Skyrim Special Edition

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LeucisticDinosaur

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LeucisticDinosaur

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About this mod

Adds coffee beans that you can roast and brew into a cup of coffee, or plant to harvest more beans. Raw and roasted beans can also be used in alchemy.

Permissions and credits
Changelogs
This mod adds coffee in bean and beverage form.  Raw and roasted coffee beans work as alchemy ingredients, and can be bought from apothecaries.  Raw coffee beans will grow into a coffee bush if placed in a Hearthfire planter.  Innkeepers can also sell roasted coffee beans and cups of coffee.  You can roast coffee beans in an oven and brew cups of coffee using a cooking pot.

Items are constructed from vanilla meshes and textures and so will benefit from certain higher-res retextures if you have them (including tankard and water surface texture).  As of version 1.3 an add-on is available to modify coffee to use meshes based on those from Tamrielic Coffee and Tea; the included plugin adds two more variants, Honey Lavender Coffee and Milk Coffee, and is entirely optional.

Skyrim.esm, Update.esm, and HearthFires.esm are required.  All plugins are ESL-flagged so they will not take up a plugin slot.


Compatibility

Growable Coffee should be compatible out-of-the-box with nearly all mods.  A few items are added to the New Gnisis Cornerclub in Windhelm; please load this mod early so it can be overwritten by any lighting / etc overhauls you have that edit the cell record.  Possible you could see clipping or oddly-placed objects if you have a mod that significantly changes the Cornerclub.  If so, feel free to let me know, or you can safely resolve it yourself by moving, disabling, or removing the added items in xEdit.

Items are added to leveled list via script once when you start a new game, so there's no conflict with other mods that edit those lists.  If you have a mod that changes what leveled lists merchants draw from (such as some economy mods), it's possible you won't be able to buy coffee; if so, you can either pick up the coffee beans placed in the New Gnisis Cornerclub and grow more, or let me know and I'll see if it's easy to patch.

By default the coffee beans are similar in magnitude to vanilla ingredients.  There is a patch available to bring the beans' alchemy effects more in line with Alchemy Potions and Food Adjustments.  This is optional; nothing will break if you don't use the patch.  If you use another alchemy overhaul, again, nothing will break, but effect magnitudes etc may be strange.  You may want to check out Tamrielic Coffee and Tea (for CACO) or Yet Another Coffee Mod (for Apothecary).

There is also a patch available to add some Survival Mode effects to the coffee drinks.  Please activate only one of the included plugins, depending on whether you have the plugin from the Tamrielic meshes add-on installed as well.

To make the beans plantable, the records for raw beans and the coffee bush are added to the appropriate FormLists via script whenever you first pick up raw coffee beans.  This was done to avoid needing to make a patch for More Growable Plants and other mods like it.  If another mod adds items to those FormLists by script, it is possible that if the timing is exactly wrong the items from that mod could get mixed up with the coffee beans.  If this happens, you will see a warning message and the beans won't be plantable.  As of version 1.2 this is done when you first pick up a raw coffee bean.  If you're encountering a warning message and it persists after reloading and re-trying, the most likely cause is that the growable seed and tree lists are different lengths before this mod makes any changes.  You may be able to figure out what the problem is by checking the flPlanterPlantableItem and flPlanterPlantedFlora FormLists in xEdit.


Configuration

There are several properties you can change by setting global variables:
  • __GrowableCoffeeChanceNone is the chance that coffee-related items won't spawn when they normally would (0 to 100).  This is 0 by default.  50 will make coffee twice as rare; at 100, you'll never see coffee at merchants.
  • __GrowableCoffeeShowExtraRecipes (v1.1) will allow you to make coffee with some alchemy ingredients (moon sugar, ectoplasm, and glow dust).  If you'd prefer to just stick with the basic coffee, setting this variable to 0 will disable the recipes.
For example, to prevent coffee from showing up at merchants you can run in the console:
set __GrowableCoffeeChanceNone to 100


Survival Mode Patch

With this patch, coffee of any type will:
  • Restore Fatigue, 50 pts
  • Fortify Fatigue, 450 pts for 10 minutes (real-time)
  • Restore Cold, 50 pts for Elsweyr Coffee or 25 pts for all other types
If you would like you can modify the fatigue effects by setting global variables:
  • __GrowableSurvivalRestoreBegin [default 500.0] controls the change applied to fatigue when first drinking coffee
  • __GrowableSurvivalRestoreEnd [default -450.0] controls the change applied to fatigue when the coffee effect wears off (after 10 minutes)
  • __GrowableSurvivalRestoreLimitLower [default 100.0] is the limit to which fatigue can be lowered with coffee; if your fatigue is 100 or less, coffee won't affect it.  If -1.0, the Survival Mode default lower limit is used.
  • __GrowableSurvivalRestoreLimitUpper [default -1.0] is the maximum limit to which fatigue can be raised with coffee; if fatigue is higher than this limit when the coffee wears off, you won't become more tired.  If -1.0, by default, the Survival Mode upper limit is used.
  • __GrowableSurvivalApplyRestore [default 1.0] controls whether Survival Mode is requested to update fatigue effects manually.  If set to 0.0, it will take a minute or two for Survival Mode to register the change to exhaustion and apply a new effect, but if you're seeing any concurrency issues they'll be less likely.
Internally this mod manually decreases exhaustion, then increases it again ten minutes later.  If you have another mod that triggers when you gain or lose an exhaustion stage, that mod will react to coffee-based exhaustion changes.  Survival Mode only reduces fatigue with sleep by default, so you may see messages that imply you have slept.

Only one Restore/Fortify Fatigue effect can be active at a time.  Due to how Survival Mode is set up, there is some weird behavior that can arise.  If your timing of drinking coffee is exactly wrong, which should happen very infrequently if at all, it's possible that you could still see some strange effects (such as having the effect for multiple fatigue stages at once, or having the effect for a different fatigue stage than you should according to the global variable).  Drinking one cup of coffee at a time minimizes the chances of this.  If it does happen, using the wait menu to pass an hour should fix it.  Alternatively you can try setting __GrowableSurvivalApplyRestore to 0.

Getting the fatigue effects working reasonably was slightly complicated.  I think this is the cleanest way to do it and maintain compatibility with other mods that touch Survival Mode, but I'm not sure if there's an established better way to do it.  Please do educate me if so!