Have you thought about making version for TTW which would also replace some of non-interactive fungi with pickable radioactive ones from Capital Wasteland?
I looked into doing it, but unfortunately New Vegas and FO3 technically use different meshes for fungus. I'm not 100% sure I could do a simple find-and-replace like I did in New Vegas without altering the placement of the fungus. I'd need to make a new mesh, which I'm not averse to but I have no particular plans to do so right now.
YUP changes many of the positions for the cave fungi. Should this mod be updated with those new positions? If so, I could update it for you, since you might be busy with one of your other 142 mods.
I've been testing a new patcher called Mator Smash and I can update the mod with the placement changes in about 5 minutes for each of the plugins in this mod. Let me know if you want the updated files. It's not a problem for me to put together.
This is brilliant. It really angers me how negligent Obsidian was with basic stuff like this. Ive spent almost an entire afternoon on Nexus finding fixes for things i wouldn't even thought of. I love this site.
I downloaded this a while ago and loved it so much I forgot to endorse it after the 'trial' period was up. It really deserves more endorsements. Cave fungus is so useful for survival/cooking.
Awesome mod! I once made a 'pickable cave fungus' mod but never released it, I just had the fungus disappear, your 'picking' is much more awesome!
Pro hint: Randomly rotate (along the Z, 360 degrees, along the x and y, about 5 to 10 degrees) and randomly resize (about 0.5 to 1.5 scale or so) the mushrooms. It makes a very cool and huge diffrence in the game having all diffrent sized mushrooms. (You may need to 'disable' and 'enable' the mushroom in script for its 'hitbox' to rescale properly for picking) I did this in my unreleased mod and it was amazing. Id love to see someone release it!
It can all be done in script so that mushrooms vary each time you visit a cell (and all existing shrooms are changed) You can also tweak it so the amount of shrooms you get (or chance of getting any shrooms) depends on the size of the shroom (+ randomness factor)
Here i'll msg you my fungus script if your going to give me credit Might need some minor adjustments/rebalancing to suit your tastes. I never got to play my own mods much, so balance can be iffy. I had this applyed to basicly all fungus. Maybe a few new aid items could be added for some fungus types, so not all fungus give the more useful honest hearts fungus.
So long as the mod is appropriately categorized and documented, anyone can integrate it into their mod if they credit me. It's only misleading mods - deliberate or by omission - that can't use my work. So for example, anything in the ''Bug Fixes'' category would not be allowed to use this since it's definitively NOT a bug fix.
Thanks for making this mod! Cave Fungus is useful stuff but I hated having to go to Zion to bring a load of it to the Mojave! On some play throughs I carried almost nothing but the survivalist rifle and Cave Fungus!!
Happily endorsed!
I did notice an interesting wrinkle after installing the mod when I revisited Bootjack Cavern (ESE of Clark Field). I had cleaned out all the Fire Geckos in it earlier in my game (before installing your mod). When I went back to look for Cave Fungus imagine my shock to see that the Geckos had been re-stocked!!! That is the first time I had seen an interior location with respawned critters!! (After grabbing a couple of fungi near the entrance I quietly left!)
23 comments
Ive spent almost an entire afternoon on Nexus finding fixes for things i wouldn't even thought of.
I love this site.
Thanks. +Endorsed
is there a chance that you may add mutant cave fungus support?
Pro hint: Randomly rotate (along the Z, 360 degrees, along the x and y, about 5 to 10 degrees) and randomly resize (about 0.5 to 1.5 scale or so) the mushrooms. It makes a very cool and huge diffrence in the game having all diffrent sized mushrooms. (You may need to 'disable' and 'enable' the mushroom in script for its 'hitbox' to rescale properly for picking) I did this in my unreleased mod and it was amazing. Id love to see someone release it!
It can all be done in script so that mushrooms vary each time you visit a cell (and all existing shrooms are changed) You can also tweak it so the amount of shrooms you get (or chance of getting any shrooms) depends on the size of the shroom (+ randomness factor)
Happily endorsed!
I did notice an interesting wrinkle after installing the mod when I revisited Bootjack Cavern (ESE of Clark Field). I had cleaned out all the Fire Geckos in it earlier in my game (before installing your mod). When I went back to look for Cave Fungus imagine my shock to see that the Geckos had been re-stocked!!! That is the first time I had seen an interior location with respawned critters!! (After grabbing a couple of fungi near the entrance I quietly left!)