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Tutorial Nifscope and Carrots, a Tale of Woe

MisterKen

Active Member
Messages
455
Hello all,

In my vision for one of my mods I want to be able to have what is currently not available to my mod's users because of my lack of understanding: harvesting from a custom plant (.nif) that I have permission from another mod author to use. At the moment the .nif makes the plant look like what is shown in Nifscope, but the original .nif does not have whatever it is that allows the player to harvest vanilla crops as they walk up to it. I'm presuming a proper mesh, but maybe something else. I simply don't know.

I've tried to use the vanilla carrot as a template. It works sometimes in game, but as yet still not able to Harvest manually. The only way I could even see the game interaction at all (R) Track Owner at least) was to have the carrot in ADDITION! So I have two plants.

What solutions for said problems?

The end result of a player being able to harvest the ingredient holds up my Faction mod idea and my aforementioned mod too.
 
Did you check the advanced possibilities tutorial?

Agricultural Plots - When placing your crops, do NOT use the Bethesda ones, these will break the assignment code as well as mess with the amount of food provided by farms. There are special versions of each crop which can be found in the Object Window under WorldObjects->Flora and filtering for “kgsim_flora”. You can add as many as you like, and they will each be harvestable without modifying the food total provided. Try and keep balance in mind by starting slow and adding more to the higher levels of your farm. If you would like to convert other flora into farmable crops, or add your own new types of flora, check out the Extra - Advanced Possibilities.pdf which has instructions for creating them.
 
Where can I find that pdf? If it happens to be on Discord, that may be my limiting factor as Discord and I do not get along. Their constant verification process when my app decides to auto log me out + my use of Google phone do not agree.
 
Here's a tutorial on how to make a custom plant that changes looks depending on whether it has been harvested or not, but it requires 3ds max. If you don't need the looks to change, in order for the player to be able to activate the plant (or anything) it needs to have collision (borrowed from vanilla or made new in 3ds max) and an editor ID name in the creation kit.
 
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