If you have screenshots you want to share, please do. I would love to post some. But Keep them Safe for Work (No adult content). I don't want filters obscuring my mod, and I do work in a corp. I have to be careful. Thanks for understanding. :)
for anyone with the texture issues: all i did was extract the 2 BA2 files using BSA browser then deleted them, keeping the loose files only been a couple minutes as of writing this but i dont see rainbow pixel textures anymore
probably a better fix out there, but my knowledge of modding is super basic :P
This was the solution for me to fix the texture issues as well. The Meshes, Materials, and Textures folders will all get a "sag_BetterPlanters" folder to extract their respective contents into.
I'm in the same boat as RustedDuck. No idea what BSA browser is (I'm a peasant, I know) but would really like to try to fix the texture issue. Is there another way to fix this?
For me, the option for where the planters are contained is not there in t he workshop, does the mod require another mod to work or is it a load order issue?
why not all crops, just arbitrarily some of them?! I'm unable to understand why some mod creators arbitrarily add only partial gameplay functionality to their mods instead of going all-in... Basically makes this mod not very useful ¯\_(ツ)_/¯ - There are other versions (even way older ones) of similar mods that instead offer complete gameplay functionality by making all crops available...
Do you think you can change the food amount they produce and what they actually give you at harvest to match what you visually see in the planter?
E.g: Carrot planter (4 shown) = 2 food and 4 carrots Corn and Tato planters (3 shown) = 1.5 food and 3 corn/tato Mutfruit planter (2 shown) = 2 food and 2 mutfruit Melon planter (3 shown) = 1.5 food and 3 melons Gourd planter (2 shown) = 1 food and 2 gourds
Reason being is that a settler can harvest upto 6 'units' of food (without mods) and the examples above would be perfectly divisible. Saves fiddling about in FO4Edit.
Some suggestions: - A 'light' version as suggested below for just the wooden planters - Planters for the fresh food variants (fresh carrot, corn, melon and mutfruit) - A planter that has 2 'mini' versions of razorgrain (produce 1 food and gives 2 razorgrain) - A planter that has 2 or 3 tarberries (I know technically they are supposed to be in water but they are pain to get - produce 1/1.5 food and gives 2/3 tarberries) - Enable the auto-repair to match existing crops.
I really like your mod. This kind of mod has been too long coming, in my opinion. I don't have any "requests". I only have one thing to mention in this otherwise spot on mod... When I lay the planters (so far I've only use the ones that spawn melons and carrots in wooden flats), they look awesome. But as so as they start getting worked by settlers, the textures get weird. They look kind of like confetti. I haven't tried each variety yet. I just wanted to mention to you what I've found so far. And, I guess, to see if anyone else has experienced the same. Thanks for the mod nonetheless. I love the way the planters snap together... and off any side, narrow or long. Awesome.
Yea, there is a thread under the bug tab where some folks are mentioning texture issues. It has me perplexed as it does not happen in my own game, and since not everyone complains I assume for some folks it works fine. I'm not able to re-produce the issue and I'm not experienced enough to know off-hand what the issue is. All I can say is 'sorry'. Once I get another project I'm working on finished, I'll circle back to this and try again. Thanks for the compliment even though it is not working as it should for you. I'll keep trying. :)
Someone posted a similar request on one of my other mods (a patch request), and much like my response to the ESL request in this forum, the truth is I'm still learning and really have no idea about the SMM patch. I've been up till daylight for weeks now just trying to figure out how to make 3D models and get the physics working in the game. I'm guessing I'm about half-way there lol. But considering the popularity of SMM and the fact that more than once someone has already asked me for compatibility, it is something I consider valid and will eventually figure out... just not enough hours in a day... And thanks for the compliment. I'm really trying. :)
If you don't have the capability to patch it yet, ask the authors of various smm patches like (mkh97 or Vanguardascendant) if he could make one for your mod. It's not just a compliment, I genuinely prefer these to homemaker and other mods that add planters, you even put the npc farming marker right on top of the planter. Also will you add some other crops like the silt bean?
Hi. This is certainly an interesting application with automatic functions that allows you to avoid the manual process of working in FO4Edit. The only bad thing is that it does not give 100% results when searching for all esp that can be converted to esl.
The second negative is not exactly what I had in mind. I will not explain to you what is the difference between esl and esp marked esl. I think you can find this information yourself, if you are interested.
I've been requested of this on one of my other mods as well, and I think it is a valid request. The simple truth is I'm just not familiar enough with the details of ESL - yet. I've gotten backlogged on IRL stuff again working (playing) with my mods but I'm bumping up learning ESL on my list and in the next few days I'll try to learn more about it. I know the basics, but I just want to make sure I don't publish something that breaks someone's game. Thanks for taking the time to leave a comment. I really do appreciate it and do my best to improve my work.
You are correct on both items. I have uploaded a corrected version. (1.1.0) I had seen the navmesh cell edit thing in FO4Edit, and thought I had removed it. Apparently not. The mutfruit value I just somehow got the wrong number in my head at some point. That's what happens when I try to rush a deployment at 3am. THANK YOU for that feedback. It really is difficult to QA your own code. Please continue to point out any issues you find and I will correct them.
23 comments
But
Keep them Safe for Work (No adult content).
I don't want filters obscuring my mod, and I do work in a corp. I have to be careful.
Thanks for understanding. :)
all i did was extract the 2 BA2 files using BSA browser then deleted them, keeping the loose files
only been a couple minutes as of writing this but i dont see rainbow pixel textures anymore
probably a better fix out there, but my knowledge of modding is super basic :P
E.g:
Carrot planter (4 shown) = 2 food and 4 carrots
Corn and Tato planters (3 shown) = 1.5 food and 3 corn/tato
Mutfruit planter (2 shown) = 2 food and 2 mutfruit
Melon planter (3 shown) = 1.5 food and 3 melons
Gourd planter (2 shown) = 1 food and 2 gourds
Reason being is that a settler can harvest upto 6 'units' of food (without mods) and the examples above would be perfectly divisible. Saves fiddling about in FO4Edit.
Some suggestions:
- A 'light' version as suggested below for just the wooden planters
- Planters for the fresh food variants (fresh carrot, corn, melon and mutfruit)
- A planter that has 2 'mini' versions of razorgrain (produce 1 food and gives 2 razorgrain)
- A planter that has 2 or 3 tarberries (I know technically they are supposed to be in water but they are pain to get - produce 1/1.5 food and gives 2/3 tarberries)
- Enable the auto-repair to match existing crops.
Cheers.
Thanks for the compliment even though it is not working as it should for you.
I'll keep trying. :)
And thanks for the compliment. I'm really trying. :)
https://www.nexusmods.com/fallout4/mods/48460
The second negative is not exactly what I had in mind. I will not explain to you what is the difference between esl and esp marked esl. I think you can find this information yourself, if you are interested.
Thanks for taking the time to leave a comment. I really do appreciate it and do my best to improve my work.
One small issue though, a Mutfruit plant produces 1 food, not .5, so the planter should be 2.5, not 1.5, yes?
And a question, Why is there a Cell Edit included? (Block 7, Sub-Block 3)
-K
I had seen the navmesh cell edit thing in FO4Edit, and thought I had removed it. Apparently not.
The mutfruit value I just somehow got the wrong number in my head at some point.
That's what happens when I try to rush a deployment at 3am.
THANK YOU for that feedback. It really is difficult to QA your own code.
Please continue to point out any issues you find and I will correct them.