7/15/24: Version 5.1 released. Adjusts a few recipes to ensure complete compliance with Smokables mod.
7/14/24: Version 5 released. Adds additional mod requirements. More streamlined, and in accordance with a new mod being published soon (Desert Empire Company Goods). The v4 esl has been moved to Old Files. Smokes from this mod now also work with Smokeable Cigars mod and is a mod requirement anyway. Nice!
11/17/20: Added an optional patch so that cigarettes and cigars from this mod and Whiskey Smoke will provide animations if you use Smokeable Cigars. Will only be an ESP, and you will need all three of those mods. That file is on the Whiskey Smoke download tab, not here in this mod.
8/29/20: Version 4 released. Supports v4 of Whiskey Smoke. Tweaks some recipes but also adds way to turn wild variants into domestic foods. Be aware you might also become addicted to smoking.
8/17/20: Version 2.5 released. New items and corrections to economy.
8/11/20: I set up an ESL Flagged version for download. With it you can remove the ESP version safely. There is an update too that adds a couple of new items related to the Coyote Tobacco plant + I also released a Desperados Overhaul patch relating to farming.
Hello MisterKen...I have been browsing through your Mods, VERY interested and impressed, thank you for creating them :) ...I do have a question though, as this Mod changes the name of the Hubflower (and properties?) ...would it conflict with Chem Cookers? https://www.nexusmods.com/fallout4/mods/44953 ...I am Role Playing an intelligent Raider who's also Business minded, albeit pretty Mafia style. So dealing in Booze, Cigars and Chems are all right up his alley, so I am hoping and praying no conflicts with Chem Cookers given the name changes?
This only effects the HUD display by showing a new name instead of "hubflower". ANY vanilla recipe OR mod recipe looking for vanilla hubflower will show as the new name and work just fine. However, some mods add their own hubflower as a real item, so you may see both. It is also possible depending on load order that a mod may change my change right back! lol Either way, just a name in the HUD and in no way a change to properties.
I'm not sure what I'm doing wrong. I'm missing the dustyBL_food.esp and the dustyDO_food.esp. Are they in this mod? It's the only thing I'm missing for the Deadlands merged patch.
You need the Desert Settler Farming mod, and the Badlands Settler Farming mod. I see both in my Deadlands list, but Nexus is acting up pretty badly recently. I thought a change to the description had deleted most of the list yesterday when Nexus took a shite! Thankfully it didn't, and I always keep a backup.
Either way, those are the two mods. I also need to make a slight change to the patch today as there are a few alterations and a missing actual egg yet to deal with. You don't need to wait for that though.
Ah! Thank you so much. That's what it is. I missed the Badlands farming mod. Totally skimmed over that somehow. I think there was some load order issue too, as the DO file popped up after I moved some things around.
Could someone explain to me the difference between the ESL and ESP version in Layman's terms? I'm a potato I don't know how any of this works, I just know MisterKen's mods are absolute magic. If it's way too complicated to explain, I totally get it, just say so, it won't hurt my feelings!
Also, my thanks to MisterKen for the incredible work you put into these mods, they are outstanding!
Hi! Thanks! I'm glad you're enjoying them. They're simple, and I think because they're simple and vanilla they tend to stick close to the heart.
Fallout 4 allows you a total of 255 mods that are ESP or ESM altogether, -ish, at one time. ESL or ESL Flagged mods do NOT take up one of those limited slots, so you could have tons and tons. They can even be kept in the same load order you want them.
One good thing is that if you downloaded a mod that was ESP but decided later you wanted it to no longer take up a precious slot you can simply replace that ESP version with the ESL Flagged version if the mod author provides one, of course. It is effectively the exact same file with same items, same name, etc etc so the game doesn't care that you removed the ESP and replaced it with the ESL Flagged file. Note that ESL Flagged files still have the .esp file name. Think of ESL as only an internal checkbox and leave it at that.
It is not suggested to try to modify an ESP file to be ESL Flagged unless you know what you're doing. There are tutorials, very good ones, here on the Nexus, but I provide ESL where I can.
Some mods are too complicated for the ESL format, like Desperados Overhaul, etc, so it will always take up a regular mod slot.
As another note I am about to release yet another cool mod for desert dwellers but it's a settlement farming thing that is totally cool, but if managing settlers and worrying about settlements isn't your thing, that's just fine too. The prepared, staggered releases of the new versions of that mod will contain some crafting recipes and you could ignore everything else about the mod with zero impact. ESL Flagged versions too of course. lol
Needless to say (but I am saying it anyway) an automatic download for any fan of NV, user of Dustbowl, Desperados or Desperados and Badland2 2.
Nicely done, it is often the small thing's that make a games atmosphere and the detail's that create the game world, most of which is actually created in the players imagination anyway.
Thanks! I'll add to it as I think of a thing that meets the series theme. Don't want a lot of things, but useful and also different enough to be remembered by the player as something IN a workbench. Can't tell you how often I went to a workbench and thought, oh yeah, I could craft that but I already have <insert thing> that does the same thing-ish.
11 comments
7/15/24: Version 5.1 released. Adjusts a few recipes to ensure complete compliance with Smokables mod.
7/14/24: Version 5 released. Adds additional mod requirements. More streamlined, and in accordance with a new mod being published soon (Desert Empire Company Goods). The v4 esl has been moved to Old Files. Smokes from this mod now also work with Smokeable Cigars mod and is a mod requirement anyway. Nice!
11/17/20: Added an optional patch so that cigarettes and cigars from this mod and Whiskey Smoke will provide animations if you use Smokeable Cigars. Will only be an ESP, and you will need all three of those mods. That file is on the Whiskey Smoke download tab, not here in this mod.
8/29/20: Version 4 released. Supports v4 of Whiskey Smoke. Tweaks some recipes but also adds way to turn wild variants into domestic foods. Be aware you might also become addicted to smoking.
8/17/20: Version 2.5 released. New items and corrections to economy.
8/11/20: I set up an ESL Flagged version for download. With it you can remove the ESP version safely. There is an update too that adds a couple of new items related to the Coyote Tobacco plant + I also released a Desperados Overhaul patch relating to farming.
This only effects the HUD display by showing a new name instead of "hubflower". ANY vanilla recipe OR mod recipe looking for vanilla hubflower will show as the new name and work just fine. However, some mods add their own hubflower as a real item, so you may see both. It is also possible depending on load order that a mod may change my change right back! lol Either way, just a name in the HUD and in no way a change to properties.
Same goes for 'silt bean'.
Unrelated to my mod, but are you on NextGen? It has a more than plenty texture problems.
Either way, those are the two mods. I also need to make a slight change to the patch today as there are a few alterations and a missing actual egg yet to deal with. You don't need to wait for that though.
Also, my thanks to MisterKen for the incredible work you put into these mods, they are outstanding!
Fallout 4 allows you a total of 255 mods that are ESP or ESM altogether, -ish, at one time.
ESL or ESL Flagged mods do NOT take up one of those limited slots, so you could have tons and tons. They can even be kept in the same load order you want them.
One good thing is that if you downloaded a mod that was ESP but decided later you wanted it to no longer take up a precious slot you can simply replace that ESP version with the ESL Flagged version if the mod author provides one, of course. It is effectively the exact same file with same items, same name, etc etc so the game doesn't care that you removed the ESP and replaced it with the ESL Flagged file. Note that ESL Flagged files still have the .esp file name. Think of ESL as only an internal checkbox and leave it at that.
It is not suggested to try to modify an ESP file to be ESL Flagged unless you know what you're doing. There are tutorials, very good ones, here on the Nexus, but I provide ESL where I can.
Some mods are too complicated for the ESL format, like Desperados Overhaul, etc, so it will always take up a regular mod slot.
As another note I am about to release yet another cool mod for desert dwellers but it's a settlement farming thing that is totally cool, but if managing settlers and worrying about settlements isn't your thing, that's just fine too. The prepared, staggered releases of the new versions of that mod will contain some crafting recipes and you could ignore everything else about the mod with zero impact. ESL Flagged versions too of course. lol
Nicely done, it is often the small thing's that make a games atmosphere and the detail's that create the game world, most of which is actually created in the players imagination anyway.