This mod is largely a learning exercise for myself. One thing I have learned is that I'm late to the party, and my initial concept has already been covered in other mods. So I've changed gears. I now hope to not only implement the existing un-farmable plants for use in settlements in a manner that I feel is both interesting and balanced, but I would like there to be more variety in what different crops do for a settlement, to encourage planting a variety of them instead of just blocks of the best one.
So basically I'm doing it over again from scratch, but more complicated.
If you're interested, go ahead and pitch ideas here in the comments, I have one specific idea for the unused green pumpkin already. And as before, no promises.
I am delighted with this mod. The idea that improved agriculture is just around the corner for the Commonwealth was hinted at in several places, not least of which was Curie's proof of inspiration as it is Penske style Fresh Mutfruit that allows her to produce Enhanced Stimpaks (Super Stimpaks).
Also tarberries are unavailable in vanilla settlement mode, useful for jam and 'Berry Booze' (according to Cait). The experimental plant and all of the flowers which would be farmed for teas are unavailable. Silt beans would be useful for stew and hard-times coffee. Similarly to the Enhanced Stimpacks you mentioned, a lot of the flowers have applications in Chems. I'm sure Curie would have made some discoveries researching the experimental plant, Warwick Mutant Melon and Institute Gourd (had she known about them) if a GM mutfruit from a self taught vault scientist lead to Enhanced Stimpacks.
So if we could grow everything required for vanilla recipes, fallout 76 recipes and ones formed by the same logic with local flora and finally the foods that aren't in-game but are mentioned- a whole lot more, useful, agriculture could be taking place.
I was using this and Wild Plants Farmable to get as close to that outcome as possible, but last I checked that mod had gone dark.
Cut content refers to it as the Institute Gourd, but I'm so glad it's finally in a mod, alongside the fresh stuff (that I've seen elsewhere in varying degrees of quality).
Do you have the experimental plant/nirnroot planned? Would almost be all inclusive then.
Well, the game file for the vine at Warwick is called "InstituteGourdVine" but the model it pulls from is called "MelonVineWarwick." The thing it, there is a separate unused model that is actually called "InstituteGourdVine" that is totally different, it's a bright green pumpkin, if any cut content deserves to be called "Institute Gourd" it would be that one. I suppose I could have called it Warwick Melon, but that's less meaningful when you're replanting it than when you're using it as set dressing for a quest, so I went with something more generic.
I do hope to add more going forward, but I need to keep tinkering with what I've got. The corn really bothers me, and I want to give that a second pass for sure. Then, I might add Nirnroot, green gourds, replantable Fever Blossoms, who knows. I'm using this to learn some of the tools.
I love the detail you're going to. I would ultimately love to have a hydroponics area with fresh or Institute versions where possible. Would love to get that true Institute Gourd, Silt Beans for hard times coffee.
Lots of potential here, hope it stays lore friendly though. I'll be following along :)
Well, I had been making great strides, refining my implementations of the crops to address concerns, as well as include more of the game's plants, and some fun new additions to set me apart. But I ran into a roadblock with the way I wanted to implement Tarberries that really stumped me, and ultimately put me off long enough for my distractable mind to latch onto something else. And sadly, the way I was building it, work-in-progress releases were not really practical. Just recently, I've peeked back into Fallout, and reminded myself that I'd left this half-finished.
I can think of only one example for this. The mod "Plant Me" has an actual potato plant. But that's it. I'm in that same school of thought; Raspberries, strawberries, maybe some sort of nut tree like Hazelnut, Cashew, or something like that.
It's totally possible. The plantable versions of the Fresh crops from Vault 81 are basically entirely new crops as far as the game knows, they don't exist in the base game. The limitation is me, I lack the skill in modelling and texturing at this stage to create something new, I've only be repurposing existing game assets. I can work on totally new crops, but can't make promises.
The issue is not that I don't know what plants exist in the world, the issue is that I currently lack the skill to create new models and textures for plants that aren't already in Fallout4, and porting assets from other games (even other Fallout games) without expressed permission from the owners of those assets is copyright infringement. Learning modelling and texturing for new assets is a personal goal of mine, but I have no timeline, and thus can't make promises.
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One thing I have learned is that I'm late to the party, and my initial concept has already been covered in other mods.
So I've changed gears. I now hope to not only implement the existing un-farmable plants for use in settlements in a manner that I feel is both interesting and balanced, but I would like there to be more variety in what different crops do for a settlement, to encourage planting a variety of them instead of just blocks of the best one.
So basically I'm doing it over again from scratch, but more complicated.
If you're interested, go ahead and pitch ideas here in the comments, I have one specific idea for the unused green pumpkin already.
And as before, no promises.
The experimental plant and all of the flowers which would be farmed for teas are unavailable.
Silt beans would be useful for stew and hard-times coffee.
Similarly to the Enhanced Stimpacks you mentioned, a lot of the flowers have applications in Chems.
I'm sure Curie would have made some discoveries researching the experimental plant, Warwick Mutant Melon and Institute Gourd (had she known about them) if a GM mutfruit from a self taught vault scientist lead to Enhanced Stimpacks.
So if we could grow everything required for vanilla recipes, fallout 76 recipes and ones formed by the same logic with local flora and finally the foods that aren't in-game but are mentioned- a whole lot more, useful, agriculture could be taking place.
I was using this and Wild Plants Farmable to get as close to that outcome as possible, but last I checked that mod had gone dark.
Do you have the experimental plant/nirnroot planned?
Would almost be all inclusive then.
I do hope to add more going forward, but I need to keep tinkering with what I've got. The corn really bothers me, and I want to give that a second pass for sure. Then, I might add Nirnroot, green gourds, replantable Fever Blossoms, who knows. I'm using this to learn some of the tools.
I can work on Tarberries for the future.
I would ultimately love to have a hydroponics area with fresh or Institute versions where possible.
Would love to get that true Institute Gourd, Silt Beans for hard times coffee.
Lots of potential here, hope it stays lore friendly though.
I'll be following along :)
Any progress here?
I can work on totally new crops, but can't make promises.
Or if you prefer I could do the research and provide you a list.
Learning modelling and texturing for new assets is a personal goal of mine, but I have no timeline, and thus can't make promises.