Hello! I tested planting and fertilizing a bit, and I have a couple of notes for users. Here is what I tried:
Spoiler:
Show
I have CACO, I don't have CC Farming. I have this mod installed, this mod's MCM installed, and I have the Kryptopyr's patch for CACO. Load order is CACO -> this mod -> the patch. CACO's settings are: Initial growth time: 3 (minimum value that can be set in MCM of CACO) Days to regrow: 3 This mod's settings (set in MCM): Grow Days: 1 Day Regrow Days: 1 Day
I checked the script, and the Initial growth time in MCM is tied to Global BYOHPlantsGrowDaysMult, which is, as the name suggests, a multiplier. So, if I set CACO's Initial growth time (that is appointed in the script to property growDays) to 3, and the BYOHPlantsGrowDaysMult to 1, that means that it will take 3 in-game days for the plant to grow, right?
The problem is that I planted the plant before editing the MCM values. The multiplier was set to 7, and the CACO growth time was set to 10. I waited for about 2 in-game months until the plants grew. So I guess how this script works is that if you plant something, it will use the grow time values that were set at the time of planting. Even if you change them, they won't apply until the plants have grown.
TL/DR Set the correct values before planting, both in this mod and CACO (if you use it. See Farming section in CACO's MCM). Know that if you use CACO's patch, then this mod's BYOHPlantsGrowDaysMult becomes a multiplier, not just the number of days to grow. If you plant a plant with some settings, the plant will grow with these settings, even if you change the values mid-growth. To apply new settings, you have to re-plant the plant.
Andre, is there a way to "abort" a plant? I don't want to wait for 70 in-game days to apply correct growth settings Х) EDIT: to reset the soil, you just plant another one over it. Even if it the same kind. It was that easy =)
I'm aware of Zaria's Farming Farm Everywhere Enhanced SSE and I'm wondering if there's a way to place mounds according to your mod's system. This older mod doesn't have much customization, and it works in a roundabout way from this one. Works great for what it is, but always room for improvements, as you well know !
I don't know if my problem stems from this mod or not, I've used it plenty of times before with no problems.
Now, all of a sudden, plants do not reset after their initial harvest. I wait for 3, 6, and even the full 10 days for a normal reset. Nothing. This mod is showing no open conflicts in MO and is literally at the bottom of my load order. I have no other mods (besides Skyrim Anniversary Growable Plants) that touch Hearthfire plants or planters.
I made sure to set both console parameters to 1 day and three days respectively. This is also at Golden Hills plantation, to which I have the patch for.
The only thing I can think of is insertion into an already running game. Which would allow you to put that FAQ to rest XD. I'll test it later today and report my results.
I don't think so as each soil is basically its own object placed in the world. So if you want to do this you have to write a script/quest defining which of them belong together. And each persons usecase is different so basically it is theoretically possible but practically useless and way too much effort to do (and probably does not fall in the sphere of this mod, my guess)
I just recently found this mod. Thanks for making it!
However, I get papyrus log "spam" now as under the spoiler.
Spoiler:
Show
[07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenFertilizerDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property flPlanterPlantedFloraFertilized on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenInitialGrowDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property flPlanterFertilizerItem on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property PlanterAlreadyFertilizedMESSAGE on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenRegrowDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property CACO_OptionFertilizerEffect on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property [07/23/2022 - 10:54:50PM] WARNING: Property PlanterItemFertilizedMESSAGE on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
That is repeated for (I assume) every plantable plot in the game. Does this cause any harm?
EDIT: should I put this before CACO in my loadorder (and hide the affected scripts in CACO)?
CACO is loaded before this mod. Whether or not I hide the scripts your mod changes in CACO, I still get those messages. I will try putting your mod before CACO and see if that changes anything.
EDIT: No, it didn't. Still get the messages. Was worth a try though, right?
In addition to loading the ESP of this mod after CACO, you'll also need to load its scripts after CACO. If you load this mod before CACO, it will no longer do anything. This will only take effect if on a new game. (existing saves won't update the properties unfortunately.)
Well yes, I imagine it is complicated, since there are so many mods/ patches involved. I really appreciate your efforts (not just this mod, but all your mods) and I will keep an eye out for updates/ patches.
I checked the mod you linked. That mod does offer some micro optimizations (hence the name I guess.), like replacing Game.GetPlayer() calls and commenting out debug.trace checks. These will grant some minor speed increase. However, it doesn't replace the while loop with the Find() function, which is a major optimization (up to a few seconds, if you use use a mod that allows more plantable ingredients as the formlist it needs to cycle through increases.), but could be considered a more subjective change. I think the biggest difference is that VSmO keeps it closer to Vanilla and doesn't make any subjective changes. My mod does make subjective changes, in order to provide better compatibility with other mods. VSmO seems to have open permissions, so if you'd like, I can forward its changes to merge edits from both VSmO and my mod.
Aside from those things, my mod also adds customizability, which you mentioned.
In which way isn't it compatible? I haven't found any conflicts on first glance. I'll do some testing to find out more.
Edit: I tested that mod + my mod by planting Ambrosia. It seemed to work fine for me. (For testing purposes, I have grow time set to 5 days, hence the waiting time.)
When I try to plant plants that aren't growableable in vanilla, they won't show up in my inventory, like nirnroot for example. Vanilla growable plants work fine. If I remove H-CSF they show up again. I looked to see if I could patch it, but I didn't see anything I could do in SSEEdit.
55 comments
Here is what I tried:
I have this mod installed, this mod's MCM installed, and I have the Kryptopyr's patch for CACO.
Load order is CACO -> this mod -> the patch.
CACO's settings are:
Initial growth time: 3 (minimum value that can be set in MCM of CACO)
Days to regrow: 3
This mod's settings (set in MCM):
Grow Days: 1 Day
Regrow Days: 1 Day
I checked the script, and the Initial growth time in MCM is tied to Global BYOHPlantsGrowDaysMult, which is, as the name suggests, a multiplier.
So, if I set CACO's Initial growth time (that is appointed in the script to property growDays) to 3, and the BYOHPlantsGrowDaysMult to 1, that means that it will take 3 in-game days for the plant to grow, right?
The problem is that I planted the plant before editing the MCM values. The multiplier was set to 7, and the CACO growth time was set to 10. I waited for about 2 in-game months until the plants grew. So I guess how this script works is that if you plant something, it will use the grow time values that were set at the time of planting. Even if you change them, they won't apply until the plants have grown.
TL/DR Set the correct values before planting, both in this mod and CACO (if you use it. See Farming section in CACO's MCM). Know that if you use CACO's patch, then this mod's BYOHPlantsGrowDaysMult becomes a multiplier, not just the number of days to grow. If you plant a plant with some settings, the plant will grow with these settings, even if you change the values mid-growth. To apply new settings, you have to re-plant the plant.
Andre, is there a way to "abort" a plant? I don't want to wait for 70 in-game days to apply correct growth settings Х)
EDIT: to reset the soil, you just plant another one over it. Even if it the same kind. It was that easy =)
Now, all of a sudden, plants do not reset after their initial harvest. I wait for 3, 6, and even the full 10 days for a normal reset. Nothing. This mod is showing no open conflicts in MO and is literally at the bottom of my load order. I have no other mods (besides Skyrim Anniversary Growable Plants) that touch Hearthfire plants or planters.
I made sure to set both console parameters to 1 day and three days respectively. This is also at Golden Hills plantation, to which I have the patch for.
However, I get papyrus log "spam" now as under the spoiler.
[07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenFertilizerDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property flPlanterPlantedFloraFertilized on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenInitialGrowDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property flPlanterFertilizerItem on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property PlanterAlreadyFertilizedMESSAGE on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property CACO_GardenRegrowDays on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property CACO_OptionFertilizerEffect on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
[07/23/2022 - 10:54:50PM] WARNING: Property PlanterItemFertilizedMESSAGE on script byohplantercontainerscript attached to (11053065) cannot be initialized because the script no longer contains that property
That is repeated for (I assume) every plantable plot in the game. Does this cause any harm?
EDIT: should I put this before CACO in my loadorder (and hide the affected scripts in CACO)?
CACO is loaded before this mod. Whether or not I hide the scripts your mod changes in CACO, I still get those messages.
I will try putting your mod before CACO and see if that changes anything.
EDIT: No, it didn't. Still get the messages. Was worth a try though, right?
However, the HF-CFS+CACO+CC Farm patch is very complex to make and I'd rather have the author/patch authors of CACO look at that.
However, it doesn't replace the while loop with the Find() function, which is a major optimization (up to a few seconds, if you use use a mod that allows more plantable ingredients as the formlist it needs to cycle through increases.), but could be considered a more subjective change.
I think the biggest difference is that VSmO keeps it closer to Vanilla and doesn't make any subjective changes.
My mod does make subjective changes, in order to provide better compatibility with other mods.
VSmO seems to have open permissions, so if you'd like, I can forward its changes to merge edits from both VSmO and my mod.
Aside from those things, my mod also adds customizability, which you mentioned.
I hope this answers your question.
Kind regards
Andre
Edit: I tested that mod + my mod by planting Ambrosia. It seemed to work fine for me. (For testing purposes, I have grow time set to 5 days, hence the waiting time.)