Alrighty, since I am obviously not the only fan of this mod and it's predecessor, CAM for FNV, who'd like to get it to work, I'll share my findings regarding this here. I have been testing and trying to make this work for the better part of today, and I have achieved at least partial success.
BUT THIS ALL TRIAL & ERROR, IF ANYONE HAS FIGURED THIS OUT FOR REAL, PLEASE EDUCATE ME!
The first file in the downloads section, is apparently missing a whole lot of assets, or they don't get installed. Wether you install manually or via the manager. I am using NMM, but please don't chastise me for that, MO2 and my system just don't get along, I could never make it work. In any case, if you install the Loose Files version with NMM, it appears to have all the nifs, at least now the models (of the stuff I have already seen spawn in Wolfgangs and Carlas vendor chests) does show up in the shop/container preview. Didn't buy all the chems so far, because I wanted them smokes working first. And you WILL need to make a merged patch and take a second, hard look at all the lists that BLTC and other mods share and get rid of conflicts.
Now, SMOKING with CAM/BLTC : Like it was in FNV, pretty complicated & a PITA if you don't know what to do. First, aquire a "Busted Lighter" (junk item) of whatever variety, gold, simple, doesn't matter and 1 oil - or some asbestos and wood. Now go to a chem bench, that should now have a "TOOLS" category, under which you can repair the busted lighter, or craft matches from theasbestos & wood under "Utility".
The now "Clean Lighter" actually goes into your weapon tab, where you can equip it. Only do so once you have flamer fuel in your inventory to fill it up! That fuel goes automatically into the lighter upon "drawing" it. Now, at least in my trials so far, if I "draw" it without fuel in the inventory, it freezes in an "unfillable" state, even when dropping and re-equipping after picking up fuel, making it useless. So make sure you have that fuel ready. The lighter, sadly, cannot be really lit from what I can tell nor do you need to eqeuip it. But after dozens reloads and attempts at lighting up, I figured that having either a fueled lighter or matches (junk item!) in your inventory is a prerequisite if you want to smoke. No light, no smoke. But it doesn't seem to lose any fuel either when you light up. That, you can now do as you would use any other consumable, click or hotkey them - and voila, your vault dweller gives in to his/her addiction^^. On activation, auto-switches from 1st to 3rd person fly cam, you see him/her pull out a smoke & light up and the animation runs -as far as I can tell- until you open/close the pipboy.
However, it appears some smokes are missing animations - or regular Cigs require a different way to light up I havent found yet. I will test & report, so far only got the boston bud joints, marlboros and zigzag cigarillos tested, and the Marlboros won't run any animation, neither do I get any status effect, but still consume the cigs. The other two work fine, I actually like the J animation way better than the one in CannaCommonwealth, think I'll replace those with the ones from BLTC.
Ok, after looking through some of the meshes in Outfit Studio, I've figured out that at least one of the Materials folders is missing, and that's why stuff's showing up purple. The textures are there, however. So I'm going to remake the material files and see if that fixes things.
Please share, Mr. Eule. I am back at modding this game, right now I am running a combo of Smokeable Cigars, CannaCom and a bunch of chem & alc mods, but I'd much rather have a working BLTC. After the odissey I had on my first attempt a while back however, I stayed away from this for the time being. If you have an easy solution, please tell!
And one question for the folks around here who have some insight into the inner working of how workshop objects work: Why are the ganja plants from this mod taking up only about half the space towards the build cap than those in CannaCom? I remember I realized this my first goaround in my Nordhagen Beach Commune; I could build over 20 BLTC plants in that little garden patch no problem, but only about a dozen of CannaCom in comparison. I would reeeally like to know wether or not I can change this behaviour in FO4edit, but cannot figure out which value governs this. Please, if anyone has a clue, share.
I found the same thing with the cannabis plants showing up purple. I rebuilt the missing .bgsm files and now they show up in game as intended. But I just noticed that when I harvest the plants, it reverts back to purple. Have you run into this?
I don't know if the author is still around but im going to see if i can not only make a lite more compatible version of this mod (also removing all the grenades and extra things we really don't need) but also create sort of compatibility with other drug mods like Cannabis of the Commonwealth, Immersive Partial Chems, Cigar and Cigarette Packs and Smokeable Cigars - Cigarettes and Joints.
Alright, I finally made MO2 do my bidding, but now I gotta start over. Anyway, this only seems to work -more or less- correctly after installing the archive file first, then loose files version and merge it. As pietron pointed out, there's missing stuff in the archive, i.e. models won't show in game, so accordingly things like cigarette packs don't drop cigs, if you gotta single cig you can't light it, etc.
Hope I get a grip on this so I can make a little guide for other CAM fans like myself who'd love to see this work smoothly. Real shame this mod was left abandoned, I loved CAM for FNV so much. Really enjoyed making the rounds through all the headshops and fengshui-ing Victors shack with hippie posters and funny plants...fond memories^^.
Hi, if any use could post a simple guide to this mod... it really has a huge potential. No effects from smoking? How to unlock items... Where are the effects seen (Stats?) Thanks.
Ditto here. Loading the loose files version seems not to be working at all, traders get none of the goods, all vanilla. At least with the archive version, I get the stuff, but no smokes here either. In the old CAM mod, you just had to equip the lighter and "pull the trigger" for a lil menu to pop up for the smokes. But the lighter is missing, the settings don't change anything...sad, really, figuring CAM was my NO.1 mod in FNV...
65 comments
BUT THIS ALL TRIAL & ERROR, IF ANYONE HAS FIGURED THIS OUT FOR REAL, PLEASE EDUCATE ME!
The first file in the downloads section, is apparently missing a whole lot of assets, or they don't get installed. Wether you install manually or via the manager. I am using NMM, but please don't chastise me for that, MO2 and my system just don't get along, I could never make it work. In any case, if you install the Loose Files version with NMM, it appears to have all the nifs, at least now the models (of the stuff I have already seen spawn in Wolfgangs and Carlas vendor chests) does show up in the shop/container preview. Didn't buy all the chems so far, because I wanted them smokes working first. And you WILL need to make a merged patch and take a second, hard look at all the lists that BLTC and other mods share and get rid of conflicts.
Now, SMOKING with CAM/BLTC : Like it was in FNV, pretty complicated & a PITA if you don't know what to do. First, aquire a "Busted Lighter" (junk item) of whatever variety, gold, simple, doesn't matter and 1 oil - or some asbestos and wood. Now go to a chem bench, that should now have a "TOOLS" category, under which you can repair the busted lighter, or craft matches from theasbestos & wood under "Utility".
The now "Clean Lighter" actually goes into your weapon tab, where you can equip it. Only do so once you have flamer fuel in your inventory to fill it up! That fuel goes automatically into the lighter upon "drawing" it. Now, at least in my trials so far, if I "draw" it without fuel in the inventory, it freezes in an "unfillable" state, even when dropping and re-equipping after picking up fuel, making it useless. So make sure you have that fuel ready. The lighter, sadly, cannot be really lit from what I can tell nor do you need to eqeuip it. But after dozens reloads and attempts at lighting up, I figured that having either a fueled lighter or matches (junk item!) in your inventory is a prerequisite if you want to smoke. No light, no smoke. But it doesn't seem to lose any fuel either when you light up. That, you can now do as you would use any other consumable, click or hotkey them - and voila, your vault dweller gives in to his/her addiction^^. On activation, auto-switches from 1st to 3rd person fly cam, you see him/her pull out a smoke & light up and the animation runs -as far as I can tell- until you open/close the pipboy.
However, it appears some smokes are missing animations - or regular Cigs require a different way to light up I havent found yet. I will test & report, so far only got the boston bud joints, marlboros and zigzag cigarillos tested, and the Marlboros won't run any animation, neither do I get any status effect, but still consume the cigs. The other two work fine, I actually like the J animation way better than the one in CannaCommonwealth, think I'll replace those with the ones from BLTC.
Edit: That fixed it
And one question for the folks around here who have some insight into the inner working of how workshop objects work: Why are the ganja plants from this mod taking up only about half the space towards the build cap than those in CannaCom? I remember I realized this my first goaround in my Nordhagen Beach Commune; I could build over 20 BLTC plants in that little garden patch no problem, but only about a dozen of CannaCom in comparison. I would reeeally like to know wether or not I can change this behaviour in FO4edit, but cannot figure out which value governs this. Please, if anyone has a clue, share.
Hope I get a grip on this so I can make a little guide for other CAM fans like myself who'd love to see this work smoothly. Real shame this mod was left abandoned, I loved CAM for FNV so much. Really enjoyed making the rounds through all the headshops and fengshui-ing Victors shack with hippie posters and funny plants...fond memories^^.
No effects from smoking?
How to unlock items...
Where are the effects seen (Stats?)
Thanks.