Fallout 4
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RGardin

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rgardin

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38 comments

  1. PHANTOMHATE
    PHANTOMHATE
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    • 66 kudos
    Smart mod
    easy to configure
    random yields possible
    merge into anything
    great way to learn leveled lists
    thank you
  2. Magickingdom
    Magickingdom
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    • 56 kudos
    This is great mod. I love that an .esl version is up. I hope fort an esl for the meat version as well. I have never understood why wild(volunteer fruits) were different from garden grown. Having raised many gardens, volunteer fruits(from the seeds of unharvested fruit) are common, and always echo the parent plants.
    1. rgardin
      rgardin
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      I’m glad you like the mod.

      You don’t need an esl version of the meat mod. That file is an esp that is flagged as an esl so it won’t take up an active plugin slot. In other words, it behaves like an esl.
    2. Magickingdom
      Magickingdom
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      cool, thanks
  3. BlazeStryker
    BlazeStryker
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    Been a while since I thanked you for saving the idea of what you pick being what's on the crop plant.

    How do you feel about something like this for meat types? As it happens, the More Meat mods aren't working for me anymore and I've outright reinstalled mod and game, so I think they got versioned out of functionality, more's the damn pity.

    I feel just as offended by a nine-foot-tall Deathclaw giving ONE piece of meat as I do getting one tarberry out of a patch of thirty.
    1. rgardin
      rgardin
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      I cooked something up and put it in the optional files section.
  4. RowanSkie
    RowanSkie
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    Hey, where did the optional patch for Damn Apocalypse go? I liked that.
    1. rgardin
      rgardin
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      I put it back up just for you. Check Misc section.
  5. jamiechi
    jamiechi
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    This mod is not working for me at all.
    I have two plant type mods, Tookie'sTextures_GrassAndPlants 1.4-5036-1-4 and Workshop_Planters_Fixed-1490-1-0F.
    This mod is set to load last in my work order.
    I always get one plant at a time and the wild varieties are not being converted.
    1. rgardin
      rgardin
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      Please make sure you are using version 2.1a and that it is activated.

      Tookie'sTextures just replaces textures and doesn't have an esp file, so therefore it doesn't conflict.

      Workshop Planters is an oldie. It looks like it overrides Graygarden planters and makes them buildable. It conflicts with the planters in Higher Plant Yields. It doesn't touch the other plants though so those should have been working correctly. I'm gonna edit Workshop Planters to pay out like HPY and I'll put it up in the optional section. Replace the original Workshop Planters esp with the new one. You will need HPY mod also.
    2. jamiechi
      jamiechi
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      Thank you. Everything is working now as expected.
  6. RowanSkie
    RowanSkie
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    Does this work with https://www.nexusmods.com/fallout4/mods/33812 ?
    1. rgardin
      rgardin
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      That mod also changes the flora records so it would conflict with this one. Sorry.
    2. RowanSkie
      RowanSkie
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      Is a patch creatable for it? I mean, who knows, you can get three spoiled tatoes, which that kind of randomization...
    3. rgardin
      rgardin
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      I didn't look very closely at his records when had it open but if it's that you are not wanting to receive his randomized vegies, you could load this mod after his (put this one below his in the load order). It may take a cell reset where plants are planted on your current save game to show the changes though. Meaning, pick the vegies, go to an interior location, sleep a day or 2, then go harvest the plants again.
    4. RowanSkie
      RowanSkie
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      I was asking if a patch for the mod was available, not if I wanna use this over his, but cool.
    5. rgardin
      rgardin
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      A patch is just an override. It over writes records of the master esp, or esm, or whatever. Technically this mod is just a patch. It overrides the base game files. His mod overrides the flora records also. So by putting this mod below his, it is patching it.
    6. RowanSkie
      RowanSkie
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      We must be thinking of different patches then... Let me rephrase it. Can this mod have a patch so this mod with along with Damn Apocalypse, which meant adding the things added here to your mod as an optional download?
    7. rgardin
      rgardin
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      Before I do what you are asking, I need to know exactly what you want. Are you wanting the randomized items that his mod gives, just more of them? Or do you want normal vegies instead like this mod gives? And do you want the wild plants to pay out normal versions?
    8. RowanSkie
      RowanSkie
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      I want the randomized items, plus the wild plants giving out normals.
    9. rgardin
      rgardin
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      Optional patch is up now. What I said before about cell reset still applies to your current save game.
    10. RowanSkie
      RowanSkie
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      Thanks!
  7. NavalTech86
    NavalTech86
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    I'm currently having an issue of this mod failing to stay enabled in game. I downloaded the mod in NMM, enabled it, and launched the game. Checked my mods list in game (habit from prior mod issues) and this mod is disabled. I enable it, the game reloads, and it's disabled again. Not sure if there's anything I can do to fix this, or what's going on. Thank you!
    1. rgardin
      rgardin
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      I just put up a new version fixing that very problem. I apologize for that.

      Let me know here if it is fixed please.
    2. NavalTech86
      NavalTech86
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      I just saw that. Updated and it works properly. Thank you very much! Great mod.
    3. rgardin
      rgardin
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      Thank you Sir.
    4. NavalTech86
      NavalTech86
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      One more quick question for you. Since this is one of the latest mods that i've installed, and deals with food. The settlers will no longer automatically branch out to work on more food beyond the first one that I manually assign them to. Would this mod have something to do with that as it's creating multiple product from what the game intended to be one. Or when it "cleans" fruit like wild mutfruit... if you know what i'm trying to say.

      This is my mod list:

      https://imgur.com/a/61e6fuk
    5. rgardin
      rgardin
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      I have that issue also, but they have been acting that way for a long time now. Sometimes I place new crops and then command a settler to work and they will grab 6 points of plants and sometimes they will grab only one. It seems to be random. I don't know how this mod could cause it. It doesn't touch any scripts. I do know that if u leave the settlement and come back, it fixes the issue and they grab the plants like they are supposed to.
    6. NavalTech86
      NavalTech86
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      Sounds good. Just wanted to make sure. Thank you again!
  8. MgSolidus
    MgSolidus
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    Difference from this one ? https://www.nexusmods.com/fallout4/mods/3581/
    1. rgardin
      rgardin
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      That mod is set up to pay out a random number of fruit or vegetables when you harvest the plant. Nothing wrong with that. I just wanted a consistent amount.
      Also, it doesn't change the wild varieties into the normal ones. Yes, I'm aware that there are cooking mods that do that, but that's one less thing I have to spend time at the pot doing.
  9. Joshmodder19
    Joshmodder19
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    nice
  10. Frogzilla82
    Frogzilla82
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    Thanks for the mod. It never made sense you only got 1 (or 0.5) item from the plants.