Fallout New Vegas

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Masternetra

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masternetra

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About this mod

Like farming but don't won't to dive down into the green pit of hell known as vault 22 just to get started? Then this mod is for you! Farming Bob NV - Reborn is a updated and modified version of ripvanwinkle111's Farming Bob NV. Using a more easily available farming sack to farm instead of a growing fungus sack.

Requirements
Permissions and credits
Like farming but don't won't to dive down into the green pit of hell known as vault 22 just to get started? Then this mod is for you! Farming Bob NV - Reborn is a updated and modified version of ripvanwinkle111's Farming Bob NV. Using a more easily available farming sack to farm instead of a growing fungus sack.

If you like the mod please feel free to endorse, share, and comment!

Recommended Mods:
PortableTribal Tent
WaterModfor Bottling Water
HarvestableCave Fungus
CollisonMeshes by KiCHo666 (Managed by KaneWright?)

Changes:

**New Patch for the Watermod is not available (finally I know).**

** Version 1.03 **

-Fixes planting issues where plants were being plant a ways off of the ground.

-Fixes Trees respawning after a cell reset when their Stumps have been removed.

**New Patch for "Fallout - New California"**
- Added a Farming Sack and a couple of cave fungi and a mutant fungus to Black Bear Lodge's cellar
- Added a Growing Fungus surrounded by pickable cave and mutant fungi in the mountain spring cave.

Farming Sacks should already be available randomly via some merchants (that sell misc stuff) since it's added (via startup script) to the "VendorMiscItems" list which is added to FNC's Junk Store list and is used by vendor's such as Molly. 

** Version 1.02 **

-All Vanilla plants have scripted respawns (Simlair to Bountiful Harvests), no more need for to wait or worry about cell resets!). Respawn time though has been set to 7 days for all vanilla/normal plants (no changes to the Infused Plants or the carrots/potatoes).

-Pine Tree properly renamed to Pinyon Pine Tree

-Infused Crops now have “(Infused)” at the end to tell them apart from the normies.

** Verison 1.01 **

- No longer have to carry Farming Sack to plant.

- Farming Sacks will display menu regardless if you are sneaking or not.

- You can now uproot normal plants.

- No longer need a growing fungus sack to plant potatos or carrots.

- New Perk: Mushroom Farmer – Allows you to plant infused crops without growing mushroom sacks.
(Lvl 14 – Req: Science 75, Survival 75)

- Removed Placeholders for Broc and Whitehorsenettle Plants, Broc flower plants have never been an issue in any of my play throughs, and a fix (which is mesh related) relating to the issue with the WhiteHorseNettle has been provided with the mod (as of this version), thanks to KaneWright.

** Initial Release **

- A Farming Sack that's located at a number of farm locations such as Goodsprings and Sharecropper Farms, and for sale at chet's with a chance of showing up at some other vendors and as possible loot (added to loot via script to a couple leveled lists).

- Farming Sack is craftable (1 rake, 1 shovel, 1 knife (weapon), and 1 coffee kettle).

- Must carry around Farming Sack to plant crops (using it's tools to plant).

- Pine Tree's "Normal" version now yields pinyon nuts (3).

- Craftable Flour (2 maize)

- craftable Yeast (1 cave fungus, 1 flour, 1 purified water)

- Can grow your own growing fungus.

- Growing Fungus yields a Growing Fungus instead of a sack of them.

- Growing Fungus Sacks  only serve to plant additional growing fungus.

- Infusing Crops and planting most trees (except Pine) will consume a Growing Fungus.  --(Personal Lore Reason: Apple & Pear trees don't grow well (if at all) in the Mojave ((not enough water, poor soil, etc)) the growing fungus integrates into the tree and helps it survive in the desert. Meanwhile the Mutfruit's grow as Bushes normally and also can't handle the mojave "naturally", the growing fungus mutates it into a tree that can thrive. Obviously also your adding growing fungus to it so it should consume one.)

- Can grow the Mutated Cave Fungus from Big MT.

- Cave Fungus has been replaced with it's Honest Hearts version, making it more indoor friendly then before, it can also now be grown outdoors. 

- Most crops can now be grown indoors (for the sake of hydroponics play), except the real trees (Apple, Pear, Mutfruit, Crunchy Mutfruit, Pine tree).

- Cave Fungus & Mutant Cave Fungus only have "Normal" versions (may adjust it later on so that you can uproot them, and the growing fungus). --(Personal Lore Reason: The growing fungus and cave fungus aren't capable, growing fungus would dominate and turn them into just more growing fungus, how I see it anyway) 

- Crops now only require 1 water, Pine Trees require 2 waters, and the other trees still require 3 as before.

- Removed Wheat, mesh didn't want to behave, interfered (not sure how or why) it wouldn't activate (or activate right) (used vault 22 grass mesh) and there are no suitable replacements, so unless someone makes a wheat/razor grain  mesh & texture (preferably one that has animation like the vanilla crops do for showing when it's been picked) then it will remain unused.
Fixes:

- Pine tree now functions as it was intended to, was broken in ripvanwinkle111's last version of his mod due to a missing menu item in it's management menu.
Known Issues:

KNOWN ISSUES:

- Infused Crops don’t really change visually to reflex the harvest ability of the crop / is bugged. Not sure how to fix this without rewriting the plant code from scratch or near scratch. Just will have to put up with it, was bugged in the original Farming Bob NV.

KNOWN INCOMPATIBILITIES:
Bountiful Harvest, Dynamic Herbalism, Project Nevada (Incorporates Dynamic Herbalism), and any mod that modifies the Vanilla plant scripts (Been the case since the original mod, Farming Bob NV).

INSTALLATION:

[Automatic]
Just download and install with NMM

[Manuel]
Unzip contents into game's data folder.

UNINSTALLATION:

[Automatic]
Disable / Remove with NMM

[Manuel]
Delete the esp file and the following folder:
Meshes\clutter\Bob