What else are we looking for? More ground meats? Anyone have a reason to grind up a goat or a horker? Sky-test has sheep. Maybe we could make shawarma. Is there a pita bread mod? I can add pita bread too.
This mod is pretty awesome. adding a recipe to bake the bread roll would be nice. Thanks to HAV3 and Kyrim food expansion I'm holding 6 different loaves of bread and still can't make a hamburger. I also can't seem to find the right garlic for meatloaf.
This is an excellent project! Added meat types... well, most critter expansions add meats but the similiarities are sufficient that one can certainly be excused for classing all the big cat meat as Ground Sabrecat once it's out the end, and so forth. Lizard/reptile meat would be Ground Guar except for Dragon as that is a thing unto itself; Akatosh says so.
Goat and sheep get ground for Mexican cuisine, I believe. Ground Guar (or equivalent) and Netch are likely used for Ashland sausages and meat pies. (Morrowind lets you make an entire set of cuisine!)
Almost all meats and combinations likely have tartare preps for the Valenwood Green Pact crowd.
(For classification help, I recommend Hunterborn and especially advanced taxonomy.)
There are override issues, regretfully. but I am amazed by your work, nonetheless.
Oh, one more suggestion. Tomato sauces (including ketchup) and Meatloaf! Tinned meat for longterm storage is a thing as well, of course.
Speaking of longterm storage, I have to ask... where are the pickles? Pickling is one of the most ancient and widely applicable food preservation methods in history. It ain't all just Kosher Dills!
Shame. It was just supposed to use the power of BOS to swap any dead shrub and thicket to a blue mountain flower, though not anywhere there was snow, but I could have also added lines to swap the snowy ones to snowy mountain flowers. I don't think I did everything I could have done on that list. It was just an example after all.
My brother was saying that too. Sauerkraut, pickles, corned beef, pickled herring - the sky is the limits. That could just be a pickling barrel with a crafting marker. He was also saying I should add a smokepit. Then the corned beef could become pastrami, and with some kraut, cheese, and rye bread make a nice Ruben. I refuse to make a Russian dressing though. I hate that stuff.
I went ahead and got that one Breezehome mod, because someone asked for it. It is tested and works, so I could definitely make a patch for the clockwork castle. I'm sure I could make a dwemer metal version as no one wants a silver grinder in their golden palace.
Yeah, there's that, too, but there's a mod-relevant reason as well. The backstory of the Clodovech family setting up there means that there would be so much Dwemer scrap that making a meat grinder from it would just make sense, especially after they discovered Nurndural and the Gilded.
I am not going to make the grinder buildable, I will just add a cool Dwemer one for that. It will have to be a different formID from the others with a textureset swap, or I could just copy the mesh and use different textures for it. Either way should work just fine, and would need a different formID. I will get a patch for it made soon. Also looking into Paul's idea for making it moveable, so as long as one exists in the cell it could be moved where ever. Pretty sure I just need to attach the "move it" script to the formID and it will work. That would eliminate the need for placing one in the right spot. But I would still need to make a patch to place it in the cell.
Edit: But definitely not tonight. I am gonna drink these 12 beers and I don't want to screw up the upload like last night. ;>)~
A man that understands the assignment, and a gentleman as well. I laud you, sir.
As for the player not being able to build one, that's great. I was referring to the enginers of the Clodovech (and Caretaker Lahar, who certainly was always an inventive sort...) as they naturally are more into the engineering of kitchenware, among other things.
Everything except the bowls are showing purple textures the meat, bead etc I'm trying to see if I may have messed something up on my end or maybe another mod conflict
Yeah, you also made me look at the file I uploaded. I had the textures in textures\ not in textures\hasphat\ which is why the meshes could not find them. Thank you very much for getting me to fix that. I just got a new update in to correct that issue with no other updates. I really shouldn't do post-midnight drunken updates, but I will probably continue doing that. I was just so excited to get those damn tomato sides working. had to remesh them in blender and convert to FBX, then reweight the vertices in bodyslide. and then I was like, there is one still missing, so I copied it in Nifskope and lined it up manually by guessing at the transform. But now the hamburger has nice tomatoes, so it was all worth it.
Gonna work on more grindables for updates. I also plan to add more recipes and foods for the ground meats. Right now it is just a sausage that can be used for making klobasneki. I found a blender material for ground beef though, so in a few days I should have that made into several ground meats, and while I can easily make a hamburger, I don't know if that should be in the game. Alex has pork pies in food expansion that I think are unused ATM, but I don't know if I want to make that a master file. HAV3 does have it as a soft requirement, so maybe it could become a hard requirement for this one, or maybe I should just make my own. I'm not gonna do modded homes, but if people want to make patches I'm fine with that. It would be as simple as making a mod that has the house mod and this one as master files, and dropping the crafting marker into the desired position and tweaking the location to sit on a table edge. If the home is a buildable or has addable furniture sets, set the parent on the unique id to reference the clutter marker for construction.
latest update has minced beef, pork, and deer. Plus, a hamburger and pasties.
Oh, yeah, and to add it to a modded vanilla home you'll also want to use xEdit to copy the form from meat grinder to the new mod, then manually copy the X and Y positions from the one you placed in the house in Creation Kit, then delete the original reference so it doesn't make a second floating meat grinder in the house. Tested with Elianor Breezehome and it works.
If the meat grinder could be a placeable object (maybe even through a Campfire support addon), a player could just place it in a modded home without needing a patch! Maybe, these modscould be useful to avoid to use Campfire's scripts: Settlement Builder; Object Manipulation Overhaul; Decorator Helper. [these can all be used at once]
This is a good idea. I couldn't figure out how to get it to work in SSE without making it into a fixed furniture item with a crafting marker, but yeah, campfire does that kind of stuff. I'll work on that. I could probably just make campfire a master for it and start playing around with trying to get it mobile.
Edit: Do decorator helper and Object Manipulation Overhaul not just work to allow you to move these around to where you want them?
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Reply to this post with more food ideas.
Edit: Having issues with the alpha transparency layer on the cabbage rolls, but I modeled a Meatloaf and should have that up soon.
Goat and sheep get ground for Mexican cuisine, I believe. Ground Guar (or equivalent) and Netch are likely used for Ashland sausages and meat pies. (Morrowind lets you make an entire set of cuisine!)
Almost all meats and combinations likely have tartare preps for the Valenwood Green Pact crowd.
(For classification help, I recommend Hunterborn and especially advanced taxonomy.)
Oh, one more suggestion. Tomato sauces (including ketchup) and Meatloaf! Tinned meat for longterm storage is a thing as well, of course.
Speaking of longterm storage, I have to ask... where are the pickles? Pickling is one of the most ancient and widely applicable food preservation methods in history. It ain't all just Kosher Dills!
My brother was saying that too. Sauerkraut, pickles, corned beef, pickled herring - the sky is the limits. That could just be a pickling barrel with a crafting marker. He was also saying I should add a smokepit. Then the corned beef could become pastrami, and with some kraut, cheese, and rye bread make a nice Ruben. I refuse to make a Russian dressing though. I hate that stuff.
Edit: But definitely not tonight. I am gonna drink these 12 beers and I don't want to screw up the upload like last night. ;>)~
As for the player not being able to build one, that's great. I was referring to the enginers of the Clodovech (and Caretaker Lahar, who certainly was always an inventive sort...) as they naturally are more into the engineering of kitchenware, among other things.
I'm not gonna do modded homes, but if people want to make patches I'm fine with that. It would be as simple as making a mod that has the house mod and this one as master files, and dropping the crafting marker into the desired position and tweaking the location to sit on a table edge. If the home is a buildable or has addable furniture sets, set the parent on the unique id to reference the clutter marker for construction.
Oh, yeah, and to add it to a modded vanilla home you'll also want to use xEdit to copy the form from meat grinder to the new mod, then manually copy the X and Y positions from the one you placed in the house in Creation Kit, then delete the original reference so it doesn't make a second floating meat grinder in the house. Tested with Elianor Breezehome and it works.
Maybe, these mods could be useful to avoid to use Campfire's scripts: Settlement Builder; Object Manipulation Overhaul; Decorator Helper. [these can all be used at once]
Edit: Do decorator helper and Object Manipulation Overhaul not just work to allow you to move these around to where you want them?