I tried the Resources only and it depends on the main mod esm... so I downloaded that and installed, then it lets me activate it... problem is, I have everything now, the Food and Chems...
Issue: To create the stand alone variants you "Copy as Overwrite", which makes the records originate in the main plugin, making the "stand alone" not be stand alone...
Solution... Get the main plugin, create four copies of the file on Windows, one is the All in One, the other three are the stand alones (so give them the correct name)... open the Three stand alone ones in xEdit at the same time, you will see that all the records are new, they don't overwrite each other...
- Delete all the Chems and Food recipes from the Resource - Delete all the Resource and Food from the Chems - Delete all the Resource and Chems from the Food
The three new plugins will be fully stand alone and will not require the main esm
okay this could be my issues as I only downloaded the missing resources only file as it didn't say it had dependencies, and wondered why it wasn't working. So if we need to download the main one, and then delete files, what does that the "resources only" download actually do?
I downloaded the resources only one, where do I go to craft them? I tried the industrial workbench and the pharma one, and there are no new crafting options. I dont know if I have a mod conflict or something, or if I'm not looking in the right place. I'm not sure what it would conflict with - I have other mods which add things to the crafting list, but they should all work alongside each other.
Edit: Do we need to have the main file installed as well? When I install the main file, and then the resources only patch, I am able to craft everything in game, resources, food items, medical, everything. If I remove the main mod and only have the optional file, it doesn't work at all.
did you make sure to *enable the mods? Having all 3 separate mods does exactly the same thing as having the main mod, at least for me.
Can you check again? sometimes the mods get screwed when getting archived and then virus scanned on the nexus, but i gotta be sure it's a ME problem, not a YOU problem first.
Yea, being forced to be a full-on homesteader just so you can cook is like being forced to be a computer engineer to use a graphics card to play games. That and the fact that tomatoes are a rarer occurence in the (Starfield) universe than quark gluon plasma or antimatter, while you can't grow them even if you wanted to, makes the Gastronomy skill in general tedious to make use of.
I looked at the screenshots and the materials make perfect sense. I fully support the idea behind the mod.
Oh! You must have missed the part where you hire on people to do the work for you. See there are tons of people with 1 skill point in nothing and such to do actually raise the animals and grow the stuff. You just gotta tell them what to grow.
Now about growing tomatoes. Seems like they just got lazy when it came to the resource "nutrients." That cold certainly include tomatoes. We could go either of two ways here: Modders with the creation kit could allow you to grow all sorts of specific nutrients like apples and tomatoes OR they could modify all the recipes so that if it is some uncreatable ingredient "nutrients" will do the job.
Guess it all depends on what you want to focus on. REALLY get into the ranching, or simplify the recipes to be effectively "Oxygen boost health food" instead of say, "Lasagna." Closest thing that boosts my breathing is allergy medicine in my experience, but if we think of oxygen as just energy, well, then the connection is easy to make.
@Akopian No. You need to scan plants and animals 8 times - if you don't want to waste skill points in zoology/botany -, to allow outpost production, THEN you level up your Outpost Engineering to be able to build greenhouses, and whatever sorry excuse in this game goes for an animal shed. After all that is done, you are allowed to gather those resources, but only if you feed these buildings with whatever they require for growing.
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Issue: To create the stand alone variants you "Copy as Overwrite", which makes the records originate in the main plugin, making the "stand alone" not be stand alone...
Solution... Get the main plugin, create four copies of the file on Windows, one is the All in One, the other three are the stand alones (so give them the correct name)... open the Three stand alone ones in xEdit at the same time, you will see that all the records are new, they don't overwrite each other...
- Delete all the Chems and Food recipes from the Resource
- Delete all the Resource and Food from the Chems
- Delete all the Resource and Chems from the Food
The three new plugins will be fully stand alone and will not require the main esm
Edit: Tested and works as a charm :)
Edit: Do we need to have the main file installed as well? When I install the main file, and then the resources only patch, I am able to craft everything in game, resources, food items, medical, everything. If I remove the main mod and only have the optional file, it doesn't work at all.
Would it be possible to add Adhesive? It is a very used resource too.
Unfortunately, it doesn't work:
- 'CraftMissingResourcesOnly.esm'
- 'CraftMissingChemsOnly.esm'
However, the main mod works:
- 'CraftMissingComponents.esm'
I tried to install all of them independently and only the main mod shows the resources.
Having all 3 separate mods does exactly the same thing as having the main mod, at least for me.
Can you check again? sometimes the mods get screwed when getting archived and then virus scanned on the nexus, but i gotta be sure it's a ME problem, not a YOU problem first.
I checked again and the same main mod works, the 'only' mods do nothing.
I looked at the screenshots and the materials make perfect sense. I fully support the idea behind the mod.
Guess it all depends on what you want to focus on. REALLY get into the ranching, or simplify the recipes to be effectively "Oxygen boost health food" instead of say, "Lasagna." Closest thing that boosts my breathing is allergy medicine in my experience, but if we think of oxygen as just energy, well, then the connection is easy to make.
No. You need to scan plants and animals 8 times - if you don't want to waste skill points in zoology/botany -, to allow outpost production, THEN you level up your Outpost Engineering to be able to build greenhouses, and whatever sorry excuse in this game goes for an animal shed. After all that is done, you are allowed to gather those resources, but only if you feed these buildings with whatever they require for growing.
I don't want this. I don't need this.