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Borjoyzee

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borjoyzee

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33 comments

  1. CyberSaurus0829
    CyberSaurus0829
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    Hi, not sure if I missed something but this mod just didn't do anything when I installed the 18 version
    1. borjoyzee
      borjoyzee
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      Are you sure you've downloaded that version? According to your DL history you've only DL'd the 24 and the 30 version, not the 18 version. Do the 24 and 30 versions work then?
    2. ironflax
      ironflax
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      I've run into the same issue as the OP, but, it appears to be related to the mod appearing in the mod list, but not actually being active.
      I would delete this post, but, I can't so, no response is required.
    3. borjoyzee
      borjoyzee
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      Entirely possible, but I didn't want to say anything :D
    4. sattyre
      sattyre
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      This mod is also an esl which means it loads very high in the load order.  Any mod that changes anything to do with this particular quest will overwrite the change and essentially delete it..  I have a vis-g patch that does so.  Simply forwarding that single reference in the record into that patch or overwriting mod won't break anything and will fix the issue.  Otherwise you can simply delete the L in .esl and change it to a P for .esp so it loads much lower in the load order, or you can forward the record into something like a bashed patch etc.

      Edit:  Start me up does conflict but you can simply drag the FFM number, whether it is 12, 18, 24, or 30 or whatever the number into the start me up record.  It will overwrite Start Me Up's 6, but It won't break anything.  Easiest way is to check for conflicts with xedit and make sure you right click on the record and check the "hide no conflict and empty rows".  That will show you a much smaller conflicting area and should make the numbers you need to change very clear.
  2. Alundra
    Alundra
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    Does this work the same way the setting in Workshop Framework works? It looks like it's the same thing? :)
    1. borjoyzee
      borjoyzee
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      Yes.
    2. Alundra
      Alundra
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      Awesome! Thanks for clarifying. I think there's a couple of mods that don't work with that? so I will keep this in mind for another playthrough :D.
    3. borjoyzee
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      I'm not sure about it, I've never used that one.

      Anyway thanks.
  3. Skushnyi17
    Skushnyi17
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    Спасибо, -это то, что я долго искал. Также я ищу пулемет на станке. Я хочу, что бы поселенцы могли из него стрелять. Это заставит поселенцев бежать к пулемету, а не к врагу и там умереть.
  4. GodHasLeftUs
    GodHasLeftUs
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    Do automatron robots not work because its stuck at 6, and i didnt have start me up at first but then i turned it off and it still does not work. i can see what might be conflicting but idk not good at this crap. but gotta say great idea for the mod.
    1. borjoyzee
      borjoyzee
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      Hmm, in my game robots do work for me, so I'm not sure what's going on there. I don't use mods like start me up, so I can't say, but someone said it conflicts. Try moving my mod down below it in the load order, if no joy put it at the bottom.
  5. Tuuli17
    Tuuli17
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    Salutations and big thankings to author! In reality, if farming is a person sole job, that person can tend for 1000 plants of potato with no problem (manual labor, not talking about machines), even with dry summer and infestation of those orange striped bugs who eats leafs of potato and must be picked manualy from under leafs. So 12 plants per farmer in original fallout is kind of mockery.

    On the other hand, crops gave harvest once in year, and to feed one person the whole year with potato you must have ~350-400 plants of potato. In fallout, you only need one plant.

    My point is, if author have will and free time, perhaps he will be intrested in making second mod, to lesser food points of fallout plants. In-game settlements is small, so i guess 0,1 points of food per plant will be optimal.
  6. HardCoreMerlin632
    HardCoreMerlin632
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    Not gunna lie, I didnt read the preview so i was utterly mistaken as to what this does and if your wondering what i thought it did, i thought it just meant XX Plants across the board, so i guess i was still half right .. However is Sheffield not included in this as a farmer? He seems to still be stuck at the stock 6 food
    1. HardCoreMerlin632
      HardCoreMerlin632
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      Well Upon Further Inspection IDK that its working for me.. I sent sheffield off and added a recruitment tower got a rando settler and even after resetting them to farming the food is still at 6 With 10 Corn and 5 Razorgrain... I Should reiterate that im in Sanctuary at a high level but I havent finished the preston garvey mission to allow the minutemen at sanctuary.. IDK if that would be a thing to cause it not to work or if maybe i have a confliction... The only other "farming" mod i have is the planters mod with the extra plants addon to plant hubflower blood leaf ETC

      UPDATE: Wasnt the planters mod, still not working

      FINAL UPDATE: Im sorry for spamming your comments sections.. Thanks to FO4 Edit, I found the conflicting mod.. It was StartMeUp, The alternative start mod... Kinda Weird But W/e
    2. borjoyzee
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      No worries. At least you found the conflict, I'll make a mention of it on the main page. Cheers.
  7. blackhand8657
    blackhand8657
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    If I'm reading this right, I can have 1 farmer tend to 24 mutfruit plants (48 Corn Stalks)? Does this apply to guard posts as well or just crops?
    1. borjoyzee
      borjoyzee
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      Only crops.
  8. sengannboo
    sengannboo
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    Very much needed in my playthrough, can't thank you enough for this. 
  9. deleted80377043
    deleted80377043
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    • 44 kudos
    Very cool option for a lightly mod setup and no MCM. Nice work!

    Edit: Which ENB are you using on the first pic?
    1. borjoyzee
      borjoyzee
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      New Cinematic Wasteland (although I'm not using NAC or Vivid Weathers which they recommend.)

      It's one of those one's I keep going back to because there's nothing better that fits my tastes.
    2. deleted80377043
      deleted80377043
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      Thank you very much!
  10. lbarlet1987
    lbarlet1987
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    Good mod but just letting you know if you use "Work Shop Plus" there is an option in MCM to allow one settler to be assigned/produce up to 50 food and 50 defense.
    1. borjoyzee
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      Well, thats good to know. Thanks.
    2. deleted1326741
      deleted1326741
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      good to know and never heard of that. though this mod in terms of a stand alone is nice for those don't use mcm and the sort. i use to use it but i found it caused more crashes (at least the mods i seem to use atm do anyway) so i don't use mcm atm.
    3. lbarlet1987
      lbarlet1987
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      s#*!, I'm sorry it's not workshop plus it's "Workshop Framework" that has the option. I use both mods and got confused. Also it can only go up to 30 for food and defense. 
    4. deleted1326741
      deleted1326741
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      i see i see. it happens aha. i still prefer this standalone so its fine either way.