Fantastic Food Planters

Fallout 4 Mods |

Fantastic Food Planters

Now with variable harvest and NMM installer to pick your option(s).

Description:
This mod adds constructible food planters to the settlement build lists. Very handy for farming in areas where there is little dirt, or when you want to have a nice, aesthetically pleasing and well organised farm area. There are options for single harvest, high yield and variable yield.

Please note I currently have a plethora of features I would like to implement, so check back regularly.

Please enjoy, endorse if you found it useful and comment with any issues, I’ll try to get around to them in a timely fashion. Happy to take on board feature requests, time and ability permitting.

Thanks in advance. 🙂

Installation:
NMM – Download with manager, enable, choose your options from the installer and enjoy. Please make sure you have made the relevant ini file changes to allow modding. If you’re not sure how to do this, click here.

Manual – Extract your chosen .esp file into your Fallout 4 data folder and add the file name to your plugins.txt file. You’ll also need to make the changes mentioned above, but honestly, do yourself a favour and download NMM because it makes installing mods infinitely easier.

Known Issues:
Unable to pick up planters in settlement edit mode. I have looked into this and it appears to be a “feature” rather than an issue. Going to Greygarden and attempting to interfere with the planters in any way produces the same result. I do hope to rectify this when the GECK is released. (Tip: For now you can store and re-place… not an ideal solution, but not all is lost if you put in the wrong place for now).

Future Plans for this mod:
See the sticky for plans and if you have other ideas or suggestions, please post them in the discussion there.

Background:
This mod was originally inspired by Working Food Planters by Dominik Rungelrath, and was originally made to do the same thing… however it was made entirely from scratch using FO4Edit, rather than xSnip. Other features have since been implemented, and I have big plans for this project. It will certainly need a name change at some point…

For those that wonder why there is a need for the mod to be recreated using xEdit rather than xSnip, there has been a fairly lengthy discussion about the topic over at the bethsoft forums here, where numerous well established modders have stated that .esp files made using xSnip can potentially cause save game corruption. Please note that before anyone accuses me of making accusations, I am not… I repeat… not… saying that the original mod causes save game corruption. Looking through my mod list, there was only this mod and one other that were made using xSnip, and I wanted to create a mod using xEdit basically to learn to use that tool to make mods. So, this is the product.


Credits: Eldathorn
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