Fallout 4
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DOOM

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DOOMBASED

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  1. DOOMBASED
    DOOMBASED
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    If you find any bugs please post them in the BUGS section. Thank you!

    Collision issues have been fixed! Thanks to DarthWayne.

    There is some z-fighting, so you will see some texture glitches on the outsides of the Plots. This happens because the Plots intersect and the textures get all jumbled up. It's not too bad though, only really noticeable up close.
  2. OwynTyler
    OwynTyler
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    but... can you make planted food itself stackable?
    1. Olivier8768
      Olivier8768
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      Idem pour moi. Personne n'a pensé à cela apparemment.
  3. doal5656
    doal5656
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    The garden floats in the air. Fix it properly
    1. AxlVandamnit
      AxlVandamnit
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      Yeah, just order someone around and they'll fix it. SMH.
  4. SirPhoenixBlood
    SirPhoenixBlood
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    is there anyway to get this as a .esl? please
    1. DOOMBASED
      DOOMBASED
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      Lol it's just a mesh...
    2. corne223
      corne223
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      what about a cbbe version?
    3. cibablue
      cibablue
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      I laughed so hard at that CBBE comment that I spit my drink all over myself and my computer; it was totally worth it!
  5. zed140
    zed140
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    The plots are floating and have z fighting when snapped because textures overlap
  6. Mebantiza
    Mebantiza
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    Arguably, one of the most useful construction fixes there is. The only thing that would make this a lot better, is if the garden plot had a 'bottom' that was basically, the concrete foundation block, but with the snap-able garden plot on top of that. If you used this file, you probably know why I am saying this. I use these plots to create terraces and terraform un-even and fugly terrain. Problem is, you can be left with plots hanging basically in the air. I currently cap these off with wood or concrete foundations to hide the gaps this creates. While this works in most instances, it it quite space and resource intensive. Concrete and wood platforms are very forgiving when it comes to placement on uneven terrain, so having a garden plot attached to the top of a concrete block, would be game changer in terms of sculpting terrain.

    If you look at the authors pictures, you can see what is being done. That works, but, like I say, fixing the gaps underneath that placing the plots creates, wastes a lot of space and material. If the plots had 'bottoms' with the attributes of the concrete foundations, well, that would make creating proper Ag areas a breeze, and would look and fit properly to the terrain. Alternately, if the we had a 2/4 concrete block to cap off the ends, that would work as well, but I dont know if anyone has created anything like that. Of course, if the plots could snap to the top of the existing blocks, that would also work as well, but I am not sure if snap points could be added that would allow them to snap along Z axis as well.
    1. Mebantiza
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      FYI - plot capacity

      Carrots > 9
      The carrot is a little hard to make out on these plots, especially when pulled. It can almost look like there is nothing there at times.

      Corn > 9
      Sometimes corn can be finicky and you might find it hard to place the 9th one. Corn is definitely the least-user friendly model when it come to planting in grids. Better suited for rows to be sure, but spacing is key for corn. More so than the other main crops which are a lot more forgiving.

      Mutfruit >9
      They fit fine, but its one big leafy canopy. Hard to click on a farmer in a 3x3 grid of those.

      Tatos > 16 This is the high-density crop. 4x4 grid = very high production per plot. The tato is an ideal crops for locations such as Hangmans alley, or Jamaica Plains. I often place these on rooftops that would otherwise not be producing any food at all.

      Others
      Razorgrain - Gourd - Melons.

      There is little point to using plots for these. In fact, it is kind of frustrating to even try the results are so poor. You'll get 1, or 2 maybe? A complete waste of space, and a plot, as they are not plot friendly at all. I put those in random un-used corners and save the plots for the high-density crops.

      How the math works out production wise (example),

      Using just 2 plots, with the 9 plant crops, you can plant 18 crops, with a labor requirement of 3 settlers which will produce 18 food. A very efficient use of space. To produce 72 food, would only require a total of 8 plots, IE a 4x2 grid.

      Tatos. Using only 3 plots x 16 each > 48 food.




  7. MgSolidus
    MgSolidus
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    Version with snap points for plants possible?
  8. Destroyer5
    Destroyer5
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    Is there a way to have they snap together lower. They leave a gap below each one.
  9. caekaylee
    caekaylee
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    Thank you very much, from control freaks whose want everything as orderly as excel spreadsheet.
  10. DarkWingZero
    DarkWingZero
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    question not related to the mod it self but the pictures how you manage to place your crops/plants like that some weird reason i have been having problems with placement and it keep get bad placement for most for placement even when its reasonable.
  11. kestrelhawk
    kestrelhawk
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    What? There were collision issues?? LOL
    I know it's not funny for others, but I've not had a single problem with this mod, so now I'm hesitant to update!
    1. DOOMBASED
      DOOMBASED
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      If you haven't noticed anything, you don't really NEED to update it, but the collision had reported some problems before since I just copied a floor to the bottom of the mesh, haha. The new collision was needed because I made the plots bigger and otherwise you would fall through the sides. The update is just a lot cleaner way of doing it.
    2. kestrelhawk
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      Then I'll keep it as is for now, no sense in fixing what ain't broke. Thanks again for this mod, it's an essential for me.