Fallout 4

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Magicockerel

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Magicockerel

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  1. Magicockerel
    Magicockerel
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    Please leave any questions in the POSTS section, and any bugs in the BUGS section.

    I apologise to anyone that updated from pre-version 3.0.0 to version 3.0.0. Despite the fact that I recreated the ESP from scratch, the plugin has the same name and the quest is using the same form ID, so the game doesn't recognise this. This results in the script not registering for an event that would allow the script to then move items from the dummy player to the player.

    I have fixed this in version 3.0.1, meaning that you can now update to version 3.0.1 from any previous versions in an existing playthrough. No one should have experienced any issues if they chose to either make a clean save when updating Quick Harvest, or installed Quick Harvest in a new playthrough. I have also changed the default setting to have Quick Harvest harvest everything because I figured most people would prefer it that way.
  2. Magicockerel
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    Just a heads up guys, Quick Harvest identifies what flora objects to harvest by comparing base objects. What this means is that when you are only harvesting the selected type of flora object, it will only harvest plants that share the same entry in the workshop menu. For example, there is only one entry for mutfruit in the workshop menu, so all mutfruit plants will be harvested at once. However, there are two entries for tatos, and so if you place a mix of the two, it will only harvest the type that you have selected.

    Sim Settlements creates new base objects for their plants, and so this further divides what flora objects will be harvested. To counter this, I have added a setting that allows you to harvest all flora objects at once. Please read the description to find out how you can enable this setting.
  3. Magicockerel
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    With the release of version 3.0.0 Quick Harvest has changed from taking a simulated approach to a dummy actor approach. The issue with version 1.0.0 is that the Mister Sandman perk is inherently buggy, to the point where the game will crash if the player activates too many objects too quickly.

    Version 2.0.0 circumvents this issue by giving the player the food corresponding to the actor values used by the flora object. The problem is that mod authors either use existing actor values for new food types or do not create new actor values for new food types, which also compromises compatibility with certain aspects of the workshop system.

    Version 3.0.0 instead uses a dummy player actor to activate the flora objects rather than the player, and the food is automatically moved from the dummy players inventory to the players inventory. This means that version 3.0.0 is compatible with mods that add flora objects to the workshop that have not been correctly assigned food type actor values.

    I do not expect there to be any bugs with version 3.0.0, but the world is full of surprises, so please let me know if you experience any.
  4. mprikhodko
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    Hi, can I upload translation of your mod?
  5. Miku5
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    all foods stops growing ...
    1. Yuuan
      Yuuan
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      Did you ever find a work around for this?  I am facing the same issue.  I didn't realize it at first until I went to multiple settlements and noticed that NOTHING was being regrown after being picked the first time.
    2. Magicockerel
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      Like I mention in the sticky post, all the latest version of Quick Harvest does is have a dummy actor activate your food and then give it to you. So, if you food has stopped growing then I imagine that another mod is the culprit.
  6. SwissSanchez
    SwissSanchez
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    Wonderful. Still gotta visit every farm to get my glue ingredients, but this is a BIG streamline in the process. Thanks for the mod!
  7. Pejman
    Pejman
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    Any plans to make a Sim Settlement 2 compatible version ???
    1. bwenter73
      bwenter73
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      Ditto.

      I love this simple mod; quality of life must have mod! That being said however, I have tried with SS2 and found it doesn't work.
    2. PortiaP
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      I'm going to try the Sims Settlements version with Sims Settlements 2, I guess, to see if it IS compatible, since no one ever answered either of these queries, but if anyone sees this and knows it will fry my game (or just be a waste of time/bandwidth), please let me know.

      Edit: Trying the non-Sims Settlements version.
    3. PortiaP
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      The non-Sims Settlement version works perfectly with Sim Settlements 2.  It also works with two mods I use to add more plantable crops, like tarberries and such.

      If it didn't work for you, it's a different mod that's preventing it from working correctly.
  8. Jhent
    Jhent
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    How did you embed gifs into your mod description?
    1. Magicockerel
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      The same way that you embed images, using the (img)(/img) tags with square brackets and the image URL in between, or by pressing the "Insert image" button at the top of the description and entering the image URL.
    2. Jhent
      Jhent
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      Weird.. because this is what happens for me when I try to do that
    3. Magicockerel
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      It is working for me:



      By visiting your link, it appears that you are trying to post a video and not a GIF. I'm not sure whether Nexus supports embedding videos that aren't from YouTube. You'll have to ask them.
    4. Jhent
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      I tried using an imgur link but that didnt work either. Does nexus have a place where you can upload gifs? I noticed that your gif link says nexusmods.com
    5. Magicockerel
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      I believe what you're trying to embed is a video and not a GIF. You'll either have to compress the video into a GIF, which means that you'll lose quality, or upload it as a YouTube video and embed that. You can find examples of videos converted to GIFs on the Deft Hands mod page.
    6. Jhent
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      Hm.. so I tried creating a gif file then uploading it to imgur and trying the same process as described here. Still did not work.. im at a loss. The two websites I tried uploading to as gifs were gfycat and imgur
    7. Magicockerel
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      I believe I used this tutorial to convert my videos into GIFs in Photoshop.
  9. greatwroth
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    Just in case any other VR players have this issue; this mod works otherwise but if you are having trouble assigning settlers to crops then disable this mod. Also if anyone knows of a patch to fix this it would be much appreciated as I can't seem to find any info on this issue and it only appears in the VR version.
  10. Athoscaru
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    just a quick question
    I updated my workshop framework / plus
    and now this most does not work anymore is it possible that workshop framework / plus has overwritten this mod with its new features
    1. Magicockerel
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      I just tested running the two mods together and experienced no such issues, so I cannot comment on what your problem may be.
    2. tsodergren
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      Did you get it working? I also have the same problem. Updated WS framework and plus, as well as several other mods and now it doesn't work. I didn't add any new mods, just updated what I had.
    3. tsodergren
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      UPDATE: It is definitely Workshop Framework. Specifically when you have the Auto assign food option set to on. When I turned it to off, Quick Harvest started working again.
  11. GoldGoldKing
    GoldGoldKing
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    I have finally found a quick harvest from playing games in 2016 to 2020. It is not easy. You're great.
  12. bwenter73
    bwenter73
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    A simple concept, simple execution in game, a mechanic that should have been in the base game.
    Thank you soo much for making this MOD!
    A must have positive quality of life MOD and biggest bonus is that it works with Sim Settlements, outstanding!
  13. Kojima1
    Kojima1
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    Thank you for this mod.
    Works well, spares me from having to harvest vast amounts of food.