Adds Wild & Fresh crops that assigned settlers will passively harvest and put their respective items in the workshop, like they do with vanilla crops. Also has optional planters.
Requirements
This mod does not have any known dependencies other than the base game.
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Changelogs
Version 2.01
Fixed a namespace error in the script that prevented its correct functioning.
Fixed bethesda bug with the warwick melon where its nif lacked the ability to be harvested by hand.
Fixed bethesda bug where fever blossom's season production was set to 0.
Version 2.00
Reorganized mod into Complete Edition and Basic Edition.
Old version retired as "Classic" found in the Old Files section.
Turned Bountiful Harvests into a minor patch rather than its own version. Functionality is the same.
Integrated Wild Razorgrain Mesh Fix into the Complete Edition directly.
Minor naming fixes.
Version 1.14.1
Swapped the tint on the Cave Fungus to a gentler blue.
Version 1.14
Restored cut "Institute Gourd" through unused nif and textures for it hidden in the game files. Small edits made to nif to fix physics errors.
Gave the very elusive cave fungus an associated plantable crop.
Changed the tint of cave fungus to be blue, to differentiate it from Glowing Fungus which it otherwise looked identical to.
Version 1.13.3
Fixed the Sap Bucket and Sugar Maple using c_steel_scrap and c_wood_scrap instead of c_steel and c_wood.
Version 1.13.2
Fixed a bug in the Bountiful Harvests version where Fresh Melons would be picked from Wild Melon Blossoms.
Version 1.13.1
Fixed the No Planters esp being misnamed in the FOMOD download.
Version 1.13
Added Sap Buckets which can be placed against existing trees or Sugar Maples. These produce Raw Sap.
Added 2 Sugar Maples which have a snap point for the Sap Buckets.
Made it so preexisting wild crops(ie, not placed by the player) can also be farmed so long as they're correctly linked to their settlement.
Version 1.12.3
Fixed a bug in the Bountiful Harvests and No Planters versions that could cause conflicts with other mods, manifesting as the Herbs and Fungus menus not showing up.
Version 1.12.2
Forgot to update the COBJ data to reflect the fixed reference IDs. That's fixed now. Only alternative versions were affected.
Version 1.12.1
Fixed a reference ID glitch on the alternative versions that made some crops unplantable. Default version was unaffected.
Version 1.12
Added a script injector for the Formlist and WorkshopParent Quest making this mod universally compatible by default, no patches needed.
Version 1.11
Added aquatic variations of bloodleaf, made all crops added by this mod scrappable.
Version 1.10
Flagged the compatability patches as ESL. Also bundled the files into a FOMOD installer for the main install. No other changes.
Version 1.09
Fixed corrupted texture file for Fresh Mutfruit
Version 1.08
Added support for the rare Fresh Mutfruit, 2 are added to the Vault 81 Hydroponics room in case you ate the sole one in vanilla.
Version 1.07
Fixed a rare bug a user reported, also made funguses in the Bountiful version give appriopriately increased amounts.
Version 1.06
Tweaked Bountiful Harvests a bit and fixed the couple plants I missed.
Version 1.05
Bundled the meshes into a BA2 file. Should be the last update for a bit, barring someone finding a bug.
Version 1.04
Got fresh crops working outside of planters.
Version 1.03
Added planters, both vanilla, fresh, and wild. Also added giant warwick melon which produces giant melons.
Version 1.02
Forgot to add the DLC crops to the clearOnReset part of WorkshopParent. Fixed.
Version 1.01
Added WorkshopIgnoreSimpleIntersections and WorkshopItemOverlap to properties making crops slightly less picky about placement.
Version 1.00
Release
Most mods that add wild or fresh crops don't set them up correctly. They don't link the crop's AVI and Leveled List to the WorkshopParent quest array. Doing this is needed for settlers assigned to crops to generate their respective items and put them in the workshop inventory without action on your part. Like how vanilla crops work.
So this fixes that issue. If you plant a fever blossom and assign someone to it your settlement will passively generate more fever blossoms in the workshop inventory.
All files are flagged ESL.
Details
31 Wild and Fresh Crop types total. Every crop in the game has been included, even the exceptionally rare.
Wild Corn, Fresh Carrots, Tarberries, Sap Buckets, and the like are added to the end of the vanilla Food category.
3 New Categories added to the resources tab.
Herbs next to Misc. Contains Flowers, Lure Weed, and so on. 18 Herb types.
Fungus next to Herbs. 4 Fungus types.
Planters next to Fungus. Planters snap to other planters and planter tables. Planter tables are found in Resources>Misc. Contains 11 Wild, 5 Fresh, and 6 Vanilla planter variants; 22 total.
Tarberries, Lureweed, and aquatic Bloodleaf variants require water. They tend to hug the floor so I suggest either placing them in shallow water or using the Place Everywhere mod.
Comes with support for rare crops such as the Warwick Melon, "Experimental Plant", Institute Gourd, and Cave Fungus which are contained in the above categories.
Herbs and Fungus generally produce .25 a piece. Settlers assigned will still produce 6 total food so long as enough plants are available. My logic is melons are more nourishing than carrot flowers.
Some larger crops cost more but produce more. For example, the small Tarberry patch produces the standard .5 food and costs 1 Tarberry. The much larger patch produces 1.5 and costs 3 Tarberries to plant.
Installation Options
Complete Edition contains all the above. Comes with a FOMOD installer with 3 optional extras: Bountiful Harvests, Alternative Wild Plant Names, and Auto Lootman Patch.
Basic Edition is very lightweight containing no BA2s and no assets other than the injection script. Consequentially excludes Planters, Raw Sap Bucket, Sugar Maples, Institute Gourd, and Cave Fungus. For those who like to keep it simple and small.
Highly Compatible A script injector handles both the menus and the workshop quest so there should be very few conflicts. No special load order placement requirements.