About this mod
You get 9 plant varieties in 4 different planter styles (material). They are appropriately sized and given snap-points that enable them to snap to floors and each other. 6 planters will perfectly cover one full floor square. You also get 1 of each frame style with Soil only and a couple of Plant-Only variations.
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You get 9 plant varieties in 4 different planter styles (material). They are appropriately sized and given snap-points that enable them to snap to floors and each other. 6 planters will perfectly cover one full floor square. You also get 1 of each frame style with Soil only and a couple of Plant-Only variations.
I made this mod when I got annoyed trying to precisely place planters from another mod I had downloaded. It did not have what I wanted - snap-points. It also had roots sticking out the bottom of the planters that meant collision issues trying to place them on roofs. So I made my own.
If you like the mod, please take the 1 second required to click on "Endorse". You can even do it directly in Vortex.
Seeing those Endorsements are my reward for the ridiculous hours I put into making these.
I don't make money from them, but It does make my day seeing a few more Endorsements. :)
Vanilla Fallout 4 Required.
You will find the Planters in a new menu under Resources; “Retsam's Better Planters”.
Should be at the end.
*The files are actually named “sag_BetterPlanters”.
Sorry about that but by the time I decided to call it something else, I had way to much work to back-track.
Fast Summary:
There are planters for the 9 base plants in the game:
Carrots, Corn, Gourds, Melons, Mutfruit, Tatos, Silt Bean, Razor Grain, Hub Flower (I call it "Miniature Hub Flower" because I had to scale it down for the planter.)
These each are available in 4 different frame materials:
Wood, Steel, Concrete, Marble
All with snap points and destruction data.
Soil Only versions in each of the frame styles satisfies Dirt requirements for whatever.
(Yes you can put a hand water pump on it, but the space under the planter can't have obstruction.)
Soil Only versions will show bullet damage based on the material.
Build requirements:
1 plant for each one in a planter, 2 of the frame material, 1 fertilizer
Food Value Returns:
I used the same values as the vanilla game, which is .5 per plant (except mutfruit), plus since these are supposed to be well-tended plants that you even need fertilizer to make, I added an additional .5 to each planter. Each planter has a different number of plants. Here are the numbers:
Melons: 1 plant; .5 x 1 + .5 = food value of 1
Gourds: 1 plant; .5 x 1 + .5 = food value of 1
Silt Bean: 1 plant; .5 x 1 + .5 = food value of 1
Razor Grain: 1 plant; .5 x 1 + .5 = food value of 1
Hub Flower: 1 plant; .5 x 1 + .5 = food value of 1
Mutfruit: 2 plants; 1 x 2 + .5 = food value of 2.5
Corn: 3 plants; .5 x 3 + .5 = food value of 2
Tatos: 3 plants; .5 x 3 + .5 = food value of 2
Carrots: 4 plants; .5 x 4 + .5 = food value of 2.5
In addition, in Version 1.2.0, I added a few Plant-Only variations.
They are Hub Flower in 3 variations and Silt Bean in 2 variations.
They will be farmed and produce food just like a regular crop. That is .5 food value for all but the largest Hub Flower, which has food value of 1.
I also was working on what I call "Non-Farmed", meaning you could plant stuff without it being part of your Settlement's stats, like things you find in the Commonwealth, but I was unsuccessful in getting them to respawn. I think they were being affected by the Plant Respawn bug from FO4, but I'll need more time to try things out and I wanted to get what I have deployed.
How To Place (On Floors)
Keeping it simple, a floor has 3 snap-points per edge. Only 1 is required for a connection, but if something is covering it, it will be unavailable.
If you have a floor that you want to put a planter on and it has an adjacent floor, wall, whatever, move the other one out of the way. Snap down a planter, and then you can put the other piece back. It will snap back into place because the planter is only using 1 snap-point. There are 2 left for whatever you are putting back down. The planters snap to each other, so all you need is 1 in place to get started. If you want a gap between the planters (like rows), just leap-frog them around. Once you get the hang of it you'll find these things go down fast and precise. :)
Models:
The frame and soil models I made from scratch. The plants are edited version of the game's files. I do not replace any of the vanilla model files. Mine are all stand-alone files. I changed sizes, moved or removed leaves, vines and roots to avoid collision issues, and tweaked the vanilla plants in general and then embedded them in my planters. I initially tried to add material physics to the planters, but it just would not work correctly. Since the vanilla versions do not have this either, I guess that's just the way it is. So even though they will snap to the side of an upper-floor like an overhang, your peeps will fall through when they try to walk on them. Keep them on a solid surface; unless you are a bored Raider wanting to prank some settlers.
Destruction Data:
The planters will take damage. There is no drop in production or gradual visual change while damaged, but when they reach critical, the model will change to a planter with no plants, half the dirt gone and 0 production. You will have to manually repair it. Auto-repair is false. ;)
Troubles:
Unfortunately the way Bethesda made menus work, there will undoubtedly be mod conflicts with anything that mods the Resource menu in the right (wrong?) way. One mod or the other simply won't show up in the menu. Nothing to do about it beyond shuffling your load order around or making a patch that gets the mods to play nice together. Just web search it. It is a very common thing but more than I want to write up here. If you have issues post on the Posts page and we'll go from there.
I use FO4Edit and Elric to clean my mods to give you the best quality mod I can.
Q: If you are using the base game's textures, why are you including a >20 meg texture pack?
A: Safety. While it is true that my materials and textures are just copies of the game's files and I could have pointed my models to the game's files, I like taking a 'hands-off' approach to my mods. I don't want to modify base game files (workshop menus are the only required exception), and I don't want my mod relying on files someone else might change. It does increase the mod size, but I feel it is the best approach.
Q: What are are using to make the Concrete structures in your pictures?
A: My own mod, Retsam's Construction Pack.
♦♦ My Other Mods ♦♦
Retsam's Construction Pack
More than 700 Workshop Construction items related to Settlement Structures. Most items are unique never-seen-before pieces that enable
some very creative settlement buildings.
Guard Post Markers (plus Guards Display Weapons Fix)
Adds Guard Post markers to some floor decorations, and a couple of Guard Post structures where the Guards will idle with weapons displayed.
Retsam's Vendor Sales-Counter Spacer Blocks
Helper Blocks that snap to walls, each other, and the ends of the counter-top style vendor booths. Enables precision placement of the Vendor Sales Counters.
Retsam's Construction Pack (Coming soon)