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[LE] Creating Harvestable Plants


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I am really sorry if this is a topic that has been done & done, but I haven't found anything to suggest that it is! I don't want to learn how to create dungeons, player homes & followers - others have already done a fabulous job of making these kinds of mods :D All I care about is improving the food system to my personal liking & that's ALL I want to learn. I am completely stumped on how to make new foods plantable & harvestable in the Creation Kit, I have tried & tried & failed & failed - I think it has something to do with a BYOH list that I can neither directly edit nor copy & edit - if anyone knows the answer, or of a tutorial that will teach me this without having to learn a lot of other things I don't need to know first, please help! Many thanks!!

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Well if you want to make a truly harvestable plant it will need to contain an NiSwitchNode (essentially toggles the mesh between a harvested state and a unharvested state) look at some of the vanilla meshes in nifskope and you should get an idea on how this works. However if you just want to make the plant able to produce ingredients without a stage switch you can just add it into the flora category in the ck. Now as far as making them plantable I have no clue should be rather simple though.

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You need an ingredient/food item (your seed), and a plant (obv.).

 

You need to add your ingredient to a BYOH formlist, and your plant to another BYOH formlist. The # need to match. That's how the game knows which plant will grow from a given seed.

 

find out the formlists by looking at e.g. potatoes.

 

Since you have to edit the formlists, this will make your mod incompatible with mods which do the same. Hence, for my skooma mod, I made my own kind of soil with its own formlist and crap. That way it is alot more convoluted though (you need npcs planters and other things).

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Thanks for your help guys, I have come across some plant resources & maybe with your tips Tlaffoon I can actually figure out how to use them :)

I'm pretty sure BigBizkit that it's those formlists I have been trying to edit - I can open them up & have a look, but I can't make any adjustments to them. I'll pop back into the Creation Kit later on today & make sure that I am attempting to adjust the right lists & haven't missed something.

Since I really hate anything to do with computing (besides playing the Elder Scrolls games of course) I just don't have the patience to learn anything I don't absolutely have to, but maybe I'm just going to have to grit my teeth & learn everything inside out - damned if I'll ever be able to drag myself out of the Creation Kit then, I'll want to design my own version of everything & NEVER get a chance to finish a play through!!

Thanks again for the tips, I appreciate it!

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  • 3 months later...

TUTORIAL

 

I think I finally have this figured - after much fruitless searching, endless experimentation & repeatedly rubbishing my attempts! There are probably great tutorials for this out there, but I didn't find them, & if I can save someone else the endless frustration I experienced with this then here goes ...

 

In the CK you will need to include both Skyrim & Hearthfire as masters for your plugin.

 

Go straight to the far left list, scroll to the bottom & click all. Then type a vanilla plantable food name (i.e leek) in the filter box. I am using leek as an example but if you are not using custom meshes choose the plantable food that most closely resembles the one you want to add.

 

Double click on foodleek, edit for the food that you want to create, click ok, choose yes to create new form when prompted.

 

Double click on byohhousefoodleek, edit as necessary, create new form.

 

Double click on byohhousefloraleek, edit for the plant that you want to create, ensure your byohhousefood is selected in the ingredient box, (if using a custom model also edit the Tree Model), create new form.

 

Type your new food name in the filter box, open the byohhousefood version you created & open script properties, change the item count number to the amount of food items that you want to obtain with each harvest, change the potion option to your new food, change the mybase to your new byohhousefood, click ok, click ok again & do not create a new form.

 

Type plant in the filter box.

Double click on the fplanterplantedflora list & drag it to the right so you can still see the left lists, enter your new foods name in the filter box then drag & drop the byohhouseflora version of it into the open formlist, scroll down the formlist & take note of what number your food is, click ok.

 

Type plant in the filter box, open the fplanterplantable list, type your food name in the filter box, drag & drop the food version of your new food into the formlist, scroll down & make sure the number for it is the same as it was in the previous formlist - if not use the arrows to adjust it so that it is.

 

Save, ensure your plugin is active & go into your game. Attempt to plant your new food in a plot/planter & go into a different loading cell, wait an appropriate time for your plant to grow (this may vary depending on mods you use, I use a quicker respawning mod & for me the wait was 48hrs), then go & see if your plant has grown & can be properly harvested - which with these steps it should be! Yay!! Aren't you glad you didn't have to endure the nightmare I did?! :laugh:

Edited by ElioraArin
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  • 9 months later...

Now that I'm finally working on my food mod again I came back to refresh my memory with my own tips on creating harvestables, & noticed a gaping hole in post #7 that I have now fixed - hopefully this "tutorial" of sorts will make more sense now that I have mentioned how to make the actual plant itself as well as the food that it will produce! :D

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  • 1 year later...

Thanks, even though I'm trying to sort stuff out using xEdit, this is info that should be far more easily found! I've mostly been making little edits in tes5Edit, and not saving them cause I keep messing up or not having confidence in my edits, so perhaps I ought to check out CK too....

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