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?
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
33 comments
I would delete this post, but, I can't so, no response is required.
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.
Anyway thanks.
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.
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
Edit: Which ENB are you using on the first pic?
It's one of those one's I keep going back to because there's nothing better that fits my tastes.