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.
For some reason, in my current playthrough, brahmin are unable to interact with. I don't know if that problem is related to this mod, but it's my closest guess, with the milking and all (I do not have any other brahmin mods installed).
It's a 50+ hour playthrough with heavy usage of C.H.E.F. (I just love the added food in Survival) so I'm pretty scared of just disabling the mod mid-playthrough to check if this is the culprit. So, I was wondering if anyone else has this problem. I assume it's a mod or load order conflict since I don't find this issue posted about anywhere else.
When I go into workshop mode, brahmin seem to work normally. But I can't interact with them otherwise, they don't even have any tag whatsoever.
EDIT: Named brahmin (most notably Abernathy Farm's Clarabell) have name tags and a milk option, but it doesn't work. So most definitely a mod conflict somewhere. I'll see if I can sort it out.
Very useful mod, my vedges and fruit have been almost useless until now. Is there a way to translate it, even locally just for my self? I don't like having multiple languages on my gameplay. Thanks
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.
Gorgeous mod... I only wish it was compatible with Primary needs. I don't play on survival difficulty, so i use PM to make my character hungry/thirsty. But it doesn't register CHEF's food as a food source, only vanilla food. Such a pity. Now i use CHEF's food instead of stimpacks jsdhdf
233 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
It's a 50+ hour playthrough with heavy usage of C.H.E.F. (I just love the added food in Survival) so I'm pretty scared of just disabling the mod mid-playthrough to check if this is the culprit. So, I was wondering if anyone else has this problem. I assume it's a mod or load order conflict since I don't find this issue posted about anywhere else.
When I go into workshop mode, brahmin seem to work normally. But I can't interact with them otherwise, they don't even have any tag whatsoever.
EDIT: Named brahmin (most notably Abernathy Farm's Clarabell) have name tags and a milk option, but it doesn't work. So most definitely a mod conflict somewhere. I'll see if I can sort it out.
Looked into FO4Edit just for curiosity. Looks like it's just a script(milking has own script) reference issue.
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.