Mods / Butchering - Medieval Expansion Patch REVISITED (Outdated!)

Tags: #Creatures #Food
Author: ElusiveEnigma
Side: Both
Created: Feb 1st at 7:06 AM
Last modified: Jun 15th at 7:26 AM
Downloads: 4131
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Latest release (for Vintage Story 1.20.9 - 1.20.11, outdated):
butchering_cowstyle 1.0.2.zip  1-click install


 

CaptainOats has provided a means to add any creature as a butchable item as of May 31, 2025. The system used follow the up-to-date norms and will have continued support through the Butchering Compat Patch and the official mod. I suggest the Butchering Compat Patch, which gets regular updates and is in-line with coding norms, for your modding needs. While this does mean creatures return to a generic state, it is far more stable. Thank you everyone who enjoyed this mod while it was still in need; I will be discontinuing versions for this mod patch.

 

 

 

Please note: This will ONLY work with the combination of this mod and Medieval expansion patch due to the way it calls the ModID's. You must ADD THIS MOD (1.0.1+ version) in addition to the Butchering mod. It will retain full functionality plus the extra features. When Medieval Expansion gets updated, I will release an updated version to bring it in line again.

This mod combines the mechanics of Butchering and the Aurochs (which don't crash your game on 1.20!) of Medieval expansion patch 1.01 to re-enable Aurochs processing. They now can be picked up, hanged, skinned, and table butchered with their model! Even after the update of Medieval Expansion, you may find this useful.

 

Previously, Butchering had compatibility for the Aurochs by default BUT it used a generic model instead of the Aurochs model. It also loses that ability while Medieval Expansion awaits update to 1.20.x. This was due to the mod creator creating a catch-all system in order to add compatibility to other mod creatures with rapid efficiency at the slight cost of visuals. Luckily, Phoenicius created a compatibility mod back in the day before official support was started. In so doing he also did much of the leg work (lol) with the models. Current implementation is a clean-up of code to allow use on the 1.20.x builds only.

The aurochs baby currently does not have a distinct model past initial death; it uses the generic model from the official support of the Butchering mod. Why are you killing baby cows anyway?!

 

To Do:

There is some Z-fighting of the textures on the aurochs bull when it is in its hanging state at the front right quarter. If anyone else witnesses this, please drop a note in the comments.

Finish modeling the baby aurochs. But why tho. 😢

This mod is messsy in the sense that it should be an isolated patch of files rather than including the full set. I need to separate the .json's that deal specifically with the Aurochs to minimize overlap. -done! 

Contacting CaptainOats to intake the changes to be part of the official mod. -working on it

 

REQUIRED

Medieval Expansion Patch

Butchering

 

Credit to:

CaptainOats and G3rste for Butchering

Phoenicius for the adjusted model work

Elocrypt for the Medieval Expansion Patch

Rhonen for Medieval Expansion

 

Feel free to call-out any issues you run into on this mod page.

 

Shout out to propaneko as well for the Butchering Compat Patch for a similar mod. Feel free to use theirs as it will also allow you to do the Auroch butchering process; the only difference is this mod uses Auroch model instead of the generic. :)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 butcheringaurochspatch
1.20.9 - 1.20.11
3098 Feb 22nd at 11:30 PM butchering_cowstyle 1.0.2.zip 1-click install

-Removed extraneous coding

-Flagged mod as asset only

-Still an ADDITIVE mod

1.0.1 butcheringaurochspatch 958 Feb 1st at 10:54 PM butchering_cowstyle 1.0.1.zip 1-click install

This is the ADDITIVE mod! You can just add this WITH the official Butchering mod.


11 Comments (oldest first | newest first)

💬 ElusiveEnigma , Jul 7th at 7:58 PM

Hi, all. Please see the new announcement at the top of the description page.

 

I recognize the gears of Vintage Story and its modding community are moving faster than I am able to keep up with them! The manner at which Butchering's code utilizes creatures is evolving and mine is a bit out-dated. Seems 1.20.12 and further has finally struck the point of overwhelming it. This does mean that your Aurochs will return to a generic state, like the giant hindquarter, but the stability offered by the new system changes will ensure you have a continued good time with the Butchering system!

💬 Darkstarr, Jul 3rd at 8:06 PM

I'm using 1.20.12. I've fiddled around and added other butchering mods and gotten it to work. Unfortunately I've had to shut THIS mod off in order to get it working.

 

To be clear, with your mod, I can hang the Auroch, see it on the hook and the animation plays but nothing happens. With other mod combinations, when I hang an Auroch, it becomes a giant hindquarter instead of a full cow, but it can still be skinned and harvested. 

Let me know if you need more info

 

💬 ElusiveEnigma , Jul 3rd at 3:33 PM

Darkstarr and ShrimFryRry What version of Vintage Story are y'all playing on? Trying to see if this is an existing issue or a new one from a 1.21-pre issue. Thank you for reporting! Once we narrow this down, I will see what we can do!

 

Please be aware 1.21-pre has a few changes to the animal system including, but not limited to, the animal harvesting sytem. I would not be surprised at all if this affected the way Butchering works. If you are on the 1.21-pre build, it is highly likely the issues below will present themselves.

💬 Darkstarr, Jul 2nd at 8:15 PM

I am also having issues skinning. They can be carried and hung on hooks, but skinning doesnt seem to work and therefore the Aurochs cant be butchered. Any idea is something needs to be changed in the config for this to work?

💬 ShrimFryRry, Jun 28th at 11:23 AM

I can pick up the cows, but the skinning animation when they're on the hook just loops forever.  :(
I also see a big white pixel on the cow when it's hanging. 

💬 ElusiveEnigma , May 12th at 5:18 AM

Sweet, first time modder! Good luck, Asmodeusnim! If you have any questions, check out the Vintage Story Discord. You will find many helpful folks on there happy to assist.

 

If you have not already located the configs, you will find them in (drive letter):\Users\(your username)\AppData\Roaming\VintagestoryData\ModConfig. Medieval Expansion actually has four configs, so you will need to peruse each one.

 

I suggest NotePad++ to edit JSON files to help keep them readable.

💬 Asmodeusnim, May 12th at 1:22 AM

ElusiveEnigma Apologies for any confusion with how my question was worded, I'm also realizing this might have been better asked on the Medieval Expansion Patch modpage or forum instead. But you've hit the nail on the head and I'll give that a try (I'm new to modding, but I can figure out how to edit the config file). Thank you so much for the quick response and answer!

💬 ElusiveEnigma , May 11th at 11:28 PM

Not sure I understand your question, Asmodeusnim.

 

If this is the mod you are referencing: Medieval Expansion 1.20 Patch + Waterwheel rebalance - Cows Then that mod removes the Aurochs entirely. You will not need this mod at all if the Aurochs are removed. My mod here only adds the ability for the Aurochs from Medieval Expansion patch to work properly with the Butchering mod. I touch no other systems in the Medieval Expansion mod.

 

By the way, you can use the Elocrypt's Medieval Expansion mod with the enhanced waterwheel functionality without downloading the "Waterwheel reblance." Just edit the config files he built into it. The ability to remove/reduce waterwheel damage and increase effective usability is there in the config file.

 

EDIT: I think I got you now. The Medieval Expansion 1.20 patch by Elocrypt is the default numbers from the original mod creator back in the day. It is the same waterwheel and same effectiveness as the original mod, but again, just use the config files to edit the values of the waterwheel you want it to be.

💬 Asmodeusnim, May 11th at 10:11 PM

Question, is the waterwheel functionality in the required/linked Medieval Expansion Patch the same as in the Medieval Expansion 1.20 Patch + Waterwheel rebalance - cows mod? We're using the waterwheel rebalance-cows mod version in our server with the Butchering mod for other animal processing and really like the waterwheels functionality. We do want to have aurochs (non-generic model) and have them Butchering mod friendly, but not at the cost of the waterwheel rebalancing. 

💬 aWhatsit, Feb 24th at 1:52 AM

Much love. TY for this!

💬 ElusiveEnigma , Feb 13th at 11:48 PM

Not sure if I have to do anything to open comments for all of you in case you need it. Be sure to leave me any notes if you run into any issues here.

 (edit comment delete)
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