this matter, call out.
    1. DOOMBASED
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      I am pretty sure build limit is determined by the number of polygons on the model. The models may be able to be optimized to use less polygons, but I am unable to do so at the current time.
    2. iriemk
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      Aha. Well, that is something waaay beyond my semi-Luddite capabilities. But thanks for the clarification, I was biting my damn desk trying to figure it out.

      Sooo, iffen I can get the models from BLTC and if those really have fewer poly, and I point your plants to those models with xedit, would that make any difference? That is something I might be able to figure out with a little effort and time. I punished myself about a week last go around trying to make BLTC do my bidding, not wanna do that again. I'd much rather have your mod -that is more fleshed out in terms of the growing anyway- but if the BLTC models give me that plus in capacity, I'm going steal those.

      And one final question: How can I xedit a regular settlement plant into a wild one that grows on it's own...another project I wasted lots of time on last go around instead of just asking a pro.^^ Using SKK Mobile Workshop this time, but that don't allow for settlers to farm, so I need a way to grow my stuff without em on my backwater plantation.
    3. ShadowKraz42
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      BLTC? Can you give me the full name or a link?
    4. iriemk
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      Do not tell me you never heard of Better Living Through Chems. There is an iteration of this mod for FO3, one for FNV (called CAM, but same thing, same author) and this one for FO4. Basically THE ultimate solution for all things chems, alcohol, smokes and drugs. Bundles up a couple drink mods, smokable ciggi and ciggi retex mods, adds all sorts of lab-brewed drugs, plus stuff you'd find in the wild or a farm (poppies, tobacco, shrooms, coffee, tea, coca plants and whatnot), and a host of drug-related gimmicks and paraphernalia (hookahs and pipes, lighting ciggis with matches/flip-lighters, an altered syringe system, and and and).

      All in all, could've been a whole big bundle of joy, but the FO4 iteration was never really finished. It's missing a bunch of models and other stuff, some functionalities like ciggi lighting only work right about half the time, animations won't always play right and all the heap of stuff it adds to workshop build menu willy-nilly can seriously mess with a setup.
  11. Droidlife
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    Like the idea, like the color saturation visuals, but is there any way to disable the stupid "look at me, dude weed" animation that locks you in and goes on for like thirty minutes every time you spark up?
    1. EQOAnostalgia
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      You mean the part where you actually smoke? Why would you want that gone? Lol. That's your cue to sit back and take a rip. 
    2. iriemk
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      @EQOAnostalgia : +420!

      *loads bowl, smirks*
    3. Leowulf
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      I second this idea, along with being able to disable the save game feature.  Personally, I have better things to do than sit and watch my character smoke forever.  Also, I found that tabbing into the Pipboy stops the animation, and then the game is saved as soon as I sneak.  The problem that I run into is that upon standing back up, my character starts smoking again, and I have to then tab into the Pipboy.  As soon as I sneak, my game gets saved again, and then my character starts smoking again.  It starts to become very annoying.  I save manually on survival mode with the console command anyway, so saving whenever my character smokes weed isn't needed.