Still troubleshooting but this does appear to conflict with New Atlantis awaits, particuarly in the Well. Can't say for certain until I get it narrowed down though. (I've been having missing floors and such in that cell)
Thank you for your efforts Betamax76. Will this mod be compatible with your previous "Water Coolers" mod? Will I be able to remove your previous mod and install this one or should I just add this mod in my load order below it?
This mod is now essential in my Starvival/ 160 mod collection! Now, is there any chance of turning those vacant coffee machines into working ones please?! Thanks
I was curious if I should wait for a new Unity/playthrough in order to switch out to the new version. I'm anxious for the sinks addition but don't know if I should switch out esm's mid-playthrough. I am currently using BMXWorldWaterCoolersPack.esm. Thanks!
It should be fine. I switched to the new one and tested the patches on and off without issue. but maybe do a save first to be sure. I made the drink packs an optional patch now so it would be easier to update with the DLC. Sorry for the addition to load order, but it's way easier than trying to support 4 unique mods.
Great, thanks! I'll test it out. I don't mind the extra patch at all. Those drink packs are awesome and well worth it. Plus, it's just so immersive being able to use the coolers (and now sinks!)
Thanks! I replaced the static modern stoves too, like in the player homes. But all the ones I visited so far were locked in static packins or something and didn't work. you might find a working one though.
Its official - I will never play this game without this mod again. This is absolutely in my list of first downloads on a refreshed install. I cannot think of a simpler action than snagging a sip of H2O on your way to gravity welling (new word?) the bridge of a Spacer ship, already drenched in the gore of their fallen mates...er...well..you get the picture. This mod coupled with Vend Unto Floor creates an immersive environment unlike any other. Thanks again for this outstanding correction of a a silly missed opportunity in Bethesda's production team meetings (no dis on them, they also do great work - I just love water cooler water so much!).
Hmm I'm doing the tracker's alliance quest and for some reason the water coolers are not interactible at all. Having a similar problem with TN oxygen meter mod but that mod had a patch now
That would be considered a mod or DLC. Making a patch for every single mod would be a million files. I will probably make some for official stuff like Tracker's Alliance and Shattered Space eventually though.
None of them anywhere? This doesn't work for DLC. Any of the ones in the Tracker's quest, Shattered Space, etc. will be the normal non working ones. The ones out in the world should work though. This is a very simple mod, it shouldn't be conflicting with any other mod unless it also changes the water coolers. Try moving it down your load order, and/or turn it off, load your game, then turn it back on.
I added a version that gives a vanilla Advanced Nutrition drink pack. I switched between them for testing with no issue, just don't load them at the same time obviously.
I prefer not having to open my inventory, but it looks like that mod uses a script extender so this was a simpler immediate workaround.
Just a thought as I was thinking of introducing compat on my end - survival version could silently add and equip a water item, which would work with mods that watch for OnEquip() as well as those that change the potion record to add spells for their own detection. e.g.
Function HandleCoolerActivation() Game.GetPlayer().AddItem(Drink_NonAlc_DrinkPack_AdvNutrition_Water, 1, true) Game.GetPlayer().EquipItem(Drink_NonAlc_DrinkPack_AdvNutrition_Water, false, true) Debug.Notification("I had a drink from the water cooler.") EndFunction
In theory this could work to replace both modes as it has a functionally identical effect to just casting the spell even without survival mods present.
Another nice mod, thanks Betamax. I've already caught myself reaching for a drink from my inventory while standing in close proximity to a water cooler so it's going to take a while to recalibrate :)
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EDIT:
yup that did it.
Have you tried adjusting your load order? Try putting mine above the other one.
Now, is there any chance of turning those vacant coffee machines into working ones please?! Thanks
I was curious if I should wait for a new Unity/playthrough in order to switch out to the new version. I'm anxious for the sinks addition but don't know if I should switch out esm's mid-playthrough. I am currently using BMXWorldWaterCoolersPack.esm. Thanks!
I made the drink packs an optional patch now so it would be easier to update with the DLC. Sorry for the addition to load order, but it's way easier than trying to support 4 unique mods.
I replaced the static modern stoves too, like in the player homes. But all the ones I visited so far were locked in static packins or something and didn't work. you might find a working one though.
or it will need a new game?
edit: the answer was just below :)
I will probably make some for official stuff like Tracker's Alliance and Shattered Space eventually though.
The ones out in the world should work though.
This is a very simple mod, it shouldn't be conflicting with any other mod unless it also changes the water coolers.
Try moving it down your load order, and/or turn it off, load your game, then turn it back on.
Edit:
That's a negative. It does not regain your thirst via Starvival.
I'll check it out and either make a patch or a version that just gives a vanilla item.
I prefer not having to open my inventory, but it looks like that mod uses a script extender so this was a simpler immediate workaround.
Function HandleCoolerActivation()
Game.GetPlayer().AddItem(Drink_NonAlc_DrinkPack_AdvNutrition_Water, 1, true)
Game.GetPlayer().EquipItem(Drink_NonAlc_DrinkPack_AdvNutrition_Water, false, true)
Debug.Notification("I had a drink from the water cooler.")
EndFunction
In theory this could work to replace both modes as it has a functionally identical effect to just casting the spell even without survival mods present.
Much appreciated!