FAQ Q: I can't see the "Fungus" or "Herbs" categories A: You'll need to collect at least one of the three farming magazines Mutant Menagerie added. This was a balance decision by Mutant Menagerie's author.
Q: Where are the farming magazines? A: These locations:
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A ruined shack south of concord, between the drive-in and the quarry. The raider radio shack north of Fort Hagen. The Slocum's Joe at University Point
Not sure if I should ask here or on your other mod page that was folded into this - and apologies if I'm just glossing over it over and over - where am I meant to find raw sap so I can plant my own saplings?
Hey there, just out of curiosity, which mod are you using to add those extra vehicles? I'm 99% certain I already know the answer, but I'm just checking in case you have a mod that adds them without affecting any of the structures. Oh, and is there a way to also edit the names of the wild plants? I read the thread discussing compatibility on the Wild and Fresh page but I'm still confused.
I actually forget lol, I long since merged whatever mod that was into my private mega mod.
I’m not sure what you mean by edit the names but you can do so easily in Xedit if you wanted. Did you mean the alt plant names file on the other page? I think that should work with this mod too.
I can only assuime I am doing something wrong; went into ws mode... nothing in special, garrdening aka food or even in decoration. Assumed I needed to collect interested items in the field, did so... same result. Is there a catalist magazine like w build your own pool or...?
You'll see the categories added to the resource menu. Without collecting anything you'll only see planters. Is planters showing up for you?
Once you've collected the farming magazines the others will unlock because I made sure to keep the balance in this mod in line with that of Mutant Menagerie which requires those magazines.
Mutant Menagerie chose to make cave fungus a rusty orange-red, so I chose to keep it that way for the planter too. I take it you might prefer the blue tint I chose for my other mod? I could make a small patch for that.
I'm having an odd issue I can't seem to pin down where none of the extra categories for plantables are showing up in my settlement build menu (herbs,fungus etc)
I do have a few settlement resource mods like Northland diggers, Homemaker, Instabell and Workshop rearranged installed, but never had a problem with your other Crops mod's menus. I've tried adjusting my load order and multiple new games but no luck. This is very likely a mod conflict and user error but don't see anything obvious in xEdit. I'd be grateful if you might be able to point me in the right direction but very highly doubt it's anything to do with your mod and more than likely my own fault.
Unless they only show up after being "unlocked" through Mutant Menagerie's progression system or something else I'm missing?
A whole bunch are unlocked by collecting magazines as I kept the balance in line with Mutant Menagerie's balance. In fact I think every herb and fungus is. If you haven't been collecting farming magazines and the planters category is accessible then it's working as intended. A few of the planters can be placed without any treasure hunting since they're just vanilla crops.
If you have collected some of the farming magazines specifically and they still don't show up then let me know, I'll need to do some digging.
Just the generic ones, unfortunately. I couldn’t find a suitable alternative. I tried the “looking through files” animation but it didn’t really fit. If you know of a better animation among the vanilla animations I can test it out though.
The "looking at clipboard" animation, maybe? Or the pondering animation that NPCs use when visiting shops in Diamond City? Which one's the “looking through files” animation?
Possibly a dumb question, but can I check what this from the description means:
"Users of my Wild and Fresh Crops mod can upgrade directly to the Complete Edition, as it shares an esp name and keeps the original IDs intact. Basic Edition does not conflict with "Wild and Fresh," but there will be redundancy."Vortex tells me the fresh crops mod is redundant. Does this mean that I can install this mod instead of the original fresh crops mod?
Correct. It’s safe to uninstall my Fresh and Wild crops mod so long as you then install the Complete Edition of this mod and enable it before you load back into the save Fresh and Wild was used in.
The game sees they have the same esp name and IDs so it treats it as an update, it doesn’t know you actually uninstalled and replaced it.
And not a dumb question at all, I can probably find a way to phrase that better.
This doesn’t work in reverse though, so be sure to make a backup before hand just in case MM isn’t your cup of tea.
(also in case it wasn’t clear, the basic version cannot replace the wild and fresh mod, the redundancy there is they both have recipes for some of the same things like hubflowers so you’ll see that twice if you use the basic version with wild and fresh.)
Oh this looks good. I didn't know the original mod didn't actually produce the crops into the workshop. I will definitely be using this.
Btw if it's not too much trouble, could you also make a fully functional patch for the "Appletree Bakery" mod? Seems like the trees and bushes there can't actually produce their crops directly into the workshop and the player would have to manually harvest them
Thanks. Also thank you for the detailed step-by-step guide you provided for those who would like to try their hand at doing what you did here for other mods.
No problem, the one caveat I'll add is if you want multiple different generation types(Ie, apples trees make apples, pear trees make pears or something) you'll need the same number of "Struct # (sorted)" in the quest section and the corresponding leveled lists and actor value infos to fill it.
Using this method you can make nearly any workshop item produce anything else, it's very flexible. This even includes non-consumables. Junk, armor, weapons, ammo, anything.
Yup, that would work fine. Just keep in mind that there's 2 arrays you need to populate for each unique resource type you want to generate. The 1st array is where the "Actor Value Information"(Such as WorkshopRatingFoodTypeTato) and leveled list goes, the second one has the "Actor Value Information" again as well as clearOnReset bool set to True.
The function of the quest is to essentially link the WorkshopRating value to a leveled list so that anything that uses that rating will pull from that leveled list. The second half of the quest cleans it up if you scrap things or remove objects.
Who knows, I might clean it all up a bit and post a template modder resource sometime so anyone with basic xedit knowledge can hook their objects up correctly.
well i actually got most of the appletree crops working. The fruits and nuts now show up in the workshop. I don't know why the herb ones like the oregano and basil etc aren't working though coz I did it just like the others.
I managed to make it work finally. Although I'm not sure if it's coz I added in the missing farming scripts/keywords in the flora section or what. But it also seems like production was somehow tied to either the food avif and/or workshopratingfoodtype. For example, the apple tree had 6 food/workshopratingfoodtype AVIF, the count on the LVLI was 1, you end up getting 6 apples during the production cycle. But if a crop had 0.5 food/workshopratingfoodtype AVIF, and 1 count in the LVLI, then you needed to plant atleast 2 to get 1 of that crop to show up in the workshop. I turned on "consume basic resources only" in workshop framework so it wasn't that settlers were consuming them.
From my own testing each time the workshopratingfoodtype AVIF is able to reach 1 by whatever means during a workshop production cycle it'll call upon the linked leveled list once. So if the apples have a AVIF of 6 then producing 6 would be expected behavior. Likewise something with a rating of .5 requiring 2.
Something I should test is if the the rating is at all tied to the food value of the object, normally they always match, but if they can be decoupled that could be valuable. For example a basil plant having .25 food value but 1 for its workshopratingfoodtypebasil value. In theory this should allow each basil to produce 1 basil ingredient every workshop tick despite only producing .25 food, but I need to check to be sure.
Oh interesting, have you tested that? Does it work as you've described? That would be interesting behavior. In theory making the count 2 should make it so whenever it ticks you get 2, rather than getting 1 at half ticks.
As an alternative consider reverting the leveled list to a count of one, leaving the food value at .5, but then changing the foodtyperating to 1 and let me know how that goes. In theory it should produce the results you seek, but I've not tested. I'll probably test it out myself eventually though.
well I tested it the way you wanted and yes setting the workshopratingfoodtype to 1 made the herbs show up in the workshop even if I only planted 1. If you leave it at 0.5 and you only plant 1 of that crop, it will never show up in the workshop no matter how long you wait. You have to plant 2. I tested this with the sap bucket from your mod as well. I made another patch for the UNPCs radchicken nests and it works now too. Had the workshoprating at 2 and the count at 2 and I get 4 eggs with 1 nest
Oh very nice! And that's with the food value unaltered, only the foodtyperating getting a bump? Glad it worked how I thought it would.
Could make the eggs a bit more interesting too swapping the leveled list to 3 choices of 1, 2, 3 with the "calculate for each item in count" flag on the leveled list. Would could it so it averages to 4, but varies from 2 to 6. Just an idea anyway.
I'll get a template + tutorial modding resource posted here sometime soon with slightly cleaned up scripts. Once I do feel free to publish as much as you like using these scripts. Many mods out there that could use such a patch so that they actually function, ha.
Yes it's with the food value unaltered. I actually tried the 2 different settler harvest outcomes when I was messing around with the item count instead of the rating and it works too. Thanks again and looking forward to that modder's resource.
63 comments
Q: I can't see the "Fungus" or "Herbs" categories
A: You'll need to collect at least one of the three farming magazines Mutant Menagerie added. This was a balance decision by Mutant Menagerie's author.
Q: Where are the farming magazines?
A: These locations:
The raider radio shack north of Fort Hagen.
The Slocum's Joe at University Point
Originally this mod both fixed MM and added those, now it just adds those as MM incorporated the fix.
I’m not sure what you mean by edit the names but you can do so easily in Xedit if you wanted. Did you mean the alt plant names file on the other page? I think that should work with this mod too.
went into ws mode... nothing in special, garrdening aka food or even in decoration.
Assumed I needed to collect interested items in the field, did so... same result. Is there a catalist magazine like w build your own pool or...?
Once you've collected the farming magazines the others will unlock because I made sure to keep the balance in this mod in line with that of Mutant Menagerie which requires those magazines.
The raider radio shack north of Fort Hagen.
The Slocum's Joe at University Point
I can only assume that somewhere in my present 784 mods that there's some conflict. Classic needle in a hay stack
*addendum* ~disable ing the candles did it, aka allowed me to grab the mag
Thank you for this most wonderful side version of FFWaFC.
If I decide not to use MM for some weird unknown reason, I'd still be happy with that gentler blue of yours as well as I would enjoy the one fromm MM
or will a version be aded later to this mod?
I do have a few settlement resource mods like Northland diggers, Homemaker, Instabell and Workshop rearranged installed, but never had a problem with your other Crops mod's menus. I've tried adjusting my load order and multiple new games but no luck. This is very likely a mod conflict and user error but don't see anything obvious in xEdit. I'd be grateful if you might be able to point me in the right direction but very highly doubt it's anything to do with your mod and more than likely my own fault.
Unless they only show up after being "unlocked" through Mutant Menagerie's progression system or something else I'm missing?
If you have collected some of the farming magazines specifically and they still don't show up then let me know, I'll need to do some digging.
I still haven't fully worked my way through Murant Menagerie's features and stuff so yeah I'm dumb worrying over nothing.
So the herb and fungus categories should show up once I get the mags?
Hint for first magazine:
"Users of my Wild and Fresh Crops mod can upgrade directly to the Complete Edition, as it shares an esp name and keeps the original IDs intact. Basic Edition does not conflict with "Wild and Fresh," but there will be redundancy."Vortex tells me the fresh crops mod is redundant. Does this mean that I can install this mod instead of the original fresh crops mod?
The game sees they have the same esp name and IDs so it treats it as an update, it doesn’t know you actually uninstalled and replaced it.
And not a dumb question at all, I can probably find a way to phrase that better.
This doesn’t work in reverse though, so be sure to make a backup before hand just in case MM isn’t your cup of tea.
(also in case it wasn’t clear, the basic version cannot replace the wild and fresh mod, the redundancy there is they both have recipes for some of the same things like hubflowers so you’ll see that twice if you use the basic version with wild and fresh.)
Btw if it's not too much trouble, could you also make a fully functional patch for the "Appletree Bakery" mod? Seems like the trees and bushes there can't actually produce their crops directly into the workshop and the player would have to manually harvest them
Using this method you can make nearly any workshop item produce anything else, it's very flexible. This even includes non-consumables. Junk, armor, weapons, ammo, anything.
The function of the quest is to essentially link the WorkshopRating value to a leveled list so that anything that uses that rating will pull from that leveled list. The second half of the quest cleans it up if you scrap things or remove objects.
Who knows, I might clean it all up a bit and post a template modder resource sometime so anyone with basic xedit knowledge can hook their objects up correctly.
A modder's resource would be great
Something I should test is if the the rating is at all tied to the food value of the object, normally they always match, but if they can be decoupled that could be valuable. For example a basil plant having .25 food value but 1 for its workshopratingfoodtypebasil value. In theory this should allow each basil to produce 1 basil ingredient every workshop tick despite only producing .25 food, but I need to check to be sure.
As an alternative consider reverting the leveled list to a count of one, leaving the food value at .5, but then changing the foodtyperating to 1 and let me know how that goes. In theory it should produce the results you seek, but I've not tested. I'll probably test it out myself eventually though.
Could make the eggs a bit more interesting too swapping the leveled list to 3 choices of 1, 2, 3 with the "calculate for each item in count" flag on the leveled list. Would could it so it averages to 4, but varies from 2 to 6. Just an idea anyway.
I'll get a template + tutorial modding resource posted here sometime soon with slightly cleaned up scripts. Once I do feel free to publish as much as you like using these scripts. Many mods out there that could use such a patch so that they actually function, ha.