Mr Gardener robot for providing gardening services within a Settlement
Harvests ripened crops and stores the produce in the local Workshop. Also restores damaged crops to healthy condition. Assistant Gardeners tend crops for harvesting and increase settlement population just like Settlers.
• These robots have not been tested with other mods that assign or reassign settlement workers, or mods that control worker behavior and activity, and so might have issues if/when such mods attempt to do those things.
• The main download is for the .ESP file; an .ESL version is also available. Install one or the other, not both.
• If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
To test Mr Gardener's crop restoration ability ... shoot some crops and then request a "scan" by interacting with Mr Gardener or his Station Pod. They will be transformed into healthy crops, but note they are not immediately available for harvesting ... that occurs naturally over time as Settlers (or this mod's Assistant Gardeners) nurture those crops. Upon ripening, Mr Gardener will harvest them and transfer their bounty to the Workshop.
• Before Installing: create a saved game that you can fall back to if problems arise • Look for a coiled Garden Hose icon towards the far right of the Workshop's main menu (i.e. new build location) • Four categories: Mister Gardener (Pre-War), Assistant Gardener (Pre-War), Mister Gardener (Post-War), Assistant Gardener (Post-War)
Please report issues and feel free to ask questions for discussion.
Unfortunately, I failed to RTFM and noticed this conflicts with a settlement extension mod that extends the borders around Sanctuary. 100% my fault, though I have to wonder why the bots weren't just added to the build menu like normal without any location changes or quests.
Yes, possible. What I don't know is if it would really be useful or not. What do you think? Do players, or will players, create gardens like we do in regular Fallout 4 ??? [ not knowing is why I haven't done it yet ]
Would be nice/helpful to hear from people about this ...
The london bridge settlement is long enough for a farm to be built there if one uses garden plots, or build a garden around the edge of the one small circle of land that one can get to by follow the stair down from the bridge, i managed to fit in 265 individual plants in total down there
very great mod, i sucked asscheeks at being a raider boss like all of my outpost are so f*#@ing far from the farm settlements so i had to resort to robots being farmers
Thanks ever so much for creating and sharing this. Sorry if this is so obvious but would I still need the "Gardener Bot Water Patch" patch type file for the latest ver 3 of this mod..?
Yes, install that patch if you want to see jets of water sprayed instead of cryo-hydroponic mists. Note that the Nuka World DLC must then also be installed.
Many thanks, sometimes it throws me if the patch is much older than the latest release.
I have downloaded and installed three of your mods. Tidy bot, Gardner bot and the delivery one. All ESL versions. Each installed VIA MO 2.5 and then the ESL's enabled.....
and...
BUT....
the probable (?) error showing within MO2.5.
I have no doubt that I am missing something so very obvious here.....
Probably more of "Settlement Menu Manager Patches (SMM)" problem, thought I needed that for your mods as it had been mentioned within the comments, unless misunderstood..? Guess I need all of your mods for that patch to be applicable.
EDIT, indeed it was. I now have a full compliment of ESL type bots installed. Fun days where the bots outnumber the settlers, lol.
Many thanks for your work and sharing, most appreciated.
Not sure why but I ended up with two farmer bots and they were working fine BEFORE I realised and created a gardener bot, with station. They look and behave wonderfully, so very well done. And, most appreciated.
I have no doubt that I am missing something so very obvious here.....
Yep, you forgot to read my description which said (at the time) "All of Athelbras' 7 Settlement Bot mods listed below. You need to download them all if you want to use this patch". The FOMOD installer also mentioned that all the 7 mods was required.
Though I've recently changed it so that it is no longer required to install them all to use my patch.
Indeed, and you have been more than patient in helping me with certain issues. As a returning player, without moderation, think about a child in a sweetshop unsupervised, I do try hard to make sense of the very detailed information posted by modders such as yourself. At times, I can feel a little overwhelmed, perhaps more so when some mods, not this or the SMM, have dependencies that go back further to other dependencies and in turn......
My problem I know.
Guess I'm just saying thanks for what you do and support. Most appreciated :)
Something is shrinking my Mister Handy gardening bots to microscopic proportions on spawn. I can see the cute little fella, but he's not much larger than an ant on-screen. Aiming at the bot with a scoped weapon and using Fine Zoom shows that he's perfectly fine and functional, just tiny.
Opening the console, using setscale 1.0, then recycleactor fixes the issue, but I'm clueless about the cause. The same thing can happen to Codsworth immediately upon entering Sanctuary the first time, so it's something to do with the race.
It is a load order problem for sure (I've used Settlement bots for years without issue), but has anyone else had the same problem?
Tracking down the culprit is proving difficult - I've already checked for conflicts in FO4Edit and nothing touches the scale of Mr Handy's race. Likewise, adding a mod to the end of the load order to set the scale of Mr Handy to 1.0 has no effect. Any and all Automatron mods (except FO4 Automatron DLC) have been disabled. It still happens on a fresh Save. Curses.
Something else that you installed is causing the problem. Some kind of "conflict", which is evidently not obvious when investigating with FO4Edit. It might be a dynamic conflict inflicted by a mod or patch script, which won't be found with FO4Edit.
I see that you previously downloaded this mod back in August 2023. GIve thought to what you have changed and installed since that time, because something you did after that date is undoubtedly the root cause.
What I would do is temporarilly disable mods / patches in groups to see if the problem stops happening while that grouping is disabled, and if it still happens then disable another group. Once it stops happening you can then enable things selectively to discover which is causing the problem. You could instead do uninstalls / reinstalls, which will cover conflict issues that are data file oriented instead of .ESP / .ESM issues.
Alternatively, do it the other way around by first disabling all mods and patches except this mod, and then begin enabling mods to discover which one causes the problem to begin happening.
Be sure to temporarily disable any/all merged patches before beginning this kind of investigation, otherwise the game will automatically load the things the merged patch knows about even though those things are disabled.
I found it. SCOURGE F4SE (available only via Discord) has Handy as an editable race. One of the parameters is Scale, which allows for a range of creature sizes to spawn, and is set to 0 by default. That means Mr Handy bots will spawn at the size of a literal ant, which is amusing and cute, but frustrating all the same.
Disabling the Scale option in SCOURGE F4SE for Handy fixed the problem instantly. Garden Bot, Salvage Bot and Tidy Bot all spawn correctly and Codsworth reliably scales in a new game save.
This took roughly 30 hours to hunt down in a custom load order of over 1000 mods that are otherwise playing friendly. It also explains why Nora is a different height every time I start a new save when I don't have any body mods installed (Humans have 0.9 to 1.1 Scale in SCOURGE).
Thank You and a Kudo for posting the "conflict" details to alert others. I will add that information to the description pages of my various settlement robot mods.
I just wanted to pop in and randomly tell you that I absolutely love this mod. It actually puts a legit smile on my face watching the Gardener protectrons womble around my settlements, taking care of the crops.
A super mutant attack absolutely wrecked all my corn and carrots at the Starlight drive in, and sure enough within a day or so, Mr. Gardener diligently fixed all of them. They're just the honkin' best!
301 comments
Mr Gardener robot for providing gardening services within a Settlement
Harvests ripened crops and stores the produce in the local Workshop. Also restores damaged crops to healthy condition. Assistant Gardeners tend crops for harvesting and increase settlement population just like Settlers.
• These robots have not been tested with other mods that assign or reassign settlement workers, or mods that control worker behavior and activity, and so might have issues if/when such mods attempt to do those things.
• The main download is for the .ESP file; an .ESL version is also available. Install one or the other, not both.
• If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
To test Mr Gardener's crop restoration ability ... shoot some crops and then request a "scan" by interacting with Mr Gardener or his Station Pod. They will be transformed into healthy crops, but note they are not immediately available for harvesting ... that occurs naturally over time as Settlers (or this mod's Assistant Gardeners) nurture those crops. Upon ripening, Mr Gardener will harvest them and transfer their bounty to the Workshop.
Many thanks to everyone who posted something positive here about this mod -- it is your kindness that encourages me to continue modding.
See the Description page for a list of My Other Mods in this "Settlement" series.
• Before Installing: create a saved game that you can fall back to if problems arise
• Look for a coiled Garden Hose icon towards the far right of the Workshop's main menu (i.e. new build location)
• Four categories: Mister Gardener (Pre-War), Assistant Gardener (Pre-War), Mister Gardener (Post-War), Assistant Gardener (Post-War)
Please report issues and feel free to ask questions for discussion.
Settlement Gardener Bot LONDON: "Mister Gardener" can be found Here.
Would be nice/helpful to hear from people about this ...
Sorry if this is so obvious but would I still need the "Gardener Bot Water Patch" patch type file for the latest ver 3 of this mod..?
Thanks
I have downloaded and installed three of your mods. Tidy bot, Gardner bot and the delivery one. All ESL versions.
Each installed VIA MO 2.5 and then the ESL's enabled.....
and...
BUT....
the probable (?) error showing within MO2.5.
I have no doubt that I am missing something so very obvious here.....
Probably more of "Settlement Menu Manager Patches (SMM)" problem, thought I needed that for your mods as it had been mentioned within the comments, unless misunderstood..?
Guess I need all of your mods for that patch to be applicable.
EDIT, indeed it was. I now have a full compliment of ESL type bots installed. Fun days where the bots outnumber the settlers, lol.
Many thanks for your work and sharing, most appreciated.
Looks like the error simply indicates that you would need to install my other mods which it shows in its list.
Not sure why but I ended up with two farmer bots and they were working fine BEFORE I realised and created a gardener bot, with station.
They look and behave wonderfully, so very well done. And, most appreciated.
Though I've recently changed it so that it is no longer required to install them all to use my patch.
As a returning player, without moderation, think about a child in a sweetshop unsupervised, I do try hard to make sense of the very detailed information posted by modders such as yourself.
At times, I can feel a little overwhelmed, perhaps more so when some mods, not this or the SMM, have dependencies that go back further to other dependencies and in turn......
My problem I know.
Guess I'm just saying thanks for what you do and support. Most appreciated :)
Opening the console, using setscale 1.0, then recycleactor fixes the issue, but I'm clueless about the cause. The same thing can happen to Codsworth immediately upon entering Sanctuary the first time, so it's something to do with the race.
It is a load order problem for sure (I've used Settlement bots for years without issue), but has anyone else had the same problem?
Tracking down the culprit is proving difficult - I've already checked for conflicts in FO4Edit and nothing touches the scale of Mr Handy's race. Likewise, adding a mod to the end of the load order to set the scale of Mr Handy to 1.0 has no effect. Any and all Automatron mods (except FO4 Automatron DLC) have been disabled. It still happens on a fresh Save. Curses.
I see that you previously downloaded this mod back in August 2023. GIve thought to what you have changed and installed since that time, because something you did after that date is undoubtedly the root cause.
What I would do is temporarilly disable mods / patches in groups to see if the problem stops happening while that grouping is disabled, and if it still happens then disable another group. Once it stops happening you can then enable things selectively to discover which is causing the problem. You could instead do uninstalls / reinstalls, which will cover conflict issues that are data file oriented instead of .ESP / .ESM issues.
Alternatively, do it the other way around by first disabling all mods and patches except this mod, and then begin enabling mods to discover which one causes the problem to begin happening.
Be sure to temporarily disable any/all merged patches before beginning this kind of investigation, otherwise the game will automatically load the things the merged patch knows about even though those things are disabled.
Disabling the Scale option in SCOURGE F4SE for Handy fixed the problem instantly. Garden Bot, Salvage Bot and Tidy Bot all spawn correctly and Codsworth reliably scales in a new game save.
This took roughly 30 hours to hunt down in a custom load order of over 1000 mods that are otherwise playing friendly. It also explains why Nora is a different height every time I start a new save when I don't have any body mods installed (Humans have 0.9 to 1.1 Scale in SCOURGE).
Thank You and a Kudo for posting the "conflict" details to alert others. I will add that information to the description pages of my various settlement robot mods.
A super mutant attack absolutely wrecked all my corn and carrots at the Starlight drive in, and sure enough within a day or so, Mr. Gardener diligently fixed all of them. They're just the honkin' best!