Fallout 4

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Worm

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worm82075

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About this mod

This is an attempt to combine and expand GKX GoneFishin, Basic Fishing and cVc Fishery into one cohesive and seamless experience.

Requirements
Permissions and credits
Changelogs
The Base Dependencies Are:

Resources Expanded (Base) - Required by Basic Fishing. Adds salt and milk used in cooking recipes. Adds valuable minerals that have been added to the junk list.

Basic Fishing ESP 1.5 - Adds a decent usable version of F4MS mining scripts for use by NPC and player along with a chair and 5 fish with cooking recipes and mounted taxidermy decor.
 
GKX Gone Fishin 3.0 - Adds a..slightly less than reasonable facsimile of a fishing animation and a map unit conditional cross hair z height detection system that separates the map into basically two zones. Plus 6 fish with cooking recipes and mounted taxidermy decor.

cVc Fishery - Requires SMM. Adds a custom workshop menu, lots of fishing related props and sandbox food furniture, one of which is a really cool captive fish feeding piece.

What this patch actually does to these mods:*denotes a new item or recipe

-All workshop items from Basic Fishing and GKX Gone Fishin have been moved to cVc custom Fishery menu.
-Chairs now give you back the fishing rod when you scrap them
-Made recipe for *cooking oil=2 silt bean, 2 gourd, 2 hubflower, 1 purified water, 1 plastic

Balancing The Fish:
The fish have been split in to three categories.(Not to be confused with the catch percentage categories listed in the tables below this one)
-The rare fish will be truly rare and you won't likely see them until you get your Fishing(mining) skill up a bit. (see details in next section)
-The raw fish will all have a little bit of HP for survival in a pinch but should not be consumed raw if it can be helped. No attempt was made to give variety beyond their class because they are meant to be components that you can eat if you have to.
-The cooked fish is where the variety is at and I tried to make each one uniquely useful yet not over powered. However, the rare fish will be pretty powerful as will the Soup
(freshwater fish), Stew(saltwater fish), and *Chowder(rare fish) which combine multiple fish and veg together.
-All edibles now contain survival/needs keys.
Raw=HC_DiseaseRisk_FoodHigh Cooked=
FoodEffect, HC_EffectType_Thirst, HC_SustenanceType_IncreasesThirst Soup=HC_SustenanceType_QuenchesThirst
-Every recipe requires wood
(cooking fuel) and fried recipes require cooking oil

Fish Stats
Spoiler:  
Show

Common raw Fish
Dullmon____________________|____+10 HP over 20 sec___|___-1 Agility for 5 min___|___+10 Rads
Tigerel _____________________|____+10 HP over 20 sec___|___-1 Agility for 5 min___|___+10 Rads
Makerel
____________________|____+10 HP over 20 sec___|___-1 Agility for 5 min___|___+10 Rads
Uncommon raw Fish
Trout_______________________|____+15 HP over 20 sec___|___-2 Agility for 5 min___|___+15 Rads
Bluegill_____________________|____+15 HP over 20 sec___|___-2 Agility for 5 min___|___+15 Rads
Pike_______
_________________|____+15 HP over 20 sec___|___-2 Agility for 5 min___|___+15 Rads
Rad Brass__________________|____+15 HP over 20 sec___|___-2 Agility for 5 min___|___+15 Rads
Salmon_____________________|____+15 HP over 20 sec___|___-2 Agility for 5 min___|___+15 Rads
Rare raw Fish
Rainbow Carp ______________|____+20 HP over 30 sec___|___-3 Agility for 5 min___|___+20 Rads
Swarp Brass________________|____+20 HP over 30 sec___|___-3 Agility for 5 min___|___+20 Rads
Haddock _______
____________|____
+20 HP over 30 sec___|___-3 Agility for 5 min___|___+20 Rads

-Common Cooked Fish
Fried and Salted Dullmon ________|____+20 HP over 30 sec
Roasted Tigerel__________________|____-20 Rads over 30 sec
Grilled Makerel __________________|____
+20 HP over 30 sec
Uncommon Cooked Fish
Trout Nuggets(1/3 portion) _______|___+10 AP___|___+20% Speed for 10 sec
Grilled Bluegill____________________|___+2 End for 5 min
Grilled Pike_______________________|___+25 Carry for 5 min
Fish Stew________________________|___+120 hp over 20 sec___|______+3 Agility for 1 hour_______|___-3 Charisma for 1 hour___|___requires 1 trout, 1 bluegill, 1 pike, 1 tato, 1 carrot, 1 salt, 2 purified water
Fried and Salted Rad Brass_______|___50 Rad Res for 5 min
Baked Rad Brass_________________|___-50 Rads over 1 min
Salmon Steak____________________|___+50 HP over 1 min
Fish Soup________________________|___+120 hp over 20 sec___|___+3 Perception for 1 hour______|___-3 Charisma for 1 hour___|___requires 1 salmon, 1 rad brass, 1 tigerel, 1 corn, 1 carrot, 1 salt
, 2 purified water
Rare Cooked Fish
Fried and Salted Rainbow Carp___|___+50 HP over 30 sec____|___+50 Dam Res for 1 hour______|___-3 Charisma for 1 hour
Fried Swarp Brass________________|___+50 HP over 30 sec____|___Absrorb Rads 100 for 2 sec__|________Cure Sickness_______|___-3 Charisma for 1 hour
Haddok Kebab___________________|___+50 HP over 30 sec ____|___Fortify AP 25 for 1 hour______|_AP Regen +25% for 1 hour__|___-3 Charisma for 1 hour
Surf and Turf ____________________|___+80 HP over 20 sec____|___Fortify HP 50 for 1 hour______|___-3 Charisma for 1 hour____|___Requires Brahmin Meat, Haddock and salt
*Fish Chowder___________________|___+180 hp over 20 sec ___|________+3 Luck for 1 hour______|___-3 Charisma for 1 hour____|___requires 1 Carp, 1 Swarp, 1 Haddock, 1 corn, 1 brahmin milk, 1 salt, 2 purified water

The GKX Gone Fishin Fishing Pole is limited to only two location types and unfortunately the script uses an object array instead of a leveled list so it's practically impossible to match percentages for a mismatched number of items. To make it easier on me i have excluded the Swarp Brass for now. The 67% chance of catch success has been decreased to 50% and the 18% junk rate increased to 40%.

Location type_____|__Fresh Water_____|_Salt Water_____|__chance to hook__|___chance to catch
Abundant fish ____|____Dullmon ______|___Makerel _____|_______20% ________|_______50%
Common fish_____|______Trout _______|__ Rad Brass ___|_______14% ________|_______50%
Common fish_____|_____Bluegill ______|___ Salmon _____|_______14% ________|_______50%
Uncommon fish __|_______Pike________|____ Tigerel_____|_______10% ________|_______50%

Rare fish _________|_______Carp _______|___Haddock_____|________2% ________|_______50%
Junk _____________|____________________________________________40% ________|_______100%

-Added *Bloodbug Meat=20 bait recipe to increase overall available ammo for the fishing pole, albeit very slightly because Bloodbug meat is even rarer than Bloatfly.
-The fishing pole does not increment skill and is meant to be be used for survival purposes and to get a salmon farm up and running in early game.



The Basic Fishing Chair: The original object condition for building the chairs in the appropriate location relied on GetWorkshopObjectCount for a hand placed activator which means it touches nearly 30 cells. I will not even open the render window(for this mod) so I have changed the constructible object conditions to use an "or" string of each eligible settlement using GetInCurrentLocation instead. This massively reduces the work necessary to add new settlements and practically eliminates conflicts.

-Placed all 11 fish into three separate location types (with some overlap) equating to 5 fish at each type.
These location choices are based on water access granted by Build High - Expanded Settlements 5.0. I will accept requests for different settlement lists(based on other settlement expansion mods) AND separate patches for modded settlements simply because the effort to do so is nominal at worst if YOU provide me with the list. I am open to suggestion and persuasion concerning balance but there will be only one iteration of that.

Location type_____|_Fresh Water(4)___|__ Brackish Water(3) __|_Salt Water(9)__|__chance to hook___chance to catch
Abundant fish ____|____Dullmon ______|________Tigerel________|___Makerel _____|________17.6%_____________95%
Common fish_____|______Trout _______|_______Dullmon _______|__ Rad Brass ___|________17.6%_____________80%
Common fish_____|_____Bluegill ______|_________Pike _________|___ Salmon _____|________17.6%_____________80%
Uncommon fish__|_______Pike________|________Salmon _______|____ Tigerel_____|________17.6%_____________30%
Rare fish_________|__Rainbow Carp ___|_____Swarp Brass_____|____Haddock ___|________17.6%______________5%
Scrap____________|_______One simple component or one round of ammo_______|__________10%____________100%
Rare loot________|_stimpack, rad away, bottlecap mine, mini nuke, fusion core _|___________2%_____________1-5%
Settlements_____|____Sanctuary_____|______ The Slog ______|___Finch Farm and Croup Manor and Nordhagen Beach

Settlements_____|_OberlandStation _|___Taffington BH _____|___The Castle
and Boston Airport
Settlements_____|___Egret Tours ____|__EchoLakeLumber___|__Warwick Homestead
and Spectral Island
Settlements_____|___Murkwater  ____| ______________________|__Longfellow Cabin
and Dalton Farm

-Limited the Basic Fishing chair to 2 per settlement and set MineByPlayer depletion to 50 and exhaustion to 100. This should allow you 100 attempts at each settlement per day. Added MineByNPC script to cVc fishing chair giving total of 4 chairs that can be used by settlers.
-Reactivated the skill and reduced XP gain from 5 to 1. Skill level gives higher % chance of success, of extra turns(less depletion), rare loot and multiple fish per catch. Note:
Unfortunately I can't change the name so level up notifications say 'mining skill'.
-Changed the MineByNPC script to use a similar LL to the player minus the junk and chance to fail.
-Chair is now found in cVc Fishery custom menu under the Produce category
-The chair will now be a sandbox item as it only gives 2 food instead of 6 which is equal to the amount of fish it produces each day.


cVc Fishery Sandbox Furniture Suite
___Object___________|___Food Rating__|___Player Daily Yield___|___NPC Daily Yield___|___Max # Objects
Fishing Chair________|________2________|__50 fishing attempts___|_______2 fish__________|_________2_________
*Fishing Trap _______|________1________|__________1 fish_________|________n/a___________|_________4_________
Fishing Net _________|________2________|__________3 fish_________|________2 fish _________|_________1_________

*Fish Farm _________|________2________|__________3 fish _________|________2 fish_________|_________1_________
Fishing Chair(NPC) _|________2________|___________n/a __________|________2 Fish_________|_________2_________
Gutting Table _______|________1________|___________n/a __________|___4 bone / 1 fish oil __|_________1_________
Weighing Table _____|________1________|___________n/a___________|______10 caps_________|_________1_________
Coffee Set __________|_______0.2_______|____________n/a _________|_____5 Happiness _____|_________1_________
Ash Tray ____________|_______0.2_______|____________n/a _________|_____5 Happiness _____|_________1_________
Fire Barrel___________|_______0.2_______|____________n/a _________|_____5 Happiness _____|_________1_________
Railing Pose 1_______|_______0.2_______|____________n/a__________|_________n/a __________|________n/a________
Railing Pose 2_______|_______0.2_______|____________n/a__________|_________n/a __________|________n/a________
Totals ______________|_______17_______|_10 fish + 20-40 manual |________12 fish_______|________n/a________22 Fish per day by 3 settlers and 7 harvested objects


Fish Trapping and Netting:
Both feature an increased catch rate for rare fish. Trap contains no furniture markers or attraction keywords so settlers won't be mucking around in the water or having pathing issues trying to sandbox on an unreachable object.

Fish Farming: The farm is not a trap but rather a cage. Built using 20 fish(+building materials) and limited to 1 of each type per settlement.
-Dullmon, Tigerel and Mackerel are the only fish that can't be farmed.
-Salmon, Trout, Bluegill and Rainbow Carp spawn in Fresh Water
-Swarp Brass and Pike spawn in Brackish Water
-Haddock and Rad Brass spawn in Salt Water

Spawn Tank
(same as those at Warwick Homestead) A crucial element needed for Farming Fresh water fish in land locked, brackish and salt settlements. YOU WILL NEED Place Everywhere to place the tank and sink it into the ground. Honestly if you aren't using PE then what are you doing with your aggravated settlement building post apocalyptic life. Seriously though it is a game changer, literally and the best part is since it's code comes in engine side the keyboard works even if you are playing with a controller like me.
-It would be impossible to maintain a salt solution without machinery so salt and brackish water fish can only be farmed in a natural body of water.
(Machinery will be added in next release to facilitate salt water tanks).
Fill water for Spawn Tank As you may have deduced by now, I'm a bit of a realism junkie, however concessions must be made for the sake of game play. With that in mind don't gasp at the cost because if i were being even remotely realistic the number would be 5 times higher.
-To fill the tank will cost 1k purified water.
-The Spawn Tank can be found in the decoration sub menu of the cVc Fishery menu.

Fish Stocking: This is a compromise for those not happy with me taking away the ability to fish anywhere regardless of water. If you can collect 20 of each fish(Haddock, Mackerel and Rad Brass not included)+1000 purified water, you can make a Stocked Pond Tank that will allow you to permanently use a unique fresh/brackish combo suite of furniture at the settlement you build the tank at. That is a chair, a net and a trap that mine from a pool of 8 fish instead of 5. One could potentially set this up at a salt water settlement and have 2x production with all fish in the mix.

Recommended Mods:
Build High - Expanded Settlements 5.0 If like me you spend most of your time in your settlements then this is a building quality of life improvement that is a must have. Best part is it expands the settlers sandbox so NPCs will use areas above the second floor.
Place Everywhere Another settlement building quality of life improvement I can't live without. If you want to use the Spawn Tank, you can't live without it either.


Load order:
Fallout4.esm
DLCCoast.esm
DLCNukaWorld.esm
cVc Fishery.esp
cVcMenuUntagged.esp
Fishing.esp
GKX Gone Fishin.esp
FO4 Fishing Compendium.esp

Important Notes:
  • To reveal newly unlocked items you must exit and reenter Workshop mode. For example: To make the fresh water fish farms appear in a non fresh water settlement a Spawn Tank must built but the workshop must be reloaded for the farm objects to appear after the condition has been met.
  • The wallkways provided by cVc are troublesome and beyond using the mid support to snap the net in I don't recommend using them unless you have a simple ground level walk up to the feeding marker. As seen in the pictures, with the help of Place Everywhere the scaffolding can be used more effectively to wrap all the way around the net. Plus the sandbox railing snaps to the scaffold floor planks. Reworked in .6

To Do list for next release:
Things I can easily do with my skill level.

Make a set of meshes and textures that:
  • Add two more brackish fish, Flounder and Perch
  • Add some shell fish
  • Add more unique shapes for fish
  • Add a couple different fillet shapes and different textures for each fish
  • Add unique clutter for cooking recipes
  • Add fish roe
  • Add various tackle like hooks, weights and fishing line
  • Add a surf pole mesh for salt water fishing
  • Combine tank and water into one mesh and add snap points for farm, pump and walkways Done - .6
  • Version of farm without net or pylons for use with tank Cancelled -would allow additional farms to be built beyond intended limit
  • Powered pump that snaps to tank
  • Curved walkways that snap to tank

Make fish gutting table into a workbench:
  • Make part of cooking process by requiring fish be cleaned before they are cooked.(will also have whole fish recipes for survival gameplay)
  • Each fish would break down into 1 fillet and some chunks or 2 fillets, some bone and potentially fish oil, roe or other species specific items.
  • Add bait recipes to gutting workbench

Miscellaneous to do further:
  • Require roe to create fish farm instead of dead fish
  • Create more cooking recipes
  • Create custom fishing gear

Wish list: These are things I would like to add but may be beyond my skill level.
  • Create 3 day time delay from spawn tank construction to daily production.
  • Find a way to spawn a mirelurk ambush as a potential catch with the GKX fishing pole.
  • Make quest that leads to secret fishing spot with unique fresh water fish and special fishing tackle to improve fishing in all areas.
  • Make quest that originates in Far harbor and leads to a secret deep sea fishing location with unique saltwater fish and maybe a big bad.
  • Make custom fishing gear actually boost fishing skill in some way
Install;
Use Vortex. It slaps. Start a new game.

Uninstall;
Just Don't. Retire your save and Start over after uninstall.