Apologies for the rapid update, but dependency errors were found for the Far Harbor, Backyard Chemistry Expansion, and the Implementation plugin, meaning they were not properly referencing the CAF core. (Nuka World expansion was unaffected)
If you cannot see those related recipes at the CAF workbench or are questioning the proper implementation of CAF items, please get the 1.2 update as soon as possible.
I find some meat elements in the field to prepare, but there are no recipes anywhere and I don't see any new tabs in the cooking station. I'm playing survival mode and I'm finding a little too much meat.
just found this mod thru reference from another and was wondering how well this mod will work with Immersive Hunting Overhaul and Mutant Menagerie and that pack of mods? this one does seem pretty good so far though. def needs more NEW crafting mods in game lately.
In the description it says there is no compatability with the survival mode. Is this correct and if it is are there plans for survival mode addon later? :)
Bumping this person's question! Hoping that OP comes back to update this mod at some point, I'm hesitating to add it to my list. I'll likely come back after making sure what I'm putting together runs stably, so no shade intended! :)
giving this a spin at the moment ... new goods look nice on first impressions and always cool to see new crafting mods get made txs for taking the time to create something for us all to check out
any chance of getting the new workbenches to link with settlement storage? bit of a hassle having to pull ingredients out into char inventory just to use one bench ((edit ... issue seems to be limited to non-vanilla settlements ... noticed it on my modded Homeplate)
This looks really cool and I'm interested to see how it plays. Though, looking through it in xedit, I notice a number of the item descriptions do not match the actual effects. Eg. Smoked Mole Rat description "+15 AP for 15 minutes, +10 HP 30 sec" but the actual HP effect is 2.5 HP per sec for 20 sec Radstag Soup description "+10 HP, +2 END" but HP is actually 9.5/sec for 8 sec
I also think that adding your meat additions to every single instance of every creature will lead to an overabundance of meat. Surely adding it to the creature LLD would be a better option?
EDIT: broken precombines in the NukaWorld extension. I can't even understand why they were broken? It doesn't seem like any CAF-specific stuff was added?
Some last minute adjustments were made to some foods to counter the amount of meat available, that resulted in some item descriptions being a tad skewed as I've noticed as well. That'll be adjusted in a future version, thanks.
Also can you mention which precombines are effected? I'd like to look into it and resolve that, because none of those should have been touched.
Great to see that this continues to be worked on! Nothing worse than a mod that never gets updates. I have since started playing the mod and realised that some of these items give INSANE amounts of HP. Smoked Ribeye and Smoked Radstag both give over 1000 HP each and Smoked Deathclaw gives 9000 - I'm guessing it's a duration issue - 60 seconds instead of 6 or 1?
I was wrong about the NW Expansion, specifically, but the core mod does break precombines by moving a shrub in space 0000DE01.
Also, not sure if you're aware, but the IAF patches in the fomod don't actually patch anything - they have their own version of the ALCH records for some reason. I'd be happy to send you my versions if you like.
Definitely keeping a close eye on this. I always thought it was silly with how unrealistic the current cooking system is with its lack of variety. Sadly, the lack of survival support keeps me from getting this since thats what i usually play on (such as my current run) so its not as useful to me as it may be for others. Eagerly awaiting that survival patch.
Not sure if Sim Settlement is conflicting with the mod, since it does change concord, but I cannot find Bed and Breakfast at all. Is that the only way to get the cooking station? Otherwise, the only solution I can think of is to simply start over but with sim settlements disabled until after I get the workshop.
The bed and breakfast is just a way to incorporate the CAF workbench into the world. It'snot the only way to access the bench. Alternatively, you can craft the CAF cooking station at any of your settlements under the vanilla crafting tab in the workshop menu. It's called the "specialized cooking station".
Though I have yet to try this out for myself as of this post, some bugs need reported after looking at the main plugin.
Apparently ref 2B114 (near Concord for those wondering) was moved, which in Skyrim, this wouldn't be a big deal, but here in Fallout land, we have this annoying system called precombines that was implemented to get around performance issues with the sheer number of objects in the world. Objects with [Placed Object] in TES5Edit/FO4Edit are in the precombine list and should not be moved or deleted without doing an obscure process that would be worthless for a mod like this.
Also, I don't agree with the ESM tag in the main plugin but there might be some benefit here that I'm not aware of. All five of the plugins are ESL capable provided they are compacted, but that breaks existing save games. (In Fallout 4, the ESL new record limit is 4095, as opposed to Skyrim's 2047)
The Far Harbor Expansion leveled list is overwriting the main at 6739C and 6D4A6 and six actor records in both area expansions could use some forwards from UF4OP (just name and object bound fixes, you can do this without requiring it as a dependency)
I've gone ahead and crafted a conflict resolution patch for a typical full install based on what I saw at the PRP mod page (under misc tab), but it won't solve the previsibines problem. Feel free to merge it.
Also, the main mod has 6 ITMs (xEdit quick auto clean will fix this / Identical to Master records)
If you mean conflicts, then probably not. CAF has been designed to be standalone, meaning it uses its own workbenches, items, recipes, etc.
If you mean cross-functionality, then no. CAF does not interact with other mods, or use other cooking mods' scripts or references. Additionally, the food items created from CAF are meant to compliment vanilla Fallout 4's food items.
Thank you for the reply, I like that there's no overwrites, I generally like to modifiy mods themselves to be compatible (I updated all recipy mods to use the same ingredients if they introduce similar ones for example). I mainly meant the recipes that the mod introduced itself however, but apart from the jerky mods being similar to the ones in Wasteland Chef, it seems to introduce new ones as well, so I suppose I can just check out the mod file itself to see if I should remove any "duplicate recepies" myself.
23 comments
If you cannot see those related recipes at the CAF workbench or are questioning the proper implementation of CAF items, please get the 1.2 update as soon as possible.
Thank You
I'm playing survival mode and I'm finding a little too much meat.
In the description it says there is no compatability with the survival mode. Is this correct and if it is are there plans for survival mode addon later? :)
txs for taking the time to create something for us all to check out
any chance of getting the new workbenches to link with settlement storage?
bit of a hassle having to pull ingredients out into char inventory just to use one bench
((edit ... issue seems to be limited to non-vanilla settlements ... noticed it on my modded Homeplate)
Eg. Smoked Mole Rat description "+15 AP for 15 minutes, +10 HP 30 sec" but the actual HP effect is 2.5 HP per sec for 20 sec
Radstag Soup description "+10 HP, +2 END" but HP is actually 9.5/sec for 8 sec
I also think that adding your meat additions to every single instance of every creature will lead to an overabundance of meat. Surely adding it to the creature LLD would be a better option?
EDIT: broken precombines in the NukaWorld extension. I can't even understand why they were broken? It doesn't seem like any CAF-specific stuff was added?
Also can you mention which precombines are effected? I'd like to look into it and resolve that, because none of those should have been touched.
I was wrong about the NW Expansion, specifically, but the core mod does break precombines by moving a shrub in space 0000DE01.
Also, not sure if you're aware, but the IAF patches in the fomod don't actually patch anything - they have their own version of the ALCH records for some reason. I'd be happy to send you my versions if you like.
Eagerly awaiting that survival patch.
Is that the only way to get the cooking station? Otherwise, the only solution I can think of is to simply start over but with sim settlements disabled until after I get the workshop.
Apparently ref 2B114 (near Concord for those wondering) was moved, which in Skyrim, this wouldn't be a big deal, but here in Fallout land, we have this annoying system called precombines that was implemented to get around performance issues with the sheer number of objects in the world. Objects with [Placed Object] in TES5Edit/FO4Edit are in the precombine list and should not be moved or deleted without doing an obscure process that would be worthless for a mod like this.
Also, I don't agree with the ESM tag in the main plugin but there might be some benefit here that I'm not aware of. All five of the plugins are ESL capable provided they are compacted, but that breaks existing save games. (In Fallout 4, the ESL new record limit is 4095, as opposed to Skyrim's 2047)
The Far Harbor Expansion leveled list is overwriting the main at 6739C and 6D4A6 and six actor records in both area expansions could use some forwards from UF4OP (just name and object bound fixes, you can do this without requiring it as a dependency)
I've gone ahead and crafted a conflict resolution patch for a typical full install based on what I saw at the PRP mod page (under misc tab), but it won't solve the previsibines problem. Feel free to merge it.
Also, the main mod has 6 ITMs (xEdit quick auto clean will fix this / Identical to Master records)
If you mean cross-functionality, then no. CAF does not interact with other mods, or use other cooking mods' scripts or references.
Additionally, the food items created from CAF are meant to compliment vanilla Fallout 4's food items.