Fallout 4

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JonathanOstrus

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JonathanOstrus

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About this mod

Adds additional food crafting of obscure and rare flora including Wild variants.

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This mod adds workshop crafting recipes for some hard to find or inconvenient flora. This is intended for use in survial mode in a late playthrough state.
In order to try and keep balance in the game I added perk requirements to the recipes. In general the wild foods require tier 2 of a scientific type perk (Chemist/Science) and the really rare ones are tier 3.

Note: For any that need to be in water, they will snap to the bottom floor, so it is best to plant in very shallow water or on slopes. See the screen shots for example.

Also available on Bethesda.net see Mirros tab above description for links.

The following foods are added for vanilla mod:
Ash Blossom (Chemist 2)
Blood Leaf (Chemist 1)
Hub Flower (Science 1)
Silt Bean (Science 1)
Tarberry (Chemist 1)
Brain Fungus (Science 3)
Glowing Fungus (Science 3)
Wild Carrot Flower (Chemist 2)
Wild Corn (Chemist 2)
Wild Gourd Blossom (Chemist 2)
Wild Melon Blosom (Chemist 2)
Wild Mutfruit (Chemist 2)
Wild Tarberry (Chemist 2)
Wild Tato Blossom (Chemist 2)
Mutated Fern (Chemist 2)
Wild Razorgrain (Science 1)

Greenhouse Planters:
No perks required. All requires equivalent items for their display and food value. Loot tables modified to give equivalent items.
Carrot (4 pieces)
Corn (3 pieces)
Gourd (2 pieces)
Melon (2 pieces)
Mutfruit (2 pieces)
Tato (3 pieces)

Fresh Food Planters:
Vault 81 planters. All requires Science 2 and Chemist 1. Radiated version of food and purified water.
Fresh Carrot (4 pieces)
Fresh Corn (3 pieces)
Fresh Mutfruit (2 pieces)
Fresh Melon (2 pieces)

Added for Far Harbor:
Aster (Science 1)
Blight (Science 1)
Black Bloodleaf (Chemist 2)
Lure Weed (Chemist 1)

Added for Nuka World:
Fever Blossom (Chemist 2)

Known missing items:

Irradiated Thistle - Blows up when harvested

FAQ:

Q: What load order do the modular plugins need to be in?
A: For this mod the order of the DLC optional plugins does not matter. All of the esp's can be installed independently. If you only wanted Far Harbor plants and not the vanilla ones you can install just that esp.

Q: What mods will this conflict with?
A: Any other mods that modify the records for the flora listed will be in conflict.

Q: What happens if I remove this mod?
A: I don't promote removing mods mid game. That being said it should be fairly safe. The injection script that runs to make the workshop put the added flora in the workshop daily is on a quest. If the mod is removed the quest fails to inject the items again and they won't come up. The placed flora will remain. I haven't done thorough testing to see if they respawn after harvesting or what the time to take would be. The vanilla planters will remain but could become broken and not update after picking. The Fresh Mutfruit is custom and will disappear.

Q: Can I switch from the modular DLC option to the All In One to save load order room?
A: Yes. But be aware that doing so will create an orphaned script instance in your save. But loading the new plugin keeps the scripts on the planted flora running so they continue to spawn and be managed by the workshop system. It is not recommended to switch back and forth. The previous mentioned issue regarding the Fresh Mutfruit planter will cause it to disappear when switching.

Q: Why don't the fresh food planters require the fresh food to make them.
A: The fresh variants that spawn in Vault 81 don't respawn. So if you got them and used/disposed of them already then you can't get anymore.