为了这个目的 - 1500条纸莎草纸和后来花在CK上的许多小时 - 我呈现IHarvest。
- 用法 -
要使用这个咒语，显然就是施展它。它会扫描周围的环境，了解可收获的东西，然后发出一些神奇的吸气剂来为你取物。你真的不需要知道任何其他的东西，或者除了你想要的东西之外还要阅读其余的描述 - 这个mod被设计为“just work™”。
- 这个怎么运作 -
- 兼容性 -
- 香草修复 -
- 已知的问题 -
Getter Critters像任何其他演员一样发生碰撞，偶尔会在他们开展业务时推动玩家或物体。如果这让你烦恼，最着名的部分修复方法是在演员SSE之间安装No Collision。
所有飞来飞去的小动物都有效地压力测试你的导航 - 由mods引入的navmesh错误是“随机”CTD的常见原因，所以如果你在这样的区域使用Harvest法术，并且AI路径系统恰好尝试导航其中一个这些糟糕的导航，你的游戏可能会崩溃。这不是由我的mod引起的，它只是揭示了现有问题，所以如果遇到这样的问题，你可能需要手动排除故障。也就是说，找到一个崩溃发生的区域，进行保存，停用一些mod，尝试重现崩溃等等，直到你缩小了特定的有问题的插件为止。
Chasing butterflies, diving into rivers, sifting through foliage, poring over every stump and inch of cave wall to find the fungus among us...there are things I look forward to when beginning a new playthrough, but meticulously grinding for alchemy ingredients is definitely not one of them.
I had a look over existing solutions to this problem, and I find none of them to be satisfying on either a functional, or technical level. It had been years since I last decided to fire up good ol' Skyrim, and since then I have gathered hundreds of hours worth of experience modding FO4, and so I though I'd channel some of that experience into creating a better magical harvesting mod.
To that end—1500 lines of Papyrus and many hours spent in the CK later—I present IHarvest.
-- Usage --
This mod adds a single spell, "Harvest".
To get the spell, you'll have to find a spellbook. I hand-placed about 20 of these around Skyrim and Solstheim—check areas where alchemists live (especially lived, past tense), in witch or hagraven dwellings, etc. You shouldn't have too much trouble finding a copy.
To use the spell, just cast it, obviously. It scans your surroundings, learns what is harvestable, and sends out little magical getter critters to fetch stuff for you. You don't really need to know anything else, or to read the rest of the description unless you want to—the mod is designed to "just work™".
Still reading? The rest is pretty tl;dr, but more power to you.
The spell's range and "refire" speed will improve as your Alchemy and Alteration skills level up, and dual casting the spell further increases range and refire rate substantially. I don't recommend casting separately it in both hands because the engine treats it the same as single casting for some reason, but you can do it anyway if you want to.
The mod will automatically harvest any TREE and FLOR records that produce ingredients, as well loose ingredient items, and most scripted activators that produce ingredients.
The mod will never steal, which means that it will ignore any object marked as "owned", even if taking those ingredients would not count as stealing on account of interpersonal relationships. It will not search containers, as that is not in the spirit of the mod.
The magicka cost of the spell is quite modest, because I did not want to restrict its usage to mage characters.
You can adjust how much Alteration experience the spell awards in the mod's MCM menu. I think the default value is reasonable.
-- How it works --
There are a couple other mods that do similar things on the nexus, so you might wonder "why is this better?" Well, here's a big technical information dump if you're curious:
Technical aspects aside, this mod also has Getter Critters, and I think it's really cool to look at 'em go.
-- Compatibility --
You probably don't need to know any of this, but I've documented it here anyway in case you'd like to know.
The mod is an .esl, as the .esl format best fits the mod. If you want or need to, you can change the file extension to .esp instead and it will work fine, but I don't see any reason to.
You shouldn't have to worry about load order, anywhere high in your load order (where .esls naturally load anyway) should be fine.
This should work with any mod that adds new harvestable ingredients. If you do find some mod that doesn't work, leave a comment and I'll look into adding compatibility.
Technically speaking, this spell is not player-centric; or, in other words, if you had some way to get an NPC to cast the spell, it will probably work for them just fine. I'm not really sure how one would go about doing this, but if you want to experiment, then please, be my guest.
-- Vanilla Fixes --
Over the course of mod development, I found a couple of issues with the base game that affect the functionality of my own mod. Though I could leave these unaltered and add some special handling to work around them, I think it's better to fix the root issues instead, and avoid the overhead such workarounds would add to my mod. I have submitted most of these bugs to the Unofficial Patch tracker (here and here), however I have also released standalone fixes here.
This module is entirely optional, and here is what it fixes:
fxFakeCritterScript (jumping salmon, maybe some others): Has a bug where loot items are added directly to the player's inventory on activation, instead of to the object that activated it. In addition, there are a number of other bugs with this script (save bloat and script load related) which are fixed by USSEP, and these changes have also been carried over.
FCaddIngrediantAndDeleteSCRIPT (dead salmon from e.g. being shouted to death, maybe some others): This script has an unnecessary check for the player, which I have removed.
Hearthfire planters were implemented in a very stupid way by Bethesda, and because of this, they do not work with my spell. See the afktrack link a few lines up for details. I have tweaked these to work the way they should have worked from the beginning, which allows my critters to interact with them properly, and also fixes the bug where they do not work with the Green Thumb perk.
-- Known Issues --
Try as I might, there are a few annoyances that I have not been able to fix. None of them are major, but here's the list:
Getter Critters have collision like any other actor, and occasionally will push the player or objects around as they do their business. If this annoys you, the best known partial fix is to install No Collision Between Actors SSE.
The critters probably won't work right, if at all, in modded areas lacking a navmesh. The spell should still work, but it will probably look weird.
All of the critters flying around effectively stress test your navmeshes—navmesh errors introduced by mods are a common cause of "random" CTDs, so if you use the Harvest spell in such an area, and the AI pathing system happens to try navigating one of these bad navmeshes, your game will probably crash. This isn't caused by my mod, it only uncovers existing problems, so if you run into such an issue, you'll probably have to troubleshoot it manually. That is, find an area where the crash happens consistently, make a save, deactivate some mods, try to reproduce the crash, and so on, until you've narrowed down the specific offending plugin.
Papyrus logs are noisy, and this mod sometimes contributes to that noise. All of the errors listed below are harmless. Note that your line numbers will most likely be different than the ones below because of script version differences: