I'm glad you liked the mod! I didn't have any plans to add more crops, I just wanted to get some more general diversity into the game. Hopefully it still covered most of what you wanted!
Love this mod. Planted a bunch of Apple trees at the Castle. Get your Minutemen Apple Cider here! I wish someone would update or redo the old Taters and Tamaters mod to function like this one. It hasn't been touched since 2016. That mod has similar foods like Giant strawberries and potatoes, but also adds in fiddleheads, tomatoes, and edible roses. At this point it's a resource pack. So this mods a good substitute.
Thank you for your kind words and I'm glad you're enjoying the mod! Taters and tamaters was actually an inspiration for this mod. I always had an issue where I moved the crop and then it wouldn't let me touch it where I moved it afterward.... It annoyed me enough, so, I made this mod haha. Either way, I'm glad you think this one is a viable substitute!
Hi, I downloaded the script edit version, and now when I go too far right in the resources -> miscellaneous tab my computer crashes. Did I do something wrong? Maybe a load order thing? I do have the workshop rearranged mod, if that means anything?
Sorry for the delay in response on this one - I don't know too much about the script itself, as I borrowed it from tenhats (you can see them below in the comments if you want to take a look at some mods they have that use the script). But odds are if you use multiple workshop mods together they'll cause issues. I've never used SMM with other workshop mods, personally, so I haven't had issues in the past. But did you only have the issue with the script edit version? Or is there a conflict with even the base version that doesn't modify the parent script?
Yeah there was originally going to be a blueberry pie, but I ran out of space on the texture atlases so I had to cut it out. So they're mostly just to be eaten at this point I guess.
Honestly I considered it with how long and tricky this mod was to make (and to get everything to actually work). I don't have any actual plans on doing a tutorial at the moment because it's been a while since I've worked on this mod so I would have to re-learn a lot. But if I have some time in the future I may give it a shot.
The mod does rely on SMM scripts that are not included in this mod, so there's always a risk of eslifying something that uses outside references. If you put the esl flag on the esp and keep it below SMM in the load order it might be okay, but I'm not 100% sure.
I flagged my sword esp with the esl flag using FO4edit a little while ago, so I can give this one a shot too. I'll post it as an optional file, probably using the new script inject file (since it's the easiest for people to have less compatibility issues). It might take a second since I don't remember exactly how to do it.
Okay, FO4edit actually threw an error for the script inject file, so I added the ESL flag to the Script Edit file instead. It's an ESL-flagged ESP, so should work as intended! It's listed as an optional file.
Unfortunately I would say no, they edit the same thing and would likely cause either a bunch of duplicates or the resource variables to not work. They both do the same thing and if you don't use another mod that adds more food items it should still be ok to use the one that directly edits the script!
Another site that should have the non-tree numbers would be 81. Failing that, a quest to bring samples to Dr. Penske? (Growing them in Secret 81 after Hole In The Wall for space and irony reasons...)
Oh I love new crop mods, and these have such lovely models, great work! I also like that the alternative file actually hooks into the workshop parent quest, most crop mods miss that. If you'd like to resolve the conflict potential in the alt file you can use a script to inject it into workshop parent instead, it's not too hard to make an injector on your own but you may also use the open perms workshop parent script injector I made here if you wish.
Thank you for the kind words! And thank you for recommending the script inject. I wanted to use one but don't know anything about scripting, so I was worried to do it (I don't want to mess with anyone's saves!) I will look into possibly adding an additional file that adds a script inject.
I was just curious (since there was an update shortly after this post, I think?) did you and Ten ever work together on the injection model? I use the Settlement Gardener Bot so I get them added to my workbench anyway without manual work, but I figured I'd ask. :) Rebuilding a new master mod list for the post-New-Gen days.
Hey there, no I wasn't able to get around to this yet unfortunately. I double checked and everything does still work after the new update at least so that's good. I do want to get a chance to do this when I can, I just got distracted working on an interiors mod. Sorry about that!
No sorries needed whatsoever! As someone who's not super into the whole "everything you can eat is mutated and makes you miserable" side of the mythos this is still an instant include for me! :)
All right, thank you for the reminder that I needed to get on this one honestly. I meant to get to it, but it fell to the backburner, so I took a break from what I was working on and got it done! It should be up and working now, but let me know if it's not working if you give it a shot!
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