Harvest with Scanner V1.0.2

Harvest with Scanner V1.0.2

This small modification will allow you to harvest all resources of type vent and seep, while the scanner is turned on, with your cutter…

All types of resources vents and seeps can now be harvested with the cutter, while the scanner is turned on. No more tedious turning off scanner, harvest, turning on scanner.

But why?

Immersion and realism is good, aka the idea to not harvest seeps and vents was probably done for difficulty reasons, and increasing the risk of afflictions. But 1. far enough into the game you’re immune anyways, and 2. it was one of the major nuisances from the very beginning for me personally, to be constantly forced to close the scanner, harvest, and open the scanner again. Aside not being able to open doors with scanner turned on, that was probably the major source of creating “wtf why did they do it like this”-moments.

Enough of it already!

How was it done?

Adding the “HarvestTypeMineral” keyword to the section “ActionKeyword” of all seep and vent form type floras.

What?

I just made it so the cutter will consider them as “mineral” when you laser beam them.

I don’t think it’s supposed to be like that! That absence of keyword was probably for a reason?

Yeah, and I already gave you one. I guess I’ll figure if there are more. But since the cutter was the only “co-player” of said keyword I don’t think issues will arise.

Will this be expanded?

Maybe. But first let’s finish teh holy testing phase of this new find. There’s something like a “explosion on harvest” keyword, and if it does what I think it does, I’m going to add some visual fanciness to the process. There’s also an empty tab for control of the random amount and other things one can fiddle with.

Are there any issues?

Yes. Argon vents can not be copied as override due to unknown reflection data(see screenshot). This affects all Argon vent types. In return the Argon flora can not be edited and we’ll need to wait for the Creation Engine in order to fix this. See this workaround thanks to @Nexstephen:

So here’s what I figured in regard to the “Argon problem”:

1. If I apply the fix provided by @Nexstephen, the forms will be considered an entirely new base object, and will completely replace any Argon found anywhere what so ever. So for example if you had a savegame standing in front of an Argon vent, then apply the fix, and then reload that save, the Argon vent in front of you will be gone.

2. If I remove the reflection data in regard to “particle” the Argon can no longer be harvested by normal means, as in activating the vent. You can only do this with the Cutter. So this particle reflection data was in particular responsible to be able to interact with the Argon vent via activation.

Needless to say that’s not specifically what I had in mind. However, I’ve made it a seperate patch. You can use it by choice, and just integrate it into the main file with xEdit, if you must.

How to install?

Done with currently experimental xEdit, so mind the risk!

According to the developers of Mo2 -> drag&drop, Vortex the same. But if you want to do it full yolo hardcore, do it manually this way:

1. download Plugin enabler and install per instructions
2. add this to your load order .txt file(without quotes) “HWS_HarvestWithScanner.esm”…for the patch use “HWS_ArgonPatch.esm” instead
3. move the file inside the .zip to your Starfield/Data folder
4. blatantly ignore anything said about MyGames in the past
5. done

Credits:

CrEaToXx

Download mod

File File size
7z Argon Patch-1-0-2 824 B
7z Harvest with Scanner-1-0-2 2 KB
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