Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Also, since I know you're just dying to ask: No, this mod is not compatible with Apothecary - Food and Drink Addon.
I separated the added cooking pots and baking ovens into their own ESL'd plugin so users with heavily edited interiors can skip the added tables if desired. FormIDs remain consistent so any patches should still work, just edit the Master file the patch is looking for to GourmetTables.
Appreciate your entire suite of mods, and your responses. For some reason and with most of the suite installed, Starfrost included, survival needs worked fine apart from hunger which was decaying at an extremely slow rate (like, waiting two whole in game days for my character to even to begin to feel hungry). I saw a comment from a while ago saying that disabling the Gourmet Survival Patch actually helped and decided to try it out - surprisingly, all of Starfrosts feature are now working as intended, including need decay. I installed the suite pretty early on in a new modlist and was testing regularly in between, and the only other mods alongside it and its requirements at the time were patches, bug fixes, and ui adjacent. Is it possible the Gourmet Survival Patch is outdated? For reference, the only two mods of your suite I don't use are Pilgrim and Blade & Blunt (I know this mod lists Blade & Blunt as a soft requirement but can use its features without it, is that not possible when only using Gourmet, Journeyman and Candlehearth along side it?)
Taking a cabbage (not grabbing) from the world causes CTD. From containers no problem. Should I open a bug report with the corresponding crash log? It's consistent and it's obviously not this mod's fault, must be a conflict. Just that the log calls for it first. I'll keep looking on my own in the meantime.
EDIT: So yes, it was stupidly specific. It was Help the Warrens and apparently has some conflict with certain cells such as Understone Keep. Reverting to a previous save without the mod and spawning, eating or taking 1000 cabbages made no problem.
Does anyone know if there is a way to add recipes to the mod, if other mods make new ingredients/meals available? I just installed the wonderful Medieval Norwegian Food Additions, but I am unable to prepare any of the new foods or use the new ingredients it adds.
Missing Masters, any help? Can't find anything in Gourmet Patchyes nor here nor in JK's Patches. Will the game work just fine with this error?
JKs Silver-Blood Inn - Gourmet Tables patch.esp depends on GourmetTables.esp JKs Silver-Blood Inn - Gourmet Tables patch.esp depends on GourmetTables.esp
I've purchased a number of cookbooks and made sure I've read them and I've made sure I have the ingredients to make most of the food, but when I use the cooking pot I find that I'm still only able to make the basic salt+meat food, and I don't have any of the other cooking overhaul modules installed, what's the reason for this?
I'm encountering the same problem: recipes bought and read, ingredients in inventory but food options not available when using a cooking pot. I'm also using the Campfire mod
I've encountered the same problem, seemingly independent of the campfire mod.
Try deactivating your Bashed Patch and checking again. Turns out my Bashed Patch was overwriting the process that added recipes to the cooking pots. Don't ask me how.
Currently attempting to add patches for custom food items by Skinwalker21 that aren't covered by anyone yet. I've run into several question marks, so...
What does "MAG_FoodCorrectorEffect" do? I see Gourmet adds it do several ingestibles. :)
I'm assuming the "MAG_RecipePerkTomatoSoup" (and similar) conditions help to reveal the recipe in the cooking pot menu only if and when you've bought the recipe item from a vendor. Is it possible to add these for new items in xEdit? Right now the recipes are just available to create right from the start of the game. Not a huge problem, but it would be nice to have it in line with the rest. I'm afraid I'll have to then add these to some list or other, no?
Loving the mod! But I noticed on CC Survival I was surprised to see things like grilled leaks give 220 hunger, does anyone have a patch that makes the food closer to the vanilla survival food values? Just kind of made survival food less important now if tons of bread and etc all give 220 hunger values.
EDIT: I was able to use SSEedit to edit the values of those, just felt like certain things like grilled leeks seemed too high when it's just leeks as the ingredient.
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Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Also, since I know you're just dying to ask: No, this mod is not compatible with Apothecary - Food and Drink Addon.
For reference, the only two mods of your suite I don't use are Pilgrim and Blade & Blunt (I know this mod lists Blade & Blunt as a soft requirement but can use its features without it, is that not possible when only using Gourmet, Journeyman and Candlehearth along side it?)
Like how there was a "Food Duration Tweak" in Apothecary - Food and Drink Add-on.
Thank you for your time.
Spoiler: Show Taking a cabbage (not grabbing) from the world causes CTD. From containers no problem. Should I open a bug report with the corresponding
crash log? It's consistent and it's obviously not this mod's fault,
must be a conflict. Just that the log calls for it first. I'll keep
looking on my own in the meantime.
EDIT: So yes, it was stupidly specific. It was Help the Warrens and apparently has some conflict with certain cells such as Understone Keep. Reverting to a previous save without the mod and spawning, eating or taking 1000 cabbages made no problem.
Does anyone know if there is a way to add recipes to the mod, if other mods make new ingredients/meals available? I just installed the wonderful Medieval Norwegian Food Additions, but I am unable to prepare any of the new foods or use the new ingredients it adds.
Thank you!
JKs Silver-Blood Inn - Gourmet Tables patch.esp depends on GourmetTables.esp
JKs Silver-Blood Inn - Gourmet Tables patch.esp depends on GourmetTables.esp
Try deactivating your Bashed Patch and checking again.
Turns out my Bashed Patch was overwriting the process that added recipes to the cooking pots. Don't ask me how.
What does "MAG_FoodCorrectorEffect" do?
I see Gourmet adds it do several ingestibles. :)
I'm assuming the "MAG_RecipePerkTomatoSoup" (and similar) conditions help to reveal the recipe in the cooking pot menu only if and when you've bought the recipe item from a vendor. Is it possible to add these for new items in xEdit?
Right now the recipes are just available to create right from the start of the game. Not a huge problem, but it would be nice to have it in line with the rest. I'm afraid I'll have to then add these to some list or other, no?
EDIT: I was able to use SSEedit to edit the values of those, just felt like certain things like grilled leeks seemed too high when it's just leeks as the ingredient.
edit: anyway I can ask for a patch?