Skyrim Special Edition
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WinsomeMinotaur

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WinsomeMinotaur

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About this mod

If you are not getting the expected number of harvested items from Technicolor plants, this will fix that (for example, 3 pink deathbells per plant).

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What it Does
If you are not getting the expected number of harvested items from Technicolor plants, this will fix that (for example, 3 pink deathbells per plant). If you already get multiple ingredients per plant, then you don't need this! I found that even though I was using Complete Alchemy and Cooking Overhaul, and its various patches for CACO from the Technicolor page, I was still not getting the right amount of ingredients from the Technicolor plants. So, this is my own patch to fix that. I also found a bug in Technicolor where one of the White Thistle plants returns a vanilla thistle ingredient, so I patched that to return the correct ingredient. At least one plant was missing a sound file, which I fixed as well. Perfectly safe to install mid-game. It doesn't touch any ingredient IDs or models, and does not require anything other than Technicolor Alchemy.


Compatibility
This patch does not edit the ingredients themselves, and does not edit any mesh or texture. You can safely use it with 3D Technicolor Alchemy and Technicolor Alchemy & Convenient Horses, for example. I used a different approach than Harvest Overhaul/CACO to deliver multiple ingredients per plant. Details are below if you are interested. Personally, I kept my CACO patches in the load order, in case they cover anything I'm not touching here, and I just load this patch after them. Works like a charm.


Technical Details (how this is different from other implementations)

The "old" way of doing it is that each tree/flora has a "PFIG - Ingredient" field pointed to an individual ingredient. Hearthfire plants return multiple ingredients in a roundabout way by creating a "Misc. Item" and then putting a script on the misc item. The tree/flora points to the item instead of the ingredient, and the item runs the script when you pick it. But this is entirely unnecessary. A better approach has already been implemented in the Unofficial Skyrim Special Edition Patch, where they create a "Leveled Item" instead of a misc item. Leveled items can be set to return a number of ingredients without the need for any papyrus script at all. Much cleaner and easier to maintain. If you want, you can easily pop this open in xEdit and adjust the count in the leveled list.




I've created a leveled item for each Technicolor ingredient and set the count equal to the number of visible flowers removed on harvest. In some cases there is no harvested model, so I just made a guess. The caveat is that Technicolor has multiple versions of some ingredients. For example, there are 5 different versions of the Muck Sponge ingredient (not the tree model, the actual ingredient). This is because the mod was created by merging several other mods together--you can see this in the file header in xEdit. What I did here was pick one version of each ingredient for the plants to point to, and I ignored the duplicates. Theoretically, this could mean you see different effects from a plant than you were used to, even though I didn't edit anything. Example, your game was pulling Marshmerrow#4 and now it's pulling Marshmerrow#1. The tree and flora models will have the same variety as before, but each model will pull back the same ingredient type now. In most cases the duplicates are exactly that, just duplicates, but I know there are a few cases where the alchemical effects differ among duplicate varieties, so, let me know if you encounter anything you don't like. Worst case, you can still gift yourself the alternate versions via console command.


Future Work
- Add variable counts, so you don't get the exact number every time. This matters less for plants where you only get a couple ingredients anyway, but I prefer not to get exactly 20 snowberries every time, for example.