Adds an harvest option to all remaining fungus types, both on trees and ground. Yield is based on chance.
Requirements
DLC requirements
DLC name
Far Harbor
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
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File credits
Bethesda
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Changelogs
Version 002
CELL : Fixed "RVIS - In PreVis File Of" entries - NOTE: Somehow the load order on my end got screwd for unknown reasons.
WRLD : Fixed "RVIS - In PreVis File Of" entries
RVIS entry cleaning should solve the burried flying saucer bug
Version 001
ACTI : Fungus Flora activator was added, activator was set "Hidden From Local Map"
LVLI : Individual leveled list was added to fungus flora activator
SNDR : Specific harvest sound files were added and linked to fungus flora
ACTI : Harvest reference and soundfile were added to fungus flora
REFR : Activator were set into static fungus place
When playing, I always had the feeling that fungus on the trees should be harvestable. It was one of those great moments at night-time seeing blue lit surroundings. It's so unique and atmospheric. The logical consequence was to find out how to do it. The result can be seen here.
By default the game has 3 types of unusable fungus: - Fungal Tree Cluster; 6 models in total - over 2000 objects (!) - Fungal Ground Wedges; 3 models - over 240 objects - Fungal Ground Cluster; 4 models - over 700 objects
Naming convention; - Fungal Tree Cluster: Shelf Fungus - Fungal Ground Wedges: Wedge Fungus - Fungal Ground Cluster: Stone Fungus
These names are not final please consider posting feedback.
For the sake of completeness while doing research; In real life, some fungi are considered parasitic while others are symbiotic. What is not very clear is whether fungi are a visible infection of the tree or the result of an infection of a tree. This is less relevant to gameplay than it is to creating recipes. In the end all of those fungus or mushrooms showed one thing they are edigble or inedible and for now the new fungus can yield various components rarely based on chance. For more please see the sticked post in the post tab.