This updated version of the player home "Goodsprings Farmhouse" should finally be compatible with AWOP and Afterschool Special. It either includes other enhancements such as full DLC support and more plants to plant.
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File credits
Ignis010 for the original. AltDunmer for teaching me Gamebryo engine and updating the mod. Arlekin for his Pre-War Businesswear Fix.
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Changelogs
Version 3.8
I've now added the function to populate the basement arrays also into the function script to populate all arrays. So they can be easier cleaned and used. Even for DLC-activation checks. Previously the array populating was part of the actual basement fertilizer script.
AltDunmer was quite fuzzy about DLC-support. So he even implemented queries for people who do not own OLD WORLD BLUES and/or HONEST HEARTS.
It's quite difficult to deactivate these DLCs now on Ultimate Edition, as unchecking is not enough. You also must move "OLDWORLDBLUES.NAM" and/or "HONESTHEARTS.NAM" file out of your data folder.
So by checking these exceptions, I realized they are not working properly. I've fixed that now. Also if you do not own any of these, I've added an exception for the basement fertilizer sack. It won't spawn under such circumstances. Because you cannot plant cave fungi nor mutant cave fungi, if you do not own any of the 2 DLCs.
Version 3.7
Just when I wanted to copy the simple code of the UDF as comment, I realized there is still a nasty debug message in it. oO
Version 3.6
Since I was so reliefed about the work around with the array vars, that I performed a bad scripting practice: Uncleaned array vars. The issue with that is, mine where used over a few scripts, BUT they were still just be used in one actively. So there is no excuse in NOT cleaning them, especially as they could bloat the save uselessly.
Therefore I've added another UDF that performs "Ar_Null" on all array vars, after their usage and either enhanced the basement fertilizer script a little.
Version 3.5
Finally added the ESM-flag.
I had to work on the farming script with Array Variables as the Form List, which held the non-persistent references of the plants stopped working under an ESM-flag. The reason why I made non-persistent references out of the plants is, because they immediately regrow if you leave the cell (by simply entering the farmhouse for example). This bug is not present on non-persistent plant references. Now wait your 3 days before they regrow. :P
You'll see that the amount of Cave Fungus and Mutant Cave Fungus is now decreased. That's because there is now a fertilizer sack in the basement for the ones you can grow down there.
As I found it a bit dumb to just have a handful fungi in the basement, you can now grow a total of 12 Mutant Cave Fungi and 11 regular Cave Fungi in the basement. Sorry for the bad design of these bathtubs. I'm not a designer. XD
ATTENTION: If you unlocked the farming tools before and paid your price, you can click the button again to freely unlock the fertilizer sack in the basement. FAILSAFE FTW!
I've checked also all other functions and apparently the farming script was the only thing that got destroyed by the ESM-flag. Well, it works again despite being a hassle to program the solution. -.-
Version 3.2
It's basically a nitpicking update. The backdoor of the farmhouse (to the garden) hovered a bit too high over the ground. Reduced Z-corrds.
ESM-flag will still not be used as I do not plan to alter my farming algorithm with the form lists containing plant IDs. Not sure why this stops working under ESM, but as of that case I've to keep a regular ESP.
Version 3.1
So while everything looked quite good, apparently flagging the ESP as ESM, actively destroys the farming script. The reason for that is possibly that the Form Lists with the plant IDs somewhat don't work. But since this is a "FARMHOUSE" it has no use when being flagged as ESM for NavMesh stability, but then without a working farm.
Ultimately it seems I have to stick with the normal ESP. However, the only NavMeshes that have been touched are the ones in those cells. So crossing fingers that everything works as stable as it can.
At least a few more plants got added. :P
Version 3.0-LOD
I've redid the LOD for the house as the position changed a little. Still recommend to generate your own LOD.
Version 3.0
ESM-flag is added to the ESP for better NavMesh support.
I had to delete some triangles as of trying to only move existing NavMeshes around was quite the hassle. :/
Redid whole NavMeshes from scratch and cleaned weird edits with FNVEdit out.
Nerfed the prices of the Mojave Delivery Express as they were quite OP.
Fixed and enhanced the refilling of empty bottles.
Fixed the script which adds the key into the mailbox (GetStageDone FTW!).
Version 2.1
FNVEdit told me, that there is a NULL REFERENCE in a perk condition. I can't remember having ever touched that perk, but thanks FNVEdit for finding this one for me. :D Cleaned.
It's an automated perk, which just allows the player to refill empty bottles at any water source of the farmhouse, as soon as the water pump is running AND the player activates the water source while being crouched. This feature was already present in AltDunmer's version. A bottlecap is required to seal it, but it's a quick way to make purified water. Eh... Apparently I forgot to mention that in the description. oO
Version 2.0-LOD
I really recommend to generate your own LOD. ;)
LOD textures have been renamed and the NIF file has been updated, to ensure the LOD textures are ONLY loaded with that one LOD mesh. This should prevent bugs on vanilla LOD.
Version 2.0
Moved the Farmhouse to it's hopefully final destination.
Cleaned dirty mod entries so this ESP should also run WITHOUT NVAC.
I've edited 4 NavMeshes, but had issues using the "ESM"-flag (the ground broke), so I left it as pure ESP.
I've played through the whole house without any crashes and tested either the outside by getting chased from Easy Pete. Let's hope it stays that stable until I recorded a video for the description page. oO
Both farming scripts got updated, so the sound of removing seeds and activating respective plants won't be spammed.
Version 1.4
UPDATE NOTES AS OF ADDING NEW PLANTS: None. My algorithm adds new plants into the 2 message boxes for planting on-the-fly. So even if you have planted all plants in the old version, the new plants will be registered and can be planted immediately, if you have the necessary seeds.
I've fixed some floating Maize plants and added 6 new pickable Maize plants.
I've added 3 new pickable Xander Root plants.
I've added an activator over the ladder in the basement, so the player doesn't have to aim exactly onto the ladder to move up into the Farmhouse.
Version 1.3
NavMeshs turn out to be totally annoying. I realized that somehow my companion ran against the house, when leaving the cellar door (the one leading to the exit on the ground). Which made him ultimately ending up INSIDE the house model. oO I've moved the door teleport marker a bit further out and placed the NavMesh a bit further away from that cellar door. I wasn't able to reproduce that issue now..
I tried to enhance the basement NavMeshs to catch companions teleporting into the basement a bit better. However, the door directly at the stairs still produces issuse. When coming in on that position, companions may load in correctly, fall through the floor or get stuck behind the door. Yet they should get teleported to the player onto good ground sooner or later.
Unfortunately I have no idea about NavMeshes (I mean placing them correctly should be enough, shouldn't it?), therefore I can only trial and error, but I think it's already an issue by design with the interiors. The corridors are pretty thin and the house is pretty cluttered. I play it like that since AltDunmer's version and I am not that much into design, to change some major aspects.
Version 1.2
The farmhouse interior got a NavMesh enhancement regarding the area which gives access to the basement.
I've either changed the door for that area with one that opens to the left, so companions won't get blocked that easily.
I've enhanced the exterior NavMeshes.
Additional warning: Be aware that tons of campanions will have issues navigation in the thin hallways of the house. Neither NavMeshes can fix that. I've tested it with just one companion.
Version 1.1
Well, my script worked perfectly in the showcase vid, BUT... I made a common mistake. Changing something during the late state in a big script. AltDunmer's original version had the ability to wash "dirty" cloths into clean ones EVEN if their condition was 100%. By adding that exception I also introduced an unwanted behavior. If you had just such "dirty" cloths in your inventory, only the message for transforming these into clean counter-parts appeared. So even if the player just wanted to repair the cloths, but keep them in their "dirty" state he / she had to transform them. Luckily, I just had to add another condition of the Message Switch to fix it. :D
Be aware, that this video may contain "spoilers" about this mod, its quests and how it works.
WARNING!!! DO NOT RENAME THE PLUGIN or BSA, as the name "GSFarmhouse Enhanced.esp" is required to build reference variables of the plants! It's basically never a good idea to rename any plugin though.
Story: This is an updated version of Goodsprings Farmhouse by Ignis010. It either includes updates by my old mentor AltDunmer from his upload here. I was more or less the tester of his mod and that farmhouse got that familiar with me, that I mostly used it everytime I played the game. Unfortunately both users are gone, so all I can do is credit their work here.
The biggest pitty of the original and updated version were, that they weren't compatible with AWOP. So I built this mod up from scratch (exterior) and just added the respective content to combine it with the new exterior position. It won't overwrite the house which is altered by AWOP and should either be compatible with Afterschool Special, Goodsprings Reborn or Goodsprings Filler. This mod either includes the Pre-War business wear fix from arlekin, as it's one of the "dirty" clothes that can be transformed by the washing machine.
Initially it was AltDunmer's idea to create such a function, but I changed it by using some fancy JIP functions to work a bit better, especially with modded gloves.
Features:
The house has a new location and should be compatible with AWOP and other mods that change Goodsprings.
All features of AltDunmer's updated version are included. Yet I reworked many of the scripts myself, with having many of the scripting recommendations in mind, which I received on the Nexus mod talk pages. Thanks for that, by the way. :)
2 new dynamic containers. These just allow the player to place specific items inside. Because of that, they also act as some sort of showcase. As one of these containers also includes drinks and makes all sorts of Nuka Cola bottles visible, the mod Nuka Cola Enhanced is either compatible with this showcase system, as seen in my video. I haven't implented other Nuka Cola or food / drink mods into this system as it's kinda awful how the activation of the respective showcases works. XD
You can refill any empty bottle of the base game to get purified water, at any water source of the farmhouse as soon as you repaired the water pump. One bottle needs one cap to seal it.
Since the original mod, there was a small, but interesting note in the bunker terminal to be read. Many people asked about this note and I added now another note and an unpleasant surprise into the bunker, as some sort of awkward answer. Hey, I would like to leave a small footprint in this work either. :P
WHERE IS THE KEY??? It's funny, but I still read these comments pretty often on the older versions of this mod. Siding with Goodsprings or the Powder Gangers and finishing the assault on the village gives you 2 possible options to get the key into the mailbox. You may think it's unfair, as the original mods had the farmhouse key right at the start in the mailbox (if that was even available). Now you have to complete the quests??? Well, no. You can also use the boxes and ramps in the back to get onto the roof and possibly find a very, very, very, very, very, very, very, very tiny crate in a broken off part of the roof.
Full DLC support. As I haven't changed how the sorting systems work (at least not the initial idea by Ignis), I've included patches by AltDunmer (found as optional file on his updated version), just that these are written into a patch script and include themselves automatically. So you don't need any additional ESP if you want DLC content supported. Similar for plants. If you don't have Honest Hearts and Old World Blues, you cannot plant the Sacred Datura, Cave Fungus and Mutant Cave Fungus. If you own the DLCs and they are active, the options will be available.
As you can see in the screenshots, there are way more plants to grow available around the farmhouse. Similar as in Ignis example, these plants are already planted there but just disabled until the player sacrifices some seeds. Be aware: If you plant the plants, they need 3 days to grow!
There are now 2 ways to repair the generator and 3 ways to repair the water pump. You can switch between the methods, by pressing the respective button in the message box.
If you open the door to the deep bunker for the first time, a forced save will be created!