Patch 1.10 is out! Some highlights: -6 herbal teas with special effects. Each also cures a different malady in Survival Mode, and all are crafted with seldom-used flowers and herbs. Learnable through a new Everyday Chef magazine. -4 Americana comfort food recipes, adding variety to multiple cooking categories and ingredients. Learnable through a new Everyday Chef magazine. -3 new recipes for early game cooking. All have only 2 ingredients, none rarer than Oil, and give you more options for all that bloatfly, radroach and molerat meat. -Meat drying rack and jerky. 3 kinds of drying racks buildable in workshop mode. Convert raw meat into lightweight, nutritious jerky (or tasty jerky). Sorry this one took so long to come out. Real life issues pulled me away from the community for a long time. Coming up next are more compatibility patches and the long-promised console port. If you encounter any bugs, issues, or compatibility problems please let me know!
YAAYY WEOOOO. FINALLY.. THE JERKY. LOL for the last couple years I've been an on and off in-game jerky vendor but the mods i were using for jerky weren't very immersive. This is great. :D
edit: i means to click add new comment... not reply to this but..... WEOOO JERKY/.
From a gameplay perspective: any raw meat is dryable. Place meat in the rack's inventory (anything that won't dry will be automatically returned to you) and it should populate the hooks along the rack's model. At this point the meat can be removed by simply interacting with the individual piece. Wait 48 hours, and the hanging meat should change appearance, and can be harvested for a number of servings of Jerky or Tasty Jerky dependent on the relative value of the raw meat.
From a modding perspective: adding new meat to dry is a bit complicated. I'll put up a modding article documenting how it works Soon.
They are in the Crafting section of the workshop menu, same place where all the workbenches and cooking stations are. (should be after the cooking stations. If you have a large workshop menu, (as I do, lol) they can be easy to miss.
There are three different kinds, but two of them look like the fish racks, only empty. Like I said, easy to miss. My menu is very long, but here is a screenshot that shows them. https://i.imgur.com/sFvf8Jp.jpg
Even with your image I couldn't find it, so I reinstalled the mod and voila! For some reason it just didn't want to update. Thank you for the help, though! Knowing "no, it's really not here, there is nothing like that in my game" let me run some troubleshooting to get it fixed.
How the freak can I get brahmin milk? Not by purchasing or loot but settlement produce or self-harvesting, which I understood it supposed to be.
I'm on few mods that possibly conflict with that, which occupies R key bind (Quicktrade-currently dismissed, Get Out Of My Face, SKK combat settler). Would that be the culprit? R key??
And what should I do to get the fermentation progress? Curd stays as curd, beer wort too. Through almost 6 month game time, I can't even guess about which other deployed mods is suppressing this working.
And ppl, Don't ever put your cheese curd on the ground...It turns into un-interactable, unscrappable thing that have no coliision and no name. Object's visual itself is looks very immersive and plausible tho...Not the fact it floats in the air.
hey I was wondering if you would be able to make a patch for Goodneighbor Condo to have its integrated cooking station be able to cook the heavy and light foods?
does anyone know how I can patch RRTV's Goodneighbor Condo to work with CHEF? considering how I was lucky enough to have it downloaded before it was taken down
Quick note: The Brahmin Burger recipe wasn't showing up for me, so I checked xEdit/FO4Edit and turns out the recipe was somehow completely copied from the grilled cheese recipe. I changed the recipe and crafting output and that fixed it. I wasn't sure what the actual recipe was so I just used, tato, brahmin meat, and flatbread, similar to Bloatfly Slider and Rat Burger.
It would be nice to have a Lite version where all the extra items are added only to the vanilla cooking station (with the extra ones removed), without editing any vanilla item or effect, for the ones that are not big fans of overhauls. Like a simple mod that adds extra stuff to existing lists or stations. Until then, i will have a very fun time with fo4edit this weekend...
"Bitterblood Tea" recipe doesn't have any effect at all. Supposed to cure "infection" and quench thirst in survival mode but it doesn't. Tried placing the mod at the end of the load order but it didn't work.
I get errors when using Workshop Framework and the Slocum's Joe (NON-VIS) patch. I believe it has to do with the change to the quest requiring Brahmin Milk, since you changed a script property in xEdit.
Two questions then.
In general, safe to ignore or preferably a way to prevent warning?
I also use Creation Club Delayed, which modifies the Slocum's quest start. While I don't see any obvious conflicts in xEdit, should these play nicely together? If not, is it safe to remove the quest edit/conversion recipe from this patch? What would that potentially bork?
Wonderful mod. Thanks so much for sharing. <3
EDIT: Hmm, I get that error with a fresh start and just CHEF too, no patches.
EDIT: EDIT: I see this has been discussed previously. I"mma assume it's safe to do the Workshop Framework Script Override thing.
Maybe this will help someone save some time one day...
Strange as it may sound when starting a new game, having CHEF activated in my load order caused Diamond City Radio and Classical Radio to not be found after exiting Vault 111.
It took hours of testing to figure out and I still don't understand why.
Kind of late to the party but same.. I had to track it down to two mods for me. This and Creative Clutter. Even without the creative clutter CHEF patch or creative clutter installed, still no Radio signals are found upon exiting the vault with just CHEF installed. There could be another culprit that is interfering with both of the other mods as I have no idea why either CHEF or Creative Clutter would touch the trigger to find the radio stations.
Also states it's incompatible with Give me that Bottle but I played around for about 5 hours with both installed (having not previously read the description of the incompatibility.) and didn't notice any problems.. since I didn't investigate or pay attention too much I have no idea what the "obvious" incompatibility is.
oh, wondered what was going on with Give Me That Bottle - I could no longer press R to fill bottles and get purified water with both of these installed. Uninstalling Give Me That Bottle and just using all the in game bottles ended up fine, it's not really a fix but I'm always finding empty bottles all over the place anyway
Not just a new game either. I am missing the radio sounds as well. I'm trying to figure out why currently. In xEdit I don't see anything that it could possibly be. I may have to uninstall, which is going to be a pain since I added it to my main patch for all my mods. (My own patch mod I made myself for all my mods).
Edit/Update: Added the More Where that Came From Mod and the radio is now working correctly.
How do I go about getting the Everyday Chef magazine sitting on the bar in the Third Rail? Taking it is apparently considered stealing and causes the whole room to turn hostile (I guess they're really defensive about that 200 year old magazine)
223 comments
-6 herbal teas with special effects. Each also cures a different malady in Survival Mode, and all are crafted with seldom-used flowers and herbs. Learnable through a new Everyday Chef magazine.
-4 Americana comfort food recipes, adding variety to multiple cooking categories and ingredients. Learnable through a new Everyday Chef magazine.
-3 new recipes for early game cooking. All have only 2 ingredients, none rarer than Oil, and give you more options for all that bloatfly, radroach and molerat meat.
-Meat drying rack and jerky. 3 kinds of drying racks buildable in workshop mode. Convert raw meat into lightweight, nutritious jerky (or tasty jerky).
Sorry this one took so long to come out. Real life issues pulled me away from the community for a long time. Coming up next are more compatibility patches and the long-promised console port. If you encounter any bugs, issues, or compatibility problems please let me know!
edit: i means to click add new comment... not reply to this but..... WEOOO JERKY/.
From a modding perspective: adding new meat to dry is a bit complicated. I'll put up a modding article documenting how it works Soon.
https://i.imgur.com/sFvf8Jp.jpg
JERKY WILL NOW BE MINE.
In case you're still looking for a VIS-G patch for this fantastic mod, the LOST AWKCR VIS-G patches has one for this mod
https://www.nexusmods.com/fallout4/mods/40666
Good luck and enjoy
Not by purchasing or loot but settlement produce or self-harvesting, which I understood it supposed to be.
I'm on few mods that possibly conflict with that, which occupies R key bind
(Quicktrade-currently dismissed, Get Out Of My Face, SKK combat settler). Would that be the culprit? R key??
And what should I do to get the fermentation progress? Curd stays as curd, beer wort too. Through almost 6 month game time,
I can't even guess about which other deployed mods is suppressing this working.
And ppl, Don't ever put your cheese curd on the ground...It turns into un-interactable, unscrappable thing that have no coliision and no name.
Object's visual itself is looks very immersive and plausible tho...Not the fact it floats in the air.
Any suggestion from the exprienced fellow mates?
https://www.nexusmods.com/fallout4/mods/21873
here is the mod
considering how I was lucky enough to have it downloaded before it was taken down
Until then, i will have a very fun time with fo4edit this weekend...
Great job though
Tried placing the mod at the end of the load order but it didn't work.
Two questions then.
Wonderful mod. Thanks so much for sharing. <3
EDIT: Hmm, I get that error with a fresh start and just CHEF too, no patches.
EDIT: EDIT: I see this has been discussed previously. I"mma assume it's safe to do the Workshop Framework Script Override thing.
Strange as it may sound when starting a new game, having CHEF activated in my load order caused Diamond City Radio and Classical Radio to not be found after exiting Vault 111.
It took hours of testing to figure out and I still don't understand why.
Also states it's incompatible with Give me that Bottle but I played around for about 5 hours with both installed (having not previously read the description of the incompatibility.) and didn't notice any problems.. since I didn't investigate or pay attention too much I have no idea what the "obvious" incompatibility is.
I could no longer press R to fill bottles and get purified water with both of these installed.
Uninstalling Give Me That Bottle and just using all the in game bottles ended up fine, it's not really a fix but I'm always finding empty bottles all over the place anyway
I may have to uninstall, which is going to be a pain since I added it to my main patch for all my mods. (My own patch mod I made myself for all my mods).Edit/Update: Added the More Where that Came From Mod and the radio is now working correctly.