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Fallout 4 mods/Wild Plants Farming
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==Description== '''Notes about v.2.0.0 update''' *Can only be installed to a new game or a save that has never seen Farm.esp. *Updating from previous versions (earlier than v.2.0.0) will break the workshops scripting system. *Hold the update until a new game starts *It will also break old settlement blueprints This mod adds wild plants to the settlement workshops. These work the same as vanilla plants. You need to assign a settler to produce food. Produced food is automatically added to your workshop inventory. Following plants are added: Main Game: *Ash Blossom *BloodLeaf (2 options, into water) *Brain Fungus (3 options) *Glowing Fungus (6 options) *HubFlower (2 options) *Irradiated Thistle (does not explode) *Mutated Fern (2 options) *Silt Bean (2 options) *Tarberry (2 options, into water) *Wild Carrot Flower *Wild Corn *Wild Gourd Blossom *Wild Melon Blossom *Wild Mutfruit *Wild Razorgrain *Wild Tato Blossom (2 options) *Wild Tarberry (2 options, into water) *Experimental Plant (available after completing BoS quest "Shadow of Steel", ัollect seedlings on Prydwen main deck) DLC Far Harbor: *Aster *Black BloodLeaf (2 options, into water) *Blight *Lure Weed (2 options, into water) *Sap Bucket *Fog Condenser (passive without animation, can only be built on The Island) DLC Nuka-World: *Fever Blossom (2 options) New plants: *Fresh versions of Carrot, Corn, Gourd, Melon, Mutfruit, Razorgrain, Tato (food production x2, available after completing quest "Hole in the Wall" in Vault 81, seedlings sells Maria Summerset) *Institute versions of Carrot, Corn, Gourd, Melon, Mutfruit, Razorgrain, Tato (food production x4, available after completing the Institute side quest "Building a Better Crop", seedlings sells synth cafeteria worker) Mod adds recipes for making different versions of Vegetable Starch from Wild, Fresh and Institute crops. Affected settlements: *Wild plants available in vanilla settlements linked to workshop. *Croup Manor - 1 pcs HubFlower, 2 pcs Wild Tato Blossom *Egret Tours Marina - 1 pcs Brain Fungus *Jamaica Plain - 1 pcs Glowing Fungus *Murkwater Construction Site - 2 pcs BloodLeaf, 3 pcs Mutated Fern *Sanctuary Hills - 3 pcs Wild Mutfruit *Somerville Place - 2 pcs HubFlower *Spectacle Island - 3 pcs BloodLeaf, 1 pcs Brain Fungus, 1 pcs HubFlower, 1 pcs Wild Carrot Flower, 5 pcs Wild Corn, 10 pcs Wild Gourd Blossom, 1 pcs Wild Melon Blossom, 1 pcs Wild Mutfruit, 7 pcs Wild Razorgrain, 4 pcs Wild Tarberry, 1 pcs Wild Tato Blossom *Sunshine Tidings Co-op - 2 pcs Brain Fungus, 1 pcs Glowing Fungus, 9 pcs Wild Tato Blossom *Taffington Boathouse - 3 pcs Brain Fungus, 2 pcs Glowing Fungus *The Castle - 1 pcs BloodLeaf *The Slog - 2 pcs Wild Mutfruit *Dalton Farm -1 pcs Blight , 3 pcs Mutated Fern *Longfellow's Cabin - 3 pcs Aster, 2 pcs Blight *National Park Visitor's Center - 1 pcs Blight, 2 pcs Mutated Fern, 2 pcs Silt Bean, 1 pcs Wild Mutfruit, 2 pcs Wild Tato Blossom *Nuka-World Red Rocket - 1 pcs Brain Fungus, 1 pcs Silt Bean *Covenant - 1 pcs Wild Mutfruit linked to workshop in vanilla game. *Vault 88 - 38 pcs Glowing Fungus not linked. I have not found the correct way to disable them before the path will open. Store them and place again. Compatibility: *Unofficial Fallout 4 Patch - patch included *Scrap Everything - patch included *NorthlandDiggers Resources - Animals - Landscape - Garden and more... - patch included *Ground - patch included in Ground. Reinstall Ground after installing Wild Plants Farming (with the aim of triggering FOMOD install script) *Valdacil's Item Sorting - patch included *Start Me Up - Alternate Start and Dialogue Overhaul - resolve by load order (Override LOOT) *Beast Master - Creature Companion Overhaul - patch included *Better Cooking Stations - resolve by load order (Override LOOT)
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