About this mod
Moonshiners have travelled from the blue ridge mountains to brew 'shine and feud around the Commonwealth. They will teach you how to brew and ferment combat enhancing moonshine if you help 'em out. Treat 'em real gud and they may even join up with y'all !
- Permissions and credits
- Mirrors
- Changelogs
Install this mod at any time in any game and moonshiners will start to appear at Chemistry workbenches around the Commonwealth and DLC worldspaces with their brewing clutter. Talk to and help 'em out to learn recipes and trade new unique ingredients. Help enough and you can recruit to your settlements.
WHAT IT DOES
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If you don't enjoy discovering new experiences in game or need to ask questions, best read this detailed spoiler section first:
MOONSHINERS
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Moonshiners will spawn at ~ 32 base game (plus DLC, plus mod added) Chemistry workbenches ("chemlab") that are exterior and not related to a workshop or in a settlement. This mod places another 7 chemlabs in empty areas (orange boxes on map).
The chance to spawn at each chemlab is 80% which is checked when the workbench loads into the active area around the player (at most once per week).
Moonshiners are mortal, if they die their clutter will clean up as they unload and that chemlab spawn is locked for 5 game day cooldown before the next spawn check.
The Moonshiner faction is neutral to all other factions and will not engage unless a crime like theft or murder is perpetrated against them. Crime against any member of the Moonshiner faction will affect all moonshiners for 24 hours so there are actual consequences.
COMMONWEALTH MOONSHINE
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The recipe for normal Commonwealth Moonshine (Shine O the 'Wealth) is learnt from Moonshiners by doing jobs for them and crafted at chemlab (beverages section);
2 farm or wild corn : there are 139 wild corn plants in the Commonwealth.
1 yeast : this is a unique item that is ONLY sold by moonshiners, so don't make 'em hostile.
1 moonshine jug : this is a unique item that is ONLY sold by moonshiners, but you get 60% returns on use.
2 purified or dirty water
All ingredients are sold by moonshiners after learning the recipe on a 24 game hour restock from a shared vendor container.
Commonwealth Moonshine
Charisma +1 10 mins
Strength +1 10 mins
Intelligence -1 10 mins
Melee damage +25% 10 mins
Alcohol addiction chance 10%
Chance to return empty jug 60%
RRP 45 caps (it's 50% gudder than Boborov's crap).
COMONWEALTH MO'SHINE
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The recipe for enhanced Commonwealth Mo'shine is learnt from Moonshiners by doing jobs which unlocks building Fermenterators in the workshop craft menu.
Put in 1 or more normal Commonwealth Moonshines in a fermenterator and wait 8 game hours. The fermenterator is locked and unscrappable whilst fermenting.
Commonwealth Mo'shine
Charisma +2 10 mins
Strength +2 10 mins
Intelligence -2 10 mins
Melee damage +50% 10 mins
Alcohol addiction chance 20%
Chance to return empty jug 60%
RRP 90 caps (it's twice as gud as normal 'shine).
REPEATABLE JOB QUESTS
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Only one job can be active across all Moonshiners, when a job is active only the job/quest giver will offer dialog by design.
Fetch - Git me sum stuff.
Brew - make me sum 'shine.
Ferment - ferment me some mo'shine.
Feud - Fix mah blood feud.
Jobs with unique objectives have map markers (fetch, feud). Jobs that can be completed at arbitrary locations (brew, ferment) do not.
When collecting an item, it is marked [ quest item ] to lock in inventory and prevent misplace. If you have a mod that clears the player inventory e.g. managed death, a script will try and automatically return the item to player inventory.
Job quests can be rejected in dialogue if the target is unreachable, too difficult or you loose a quest item.
Job quests unlock recipes and give unique moonshine ingredients.
After several jobs a moonshiner will become recruitable to your owned settlements like a normal protected settler. They keep their moonshiner idle hellos but revert to base game MaleRough voice for settler tasks as its tedious and low value to replicate all that dialogue. As they can no longer offer jobs or sell unique ingredients, best not recruit all of them.
Moonshiners have a ZERO game hour cooldown between job offers so you can keep running them back to back, although job target locations have a 5 game day cooldown before they are reused so they will get further away.
CONSOLE CONFIGURATION
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Whilst this experience does not require any configuration, if you enjoy tinkering have at it:
cqf SKK_CMQuest "SKK_CMQuestScript.SwitchEnabled" 0 | 1 ; switches moonshiner spawns, but does not remove any existing spawns.
set SKK_CMMoonshinerSpawnChance to 80 ; value 1 to 100 percent.
set SKK_CMMoonshinerSeparationDistance to 4096 ; value 0 to 10240 prevent spawns at chemlabs in adjacent cells.
set SKK_CMMoonshinerSpawnCooldownGameDays to 5 ; value 0 to 65535 chemlab cooldown between failed spawn chance, death or workshop recruitment.
set SKK_CMMoonshinerSpawnInDLCWorlds to 1; value 0 disables DLC spawning (if installed).
set SKK_CMMoonshinerExplosionChance to 10; value 0 to 100 chance for Moonshiner to explode after spawning due to overpressure in their brew.
set SKK_CMMoonshinerSynthChance to 10; value 0 to 100 counts for settlement synth if recruited, populates synth component on death. Yes there is discoverable in game lore to justify this setting.
set SKK_CMRadiantQuestCooldownGameHours to 0 ;value 0 to 65535 locks radiant job quest offers if your hard-core.
set SKK_CMRadiantTargetCooldownGameDays to 5 ;value 0 to 65535 locks quest target locations, containers and actors.
set SKK_CMVendorChestRefreshGameDays to 1 ; value 0.1 to 65535 really no need to mess with this.
set SKK_CMFermentationGameHours to 8; value 0.1 to 65535 same as well rested in survival ;)
set SKK_CMJobCountToRecruit to 3 ; value 1 to 65535. This automatically reduces by 1 after the first recruitment.
Moonshiners are spawned at any furniture with keyword WorkbenchChemlab, excluding interiors, settlements or workshop locations which leaves ~ 39 in the Commonwealth. To exclude a specific WorkbenchChemlab add the in game ObjectReference to formlist [ SKK_CMNoSpawnList ] at any time as it is read every OnPlayerLoadGame, or add Keyword [ SKK_CMNoSpawn 00016077 ] using console, SPID, script or whatnot.
To disable 7 additional placed chemlabs (orange squares on the location map) before they have spawned Moonshiners call console function [ cqf SKK_CMQuest "SKK_CMQuestScript.SwitchEnablePlacedWorkbenches" 0 ]
INSTALLATION
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Install this mod at any point in any game as it is 100% new content and makes no changes to existing content. It has zero dependencies on *anything* and no load order requirements.
Copy SKKCommonwealthMoonshiners.esp, SKKCommonwealthMoonshiners – Main.BA2, SKKCommonwealthMoonshiners – Textures.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise.
As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds. The BA2 archive is modified to work with any OG or NG version.
Even though some may get lucky, SKKmods does not support the removal of any CreationEngine mod from an active savegame. Those who know, know.
KNOWN CONFLICTS
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None.
KNOWN ISSUES
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(1) Female player Nora generated voice lines are rough, Falltalk v2 updates will be published.
WITH THANKS TO
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@Stephen Chambers for the authentic 100% human generated Moonshiner voice #1.
@Bryant21 for FallTalk voice AI which generated 10 new player male & female voice lines.
@Pepperman35 for the Moonshine jug mesh.
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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
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