Pyroteknics Posted June 13, 2024 Share Posted June 13, 2024 I wanted to resize the melons in Fallout 4 and I've successfully done this in NIFScope for both the edible melon as well as the crop itself by setting the scale of it to 50% of original. However, when I go to check the farmable/assignable crop in game, the model appears correctly at the reduced size but the assigned settler is still a way off to the side based on the original size of the plantable crop. I can't see a way of changing this in the CK but when checking the flora (FLOR) for it (FloraMelonVine01) there is a blue marker next to the preview of the crop but I can't select it by any method: Looking into the 'workshopobjectscript' doesn't seem to have any reference it either. I have even compared the attached script to the one used for gourds and they are identical but the flora for the gourd has the correct marker location (as this is the original size). Is there some way to adjust this? The only thing that is different when looking at the preview transforms (TRNS) between the melon (workshop_FloraMelonVine01) and gourd (workshop_Gourd01) is some X and Y coordinates but I have never seen/used these before (edit - changing the melons transform info to be the same as gourds didn't do anything it seems). Link to comment Share on other sites More sharing options...
worm82075 Posted June 14, 2024 Share Posted June 14, 2024 This data is edited exclusively within the mesh itself. The marker you are looking at in the preview window(EditorMarker:0) is just a visual aid and isn't used by the NPC. They use a a simple node called FarmNode01. There is also a node called (EditorMarker) which i am not sure what uses it but it mirrors the visible marker's location. Just to be safe make all three markers X and Y coordinates the same. I would advise against altering a mesh used by a vanilla object as it could break precombines all over the commonwealth. Simply clone the existing flora object and point it at the new mesh and then point the construction object at the newly cloned flora object. 1 Link to comment Share on other sites More sharing options...
Pyroteknics Posted June 14, 2024 Author Share Posted June 14, 2024 Thank you, that is good to know and the advice about vanilla meshes. I also completely forgot some crops including the melon also have a second mesh for their damaged/destroyed state which I stumbled across afterwards. I'll try your suggestion about cloning the flora object and point the constructible object to it. Will play around and see what happens, at the very least the edible melon is pretty safe change! Thanks. 1 Link to comment Share on other sites More sharing options...
Pyroteknics Posted June 14, 2024 Author Share Posted June 14, 2024 Ok been playing around more this afternoon and found the 3 references to markers you were on about in the mesh and does seem updating all 3 has changed where the settler has their farming animation. When I checked in game the settler is still off to the side and is to be expected looking at those markers but definitely a lot closer. But, just out of curiosity, I placed an untouched/unmodified gourd plant down right next to my modified smaller melon and both are off to the side so it seems this is how Bethesda coded it? No idea why they didn't make the marker literally X-Y-Z all at zero? Image above left is my smaller melon and is comparable in size to the untouched gourd on the right. Ironically the 2 settlers are performing the 2 different farm animations. Unfortunately now changing the constructible object to the new flora/smaller melon plant makes all the references to the original already built melon plants in settlements unusable (they are the original size/reference) but not entirely unexpected behaviour. In settlement mode they still seem to be highlighted and give food count but unable to actually select them, move them or scrap them (even after removing they keyword 'UnscrappableObject') so not sure if there is a way round or fix to this? Link to comment Share on other sites More sharing options...
worm82075 Posted June 14, 2024 Share Posted June 14, 2024 1 hour ago, Pyroteknics said: No idea why they didn't make the marker literally X-Y-Z all at zero? That would be the same as having no node at all. The whole point of the node is to position the marker away from the center of the scene. However if the node is present then the marker will default to just out side of the collision box to prevent it blocking the NPC from being selected. To override this simply delete the farmnode01 from the mesh but leave it in the workshopscript and when it cant find the node it will default to the center of the scene of the mesh. I consider this to be broken and doesn't really make sense to be standing or kneeling directing on the plant so i only know about this from making a mistake when i first started rebuilding the crops. In other words, no guarantee it works exactly as described and do not recommend it. I do recommend placing your plant in an interior cell in the CK so you can view the collision and here is where the visual editor marker comes in handy. If the marker doesn't breach the collision by more than half then it will be used in game exactly as set. You can mix and match collision from any other flora object and it will just work. The only reason the collision is so large is so that there is no triangle you put in your crosshair that doesn't have the activator pop up. The tato plant is a good example of why this isn't necessary. Notice in the workshop script that the furniture it is pointing at is a form list which contains three different pieces. if you want a plant to use only one of the three simply change the entry type from form list to furniture and pick the one you want. In order for an object to be scrap-able it has to have a construction recipe. Objects that can't be built have scrap construction recipes. there are some vanilla ones. see how they are set up. Link to comment Share on other sites More sharing options...
Pyroteknics Posted June 14, 2024 Author Share Posted June 14, 2024 4 hours ago, worm82075 said: In order for an object to be scrap-able it has to have a construction recipe. Objects that can't be built have scrap construction recipes. there are some vanilla ones. see how they are set up. Thanks for the heads up on this - more digging around! Took a while to think of something that's scrappable but not buildable that didn't have multiple types in the same form list (e.g. rusty cars) and randomly stumbled on a weed whacker. Checking this and other constructible objects named similar to "co_Scrap" all have a recipe filter of just "WorkshopRecipeFilterScrap" with the created object pointing at the item in question. So, I figure if I make a new scrap recipe (as constructible object) like you suggested, change the recipe filter to "WorkshopRecipeFilterScrap" and point the created object back to the original flora for melon vine I'm hoping it may work - not sure if I still need to remove the 'UnscrappableObject' keyword from the original flora but figure I'll have to. Getting late here so putting this info down now just in case and I will likely try this tomorrow and see how it goes. Update - was relatively quick to add the new scrap recipe pointing to the original melon flora and it worked a charm. I'll have to go around changing all my existing settlement melon crops to the new version but got there in the end - many thanks for your help on this, learn something each time with modding FO4! 1 Link to comment Share on other sites More sharing options...
Recommended Posts