Hi there, I have a short question about plants, how did you set that one planter return more than 1 item? I was looking in CK a field that allow me to do that but I didn't find it.
No idea, but I would think so. This mod alters items from Homemaker, so if Loot Overhaul is focused on vanilla objects, then there shouldn't be any conflicts.
I haven't verified, but this mod modifies the objects (product of recipe) vs. SK/SKI/SKE modify the recipe location (a different record). So it should be compatible with non-SK and SK versions of Homemaker as long as the author of Homemaker doesn't change the FormID of the planter objects.
i feel kinda silly asking this, but under what menu do i find the planters? I'd assume them to be somwhere in the resources>crops tab but only regular crops are there..
They are under the same category where Homemaker put them. If you have Homemaker loaded and can't find them then you might be suffering from the FormList limit bug. I highly recommend switching to Settlement Keywords if you haven't done so already and remove any settlement mods that don't use SK.Homemaker has a SK integration.
In response to post #34226605. #34226865 is also a reply to the same post.
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moustachedviking wrote: i feel kinda silly asking this, but under what menu do i find the planters? I'd assume them to be somwhere in the resources>crops tab but only regular crops are there..
valdacil wrote: They are under the same category where Homemaker put them. If you have Homemaker loaded and can't find them then you might be suffering from the FormList limit bug. I highly recommend switching to Settlement Keywords if you haven't done so already and remove any settlement mods that don't use SK. Homemaker has a SK integration.
Well that's my problem, i have no clue where homemaker put them. Disabling SSEx fixed it, i now see the "farming" tab.
SSEx seems to have been abandoned, doesn't use SK, and nearly everything can be found in Homemaker now. I highly recommend not using it anymore. Additionally, I really recommend switching to SK and using the SK integrations of any settlement mods. Homemaker without the SK integration + even 2 or 3 other mods will quickly put you over the Formlist limit which will cause categories to get all mixed up like you were observing.
Great idea! I constantly find myself opening the console to increase yield every time I place a planter, so this helps a great deal.
In the long term, it might be interesting to figure out some playworthy mechanics for making yield variation more realistic (playworthy = not boring). For instance, realistically, putting the plants in a greenhouse would probably increase yield slightly and reduce fluctuation, compared to outdoors where you'd get much higher variation in yield due to it being a wasteland.
Just for example:
> or become overripened and started to rot on the plant
This probably wouldn't happen when you have a settler tending up to a maximum six plants every single day from 8:00 AM to 6:00 PM. Not only do they arguably have the free time to pick bugs and wipe fungi off the plants, they probably become very familiar with each vegetable or fruit and how ready it is. By the way, I garden, so this is based on experience. If all you do is garden all day you can actually provide very detailed care to many more plants, but I figure the "six plants" limit represents the reduction in overall scale of the game world itself, so six plants represents, say, 60 in real life, or something.
Imagine if you could increase the number of plants that each settler managed in exchange for a higher fluctuation in yield? That might be interesting. It would need the CK though, if it were scriptable at all.
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Well that's my problem, i have no clue where homemaker put them.Disabling SSEx fixed it, i now see the "farming" tab.
In the long term, it might be interesting to figure out some playworthy mechanics for making yield variation more realistic (playworthy = not boring). For instance, realistically, putting the plants in a greenhouse would probably increase yield slightly and reduce fluctuation, compared to outdoors where you'd get much higher variation in yield due to it being a wasteland.
Just for example:
> or become overripened and started to rot on the plant
This probably wouldn't happen when you have a settler tending up to a maximum six plants every single day from 8:00 AM to 6:00 PM. Not only do they arguably have the free time to pick bugs and wipe fungi off the plants, they probably become very familiar with each vegetable or fruit and how ready it is. By the way, I garden, so this is based on experience. If all you do is garden all day you can actually provide very detailed care to many more plants, but I figure the "six plants" limit represents the reduction in overall scale of the game world itself, so six plants represents, say, 60 in real life, or something.
Imagine if you could increase the number of plants that each settler managed in exchange for a higher fluctuation in yield? That might be interesting. It would need the CK though, if it were scriptable at all.