Notes: - Create crafting tables for wood sap variations, e.g. adhesive, rubber, resin, ... - Add wood wine similar to plam wine - Add hyperaccumulator plants - Add alternative wood sap which is a requirement to craft adhesive This version is a work-in-progress feel free to share your thoughts and give feedback.
As someone who grew up barely a stone's throw from New England, the complete lack of maple foods in FO4 absolutely baffled me. This is delightful.
Also, before I determined I am not the kind of person who can make mods, I literally set out to do a food redux that included stuff that should logically be in the game but wasn't (they're living right by the ocean but nobody has salt?). I still have the list of foods, with ingredients and intended effects, and it includes several maple items. If you'd like that info to use or adapt for this mod, you're more than welcome to it.
MAPLE CANDY BAR: 1 sap, 1 razorgrain; +20HP, +1CHR MAPLE CANDY DROPS: 1 sap, 1 Sugar Bombs; +30HP MAPLE SYRUP: 3 sap; +1CHR, but what you really want this for is two-step recipes. MAPLE SUGAR: 5 sap; +2CHR, but again, what you really want this for is two-step recipes. MAPLE-SMOKED MEAT: 2 sap, 1 brahmin meat, 1 wood; +80HP (I'd also planned to do a version with Radstag meat) MAPLE OATMEAL: 1 sap, 1 razorgrain, 1 water; +50HP and affects both hunger and thirst
And the two-step recipes, which require you to have one of the maple sweeteners.
MAPLE-MUTFRUIT PIE: 1 maple sugar, 3 mutfruit, 1 razorgrain; +150HP, +1 CHR MAPLE JOHNNY CAKES: 1 maple syrup, 3 corn; +100HP SWEET IRISH COFFEE: 1 maple sugar, 1 coffee tin, 1 purified water, 1 whiskey; +1 STR, +1 LCK, -1 INT, +100AP (anyone who thinks this is OP has never had coffee this way) PANCAKES WITH MAPLE SYRUP: 1 maple syrup, 3 razorgrain; +1 END, +100HP MAPLE CAKE: 1 maple syrup, 1 maple sugar, 1 mutfruit, 3 razorgrain: +2 CHR, +2 END, +200HP. (Yes, this is kind of insane, but look at the number of constituent ingredients.)
Things I considered but didn't actually create full stats for included maple-smoked bacon (to make use of dog and mole rat meat), maple twists, maple bread, maple-candied baked carrots, and roast maple gourd. (Although I can tell you maple twists would add CHR and maple gourd would add END.) Maple would become the primary sweetener in the Commonwealth once storebought sugar ran out, and as you can see it's already pretty ingrained in northeastern/New English culture. All of these are based off real foods--although in the case of the pie the real version is maple pecan--and if you wanted to you could probably even make a maple-gourd pie intended to be a replacement for the now-extinct sweet potato pie.
And there you have it! Enjoy! Feel free to tweak at will.
Also as a clarification since looking up "maple twists" got me like six different foods, I'm talking about a kind of doughnut. A bit of futzing around on DuckDuckGo tells me the actual name of what I'm talking about is "twisted maple bar."
I think simplicity is king, in survival mode you wouldnt make 3, 4, 5 star super fancy menus. you will stick to the essential. protein, fat, carbs. and based on use, i will give names to the crafted/produced items.
protein cures wounds, fat suppressed inflammatory process, carbs (based on type) increase inflammatory process.
Cool idea. Makes sense. Alternatively, you could just add them by the farm settlements. I think it would be common for the farmers to know how to harvest sap. I may do that myself. The trader is a cool idea!
Im close to finish with the farms. Im more thinking of alternative sap bucket versions. There is marples, pines, etc. maybe some special wood sap version which fit the post war scenario?! :)
For now im adding these wood sap:
Elm sap
Maple sap
Pine sap (Far Habor)
And those by-products such as Rubber, Adhesive, Resin (Carbon manufacturing), etc.
If you know of alternatives let me know. Also, textures/meshes, alternatives for tree buckets would be awesome, of course, but not now, we may stick to the original files, as long as no super talent pops up and creates some...
And since the trader is a former CoA member we need some pines in that area at least a few, a handfull, to make the logic kick in ... all the other wood sap buckets produce different sap ...
As far as edible sap, Birch, Beech, and some other trees have sap that can be processed. Personally, I wouldn't want multiple edible saps if they're all basically the same thing.
Pine sap is used to start fires, it's flammable, and can be an adhesive of sorts. I didn't think you could eat pine sap. That would be worth having a different bucket for.
As far as edible sap, Birch, Beech, and some other trees have sap that can be processed. Personally, I wouldn't want multiple edible saps if they're all basically the same thing.
True.
Pine sap is used to start fires, it's flammable, and can be an adhesive of sorts. I didn't think you could eat pine sap. That would be worth having a different bucket for.
Pines are all over the place in Far Habor. Now that super glue is source of -100 rads. So its a cure and a super glue.
Didn't know you can make rubber from them
Rubber, latex. Yes the natural form is some kind of wood sap aswell. Its a rubber tree however. Nothing we have currently but with some super imagination maybe ...
To sum everything up, we have;
edible sap
remedy sap
supe glue sap
and maybe rubber sap?
Reverting the changes wouldnt cost much time. Just in case its to much big bang theory about wood sap.
I like having certain ingredients available to you without having to go to the DLC. Will try this and the Blight Tree mod. I saw you are considering expanding the variety and uses of sap. I can think of two additions:
-Some plants can extract and store heavy metals from water and soil. In Fallout's context, a mutation, accidental or not*, could do the same with radioactive materials. The gameplay result would be scrap, perhaps called "radsap", providing a couple units of nuclear material. The inventory representation could be just a bucket/glass with green stuff inside.
*This could be an Institute project to improve the post-war environment. Or just to create a plant capable of biomining the materials they require. More subtle than having actual mines and/or surface expeditions seeking scrap, but probably abandoned because the plants didn't produce the materials fast enough for their needs. Besides nuclear material, lead and copper are possible.
I'm at Sommerville Place, just scrapped a bunch of stuff including most trees - and guess where many (and there are quite a few) of the sap buckets have shown up - yes, on the now gone trees...
Its removed from the CW but a less strong version was added in 002. I will create more variations. And later my plan is to merge all with some rare and unique CoA recipes, once the quest have been completed.
In version 003 i will probably add a 10% chance to buy Ware's Brew from some vendors. As you can hear, its a bit experimental :)
Usually i'm not a fun of adding DLC content to the CW, as it takes away some of what makes these DLCs unique. But the way you implement it with the trader & his backround makes sense.
Just some suggestions: It would make sense imo the only trees with buckets to be the ones close to him, existing or by adding some. As you mentioned in the description, he is the one who started the sap harvesting in the CW, so placing buckets far away from his spot wouldn't make any sense as it wouldn't worth the risk of traveling so far from his base. I know that CoA are a bit looney & they wouldn't give much thought to this, but he is a "former" one, so he doesn't count I would also give more value to the location as the only source of sap.
Not sure how much willing you are to tinker a bit with the bucket's mesh or textures, but it would be nice to further disconnect them from FH.
+1 on different types of brew, as a result of him experimenting with the unique to the CW flora.
Will test it for sure when i get back from work, also hoping that the vendor's spot is not near a Mutant Menagerie spawn placement.
Min/max huh? That sound pretty logic to me. Now lets assume the fromer CoA farmer is the only sap bucket trader and i would remove all from Far Habor ... i needed to remove it from Sister Mai too OR min/max the sap buckets around sister mais location. Think that would make sense. wouldnt it? We could go one step further and say, sap bucket, raw sap is only harvested by CoA members, and thus would place sap buckets aroud the orbit of CoA locations. Thats really interesting to be honest.
To remove/replace all the buckets on Far Habor well it would take some minutes nothing problematic.
As for other mods, A Forest should work fine and hopefully Mutant Menagerie too, but for now im focusing on vanilla eventhough im loving both of these mods.
Last but not least, im thinking of adding more sap bucket types, i really like the idea of using wood sap as we have it now, as source for ware brew AND as an alternative source for crafting adhesive.
I wouldn't touch Far Harbor, its mostly "their" island, harbormen are restricted behind the fog condensers & Acadia is mostly a secluded refugee spot. They move freely around the island & they are better equipped to defend themselves. As for the CW, yap it would make sense, & could make different types of sap depending on the location, like one type for the ones near your vendor, another type for the ones near kingsport lighthouse etc.
Works great! Found edited trader in Underpass Shack SW of weston plant. Found buckets there and in some other places. Nice to have sap source in the commonwealth's wilderness now.
Suggestions: 1)Plugin is ESP marked as ESM. Highly likely, it's not something you wanted. ESM tag can be removed in Fo4Edit without problems. 2)Override of FLOR record of sap bucket is unnecessary, will cause compatibility problems with certain crop mods which override it for their own functionality. Works fine without this override. 3)Maybe making a worse (generic) version of Ware's brew and using it instead of actual Ware's brew to not make CoA quest which gives you recipe, pointless.
ESM is intended this way i make sure that most mods override FLOR and other records (such as the WRLD main record path), of course you can unflag anytime and if you have the skills you can do much more, such as patching ;)
Yes and no, the original harvest sound is a pain in the ass, since it uses the brain fungus sound for the sap buckets (does it make sense, as always, of course, no) and since its an ESM it wont cause problems as long as those flora mods override this entry.
Yes. And maybe different types of wood sap, i can think of adhesive directly of ... wood. :)
The mod works for me, now I'll try something... I'll be damned, I have the "A Forest" mod activated and the buckets are on the tree. So far I have found 2 buckets in Sanctuary, 2 in Egret Tours Marina. With "A Forest" it looks very good.
26 comments
- Create crafting tables for wood sap variations, e.g. adhesive, rubber, resin, ...
- Add wood wine similar to plam wine
- Add hyperaccumulator plants
- Add alternative wood sap which is a requirement to craft adhesive
This version is a work-in-progress feel free to share your thoughts and give feedback.
Research 1:
- Raw Sap,
- Ware's Brew,
- Ware's Brew Recipe
Research 2:
- https://treesunlimitednj.com/harvesting-sap-trees-reaping-benefits-natural-medicine/
- https://www.acompletetreecare.com/blog/is-there-a-difference-between-tree-sap-and-tree-resin/
- https://8billiontrees.com/trees/tree-sap/
- https://www.survivalsullivan.com/sap-resin-pitch-differences-applications-survival/
- https://www.youtube.com/watch?v=Yn53xlKZuY8
Recommended:
- Farmable Sap Buckets by tenhats
- Fully Functional Wild and Fresh Crops by tenhats
- Experimental Plant Farming by Dimensionlord1
- Glowing Experiment NRT-0001 by Belisariel
- Peekaboo's Glowing Wild Plants by PeekabooCorp
Also, before I determined I am not the kind of person who can make mods, I literally set out to do a food redux that included stuff that should logically be in the game but wasn't (they're living right by the ocean but nobody has salt?). I still have the list of foods, with ingredients and intended effects, and it includes several maple items. If you'd like that info to use or adapt for this mod, you're more than welcome to it.
EDIT: For future plant mods i will sooner or later merge all of this into one big super mod concerning plants etc.
MAPLE CANDY BAR: 1 sap, 1 razorgrain; +20HP, +1CHR
MAPLE CANDY DROPS: 1 sap, 1 Sugar Bombs; +30HP
MAPLE SYRUP: 3 sap; +1CHR, but what you really want this for is two-step recipes.
MAPLE SUGAR: 5 sap; +2CHR, but again, what you really want this for is two-step recipes.
MAPLE-SMOKED MEAT: 2 sap, 1 brahmin meat, 1 wood; +80HP (I'd also planned to do a version with Radstag meat)
MAPLE OATMEAL: 1 sap, 1 razorgrain, 1 water; +50HP and affects both hunger and thirst
And the two-step recipes, which require you to have one of the maple sweeteners.
MAPLE-MUTFRUIT PIE: 1 maple sugar, 3 mutfruit, 1 razorgrain; +150HP, +1 CHR
MAPLE JOHNNY CAKES: 1 maple syrup, 3 corn; +100HP
SWEET IRISH COFFEE: 1 maple sugar, 1 coffee tin, 1 purified water, 1 whiskey; +1 STR, +1 LCK, -1 INT, +100AP (anyone who thinks this is OP has never had coffee this way)
PANCAKES WITH MAPLE SYRUP: 1 maple syrup, 3 razorgrain; +1 END, +100HP
MAPLE CAKE: 1 maple syrup, 1 maple sugar, 1 mutfruit, 3 razorgrain: +2 CHR, +2 END, +200HP. (Yes, this is kind of insane, but look at the number of constituent ingredients.)
Things I considered but didn't actually create full stats for included maple-smoked bacon (to make use of dog and mole rat meat), maple twists, maple bread, maple-candied baked carrots, and roast maple gourd. (Although I can tell you maple twists would add CHR and maple gourd would add END.) Maple would become the primary sweetener in the Commonwealth once storebought sugar ran out, and as you can see it's already pretty ingrained in northeastern/New English culture. All of these are based off real foods--although in the case of the pie the real version is maple pecan--and if you wanted to you could probably even make a maple-gourd pie intended to be a replacement for the now-extinct sweet potato pie.
And there you have it! Enjoy! Feel free to tweak at will.
Also as a clarification since looking up "maple twists" got me like six different foods, I'm talking about a kind of doughnut. A bit of futzing around on DuckDuckGo tells me the actual name of what I'm talking about is "twisted maple bar."
protein cures wounds, fat suppressed inflammatory process, carbs (based on type) increase inflammatory process.
Alternatively, you could just add them by the farm settlements. I think it would be common for the farmers to know how to harvest sap. I may do that myself.
The trader is a cool idea!
For now im adding these wood sap:
- Elm sap
- Maple sap
- Pine sap (Far Habor)
And those by-products such as Rubber, Adhesive, Resin (Carbon manufacturing), etc.If you know of alternatives let me know. Also, textures/meshes, alternatives for tree buckets would be awesome, of course, but not now, we may stick to the original files, as long as no super talent pops up and creates some...
And since the trader is a former CoA member we need some pines in that area at least a few, a handfull, to make the logic kick in ... all the other wood sap buckets produce different sap ...
Pine sap is used to start fires, it's flammable, and can be an adhesive of sorts. I didn't think you could eat pine sap. That would be worth having a different bucket for.
Didn't know you can make rubber from them
To sum everything up, we have;
- edible sap
- remedy sap
- supe glue sap
- and maybe rubber sap?
Reverting the changes wouldnt cost much time. Just in case its to much big bang theory about wood sap.Glue sap is useful!
Rubber is so common in this game why bother?
Nature, the default/vanilla world orbjects can be used much more complex and rewarding as it is now. Thus, my points.
You're doing some interesting things with some of the mods you're putting out.
-Many countries have a wine made from fermented sap of several palm species, and also distilled into liquor.
-Some plants can extract and store heavy metals from water and soil. In Fallout's context, a mutation, accidental or not*, could do the same with radioactive materials. The gameplay result would be scrap, perhaps called "radsap", providing a couple units of nuclear material. The inventory representation could be just a bucket/glass with green stuff inside.
*This could be an Institute project to improve the post-war environment. Or just to create a plant capable of biomining the materials they require. More subtle than having actual mines and/or surface expeditions seeking scrap, but probably abandoned because the plants didn't produce the materials fast enough for their needs. Besides nuclear material, lead and copper are possible.
In version 003 i will probably add a 10% chance to buy Ware's Brew from some vendors. As you can hear, its a bit experimental :)
Just some suggestions:
It would make sense imo the only trees with buckets to be the ones close to him, existing or by adding some. As you mentioned in the description, he is the one who started the sap harvesting in the CW, so placing buckets far away from his spot wouldn't make any sense as it wouldn't worth the risk of traveling so far from his base. I know that CoA are a bit looney & they wouldn't give much thought to this, but he is a "former" one, so he doesn't count
I would also give more value to the location as the only source of sap.
Not sure how much willing you are to tinker a bit with the bucket's mesh or textures, but it would be nice to further disconnect them from FH.
+1 on different types of brew, as a result of him experimenting with the unique to the CW flora.
Will test it for sure when i get back from work, also hoping that the vendor's spot is not near a Mutant Menagerie spawn placement.
To remove/replace all the buckets on Far Habor well it would take some minutes nothing problematic.
As for other mods, A Forest should work fine and hopefully Mutant Menagerie too, but for now im focusing on vanilla eventhough im loving both of these mods.
Last but not least, im thinking of adding more sap bucket types, i really like the idea of using wood sap as we have it now, as source for ware brew AND as an alternative source for crafting adhesive.
As for the CW, yap it would make sense, & could make different types of sap depending on the location, like one type for the ones near your vendor, another type for the ones near kingsport lighthouse etc.
Suggestions:
1)Plugin is ESP marked as ESM. Highly likely, it's not something you wanted. ESM tag can be removed in Fo4Edit without problems.
2)Override of FLOR record of sap bucket is unnecessary, will cause compatibility problems with certain crop mods which override it for their own functionality. Works fine without this override.
3)Maybe making a worse (generic) version of Ware's brew and using it instead of actual Ware's brew to not make CoA quest which gives you recipe, pointless.