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Wenderer

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fishnipples129

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16 comments

  1. xxpanickxx
    xxpanickxx
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    How does this work exactly? Item spoils only if it's in player's inventory? Or it applies to workbench/containers too? Also, say, I have a couple of mods which are adding food item, which records I need to edit to add spoilage feature to them? Or if you can make a patch it would be great. Here's the mods:

    1. https://www.nexusmods.com/fallout4/mods/23273
    2. https://www.nexusmods.com/fallout4/mods/79074
    3. https://www.nexusmods.com/fallout4/mods/15429
    4. https://www.nexusmods.com/fallout4/mods/15776

    These are minor, but the next one is huge:

    5: https://www.nexusmods.com/fallout4/mods/47976
    1. fishnipples129
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      Items only spoil while they are in the player's inventory unfortunately.
      As for which records you would need to edit for a PERSONAL patch, you would need to add whatever ingestibles(consumables) you want to the Formlists/Spoilagelists in the mod/.esm file.
      Depending on how varied the food in your links/mods are I would also recommend renaming the spoiled Sweet Roll or spoiled Mirelurk Cake spoilage list/ingestible into a Generic Food Item spoilage list/ingestible. (The Generic Food Item stuff that is already in this mod is from Wenderer and I have never noticed it be used in my playthroughs. The point is you can ignore the Generic Food Item stuff already there and just edit one of the existing spoilagelists/ingestibles into a Generic Spoiled Food item spoilagelist/ingestible.)
    2. fishnipples129
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      I know that food spoils every 1, 2, 4, 8, or 16 days but I don't know which foods are set to what time because that information seems to be part of the script and not part of the .esm file. (Which is why I do not recommend creating a brand new Spoilagelist. I tried it myself for my own playthrough and it did not work out. All the food I added would just turn into Spoiled Raw Meat)
  2. boxerbeast1
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    any chance we could get a version of this where all food spoils not just the food in the player inventory? I have the "companions need to eat and sleep" mod so I wanted to se how this plays with it
    1. fishnipples129
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      Unfortunately, to be able to make that happen I would have to understand how scripting works.
  3. zadovf
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    Hi! Thank you for this mod. However, this one doesn't state how it implements it's changes. Since i don't see F4SE requirements, i expect manual changes in leveled lists which makes it have bad compatibility. So...can you please clarify this thing? 
    1. fishnipples129
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      This mod edits three leveled lists. I am gonna upload a version with no leveled lists for you since that is the least important part of this mod. Though keep in mind it is not a big deal if another mod overrides those lists either way. Every other part of this mod does not edit Vanilla records so you shouldn't have any problems. (the three leveled list edits are just so coolers have a 1 percent chance of containing spoiled food)
    2. zadovf
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      Thank you!
  4. BloodLord666
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    Thank you for this. I always wanted only this option but I had to install `Hardcore Mode ON` for it to work.

    Do you think it would be possible for this mod to work with food and drink from other mods? For example the food items from `Mutant Menagerie`
    1. fishnipples129
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      Food items from that mod would have to be added. I am capable of that but I need to go to sleep. Within the next day or two I will look into making a patch that allows that mod.
    2. BloodLord666
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      No worries, take your time and thank you again.

      Here is the mod > https://www.nexusmods.com/fallout4/mods/68187?tab=description
    3. fishnipples129
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      To make Food Spoilage work with Mutant Menagerie is a huge undertaking of copy and pasting. I am about halfway done but there is going to be a lot of food that MAY spoil faster/slower then you would anticipate because I don't play with this mod and because of just how many foods are added with this mod. I will continue building the list later because I need a break.
    4. fishnipples129
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      This mod would have to have open permissions according to the rules of the creator of Mutant Menagerie and I can't do that because I do not have the right to do that unfortunately. (I decided to check his rules after spending 4 hours working on it ;-;)
    5. BloodLord666
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      Its open source according with this > https://creativecommons.org/licenses/by/4.0/

      You are free to:

      • Share
        — copy and redistribute the material in any medium or format
        for any purpose, even commercially.

      • Adapt
        — remix, transform, and build upon the material
        for any purpose, even commercially.

      • The licensor cannot revoke these freedoms as long as you follow the license terms.

      Your work so far has not been in vain. They cannot revoke what they do not own. Only Bethesda has the power to do so.

      All Bethesda-based content is available for free, open use within the
      confines Fallout 4 modding, and cannot be protected or restricted. 
      The assets provided to us for modding Fallout 4 by Bethesda do not - and
      cannot - belong to you. We are all free to use them, and we cannot
      legally restrict others from doing so. Nifbashed assets do not belong to
      you. Mesh/Texture edits do not belong to you. Modified vanilla scripts
      do not belong to you. If it is based off of Bethesda's existing work,
      you cannot claim the asset as your own. It belongs to the Bethesda
      and/or the artist, designer, or programmer on Bethesda's payroll that
      designed it. We are allowed to play with their toys and enjoy them - we
      are not allowed to claim them as our own and lock others out. 


      Don`t forget to give the proper credits to the mod author. Also remember that Bethesda is the final owner of the games assets and not any mod authors.
    6. fishnipples129
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      This was the main thing I read on the Mutant Menagerie mod page and I do not wish to break anyone's rules even if it may be legal to do so when uploading a mod. I could have misunderstood something when reading but I don't know.


      4) RELEASING PATCHES/ADD-ONS

      You may make add-ons for Mutant Menagerie, but you must release them with open-permissions. This mod is intended as a platform to move the community forward, as most big mods should be. In the spirit of that sentiment, you may not create add-ons, expansions, or patches for my mod if they are not also released as modders' resources. You must allow others to use the assets and content contained within freely, without having to ask permission, including use of assets in mods that earn Donation Points and the possible use of your mod in mod packs. Essentially, you must use an identical content policy to my original mod. Exceptions to this rule, of course, include licensed assets - like those mentioned above. What this means is:

      - In order to release retextures, overhauls, patches, or other forms of add-on content, you must release them open-source. You may not restrict permissions or set options to "ask permission first." The only exceptions to this condition would be converting files to other games or mods being sold for money.

      - If your add-on uses licensed content, you must link to those assets, in very much the same way as I have.

      - I will not approve of any add-on content that isn't pro-sharing, pro-collections/mod packs, or pro-open source. 

      - You are allowed to earn Donation Points and donations from add-on content.

      - You are NOT allowed to release add-on content to mirrors that are not BethesdaNet or Nexusmods, and you may NOT lock add-on content behind any sort of paywall.

      - You may release translations, add-ons, and patches for Mutant Menagerie without asking for permission (obviously.)

      Final Note: When it comes to my personal ethics, I very much possess a community-oriented 'everything should be public domain' view on modding (at least until actual mod marketplaces and career modding become a thing.) My policies will reflect that. I won't try to sway you one way or the other when it comes to your own content and pursuits. Everyone has their own views, and I'm not here to tell anyone those views are wrong. But with my mods, everything related to them will be done in the public domain.
    7. BloodLord666
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      It`s pretty much the same thing as you already did with this mod.

      You will only have to >


      • Give credits to original mod author.

      • Make the open source (modders resource) available for download.
      If you still feel like breaking any rule then you can still finish the mod and keep using it for yourself without uploading it to Nexus untill you are sure of your decision.Thank you for your time.
  5. janedynamite
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    broooo this is sweet... Or rotten in this case