Complete Crafting Overhaul Remade by kryptopyr
Skyrim » Gameplay effects and changes
Added: 14/01/2014 - 11:30PM
Updated: 27/09/2015 - 03:19PM

19,854 Endorsements

1.61 Latest version

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Uploaded by kryptopyr


Last updated at 15:19, 27 Sep 2015 Uploaded at 23:30, 14 Jan 2014

Complete Crafting Overhaul provides the most comprehensive, consistent, and fully customizable crafting experience in Skyrim. The primary intention of this mod is to correct logical inconsistencies in Skyrim's smithing system and to enhance the functionality and balance of crafting in Skyrim. This mod is also intended to help bridge the gaps between other mods and provide a framework for greater inter-mod consistency and cross-compatibility.

  • All vanilla and dlc recipes have been reworked for greater consistency.
  • Lore-friendly and designed to enhance the vanilla crafting system.
  • More functional crafting menu with customizable recipe display and decreased clutter.
  • Most features are completely optional through the configuration menu.
  • Breakdown recipes that allow weapons and armor to be smelted into ingots.
  • Adds missing recipes and items.
  • Upgrade unique leveled items. No more penalties for completing certain quests early.
  • Quest conditions allow you to craft faction gears only after you have joined that faction.
  • Adjust the speed of mining and chopping wood, and the number of ores and firewood received.
  • Ingots and other raw materials will now sort into material categories within the Smelter and Tanning Rack menus.
  • Adjust tempering and enchanting effects so that certain items receive stronger benefits than others.
  • Full support and features provided for Dawnguard, Hearthfire, and Dragonborn.
  • Bandoliers, Jaysus Swords, and JewelCraft have been fully integrated, reducing the need for additional plugins and offering new customizable options.
  • Fully compatible with Immersive Armors V7 and many other popular mods such as Book of Silence, Cloaks, Winter is Coming, and Heavy Armory...and hopefully more to come.

I want to thank the following mod authors who have generously allowed for their work to be used in this mod.
Thank you so much for permitting me to use your work and resources!

  • quixoticynic for allowing me to use his PRUFEI - Protection System.
  • implj for his help in adding the PRUFEI conditions to all the breakdown recipes.
  • Mator for his incredibly useful TES5Edit scripts.
  • Eckss for providing me with the bulk of the vanilla breakdown recipes as well as his assistance 
  • and help in developing the Integrated Compatibility feature used by this mod.
  • Happy Spike for the new jewelry items and rough gems from Jewelcraft.
  • Dragten for allowing me to incorporate the recipes from Bandoliers, Bags and Pouches.
  • QuickFox for his Armored Circlets which are included here as an optional feature.
  • Elenear for the changes to crossbows made in Craft and Purchase Bolts and Crossbows.
  • ChizFoShiz for allowing me to use his scripts from Various Player Actions to get the animations working correctly.
  • In addition, I want to thank all the authors who have allowed me to provide CCO-compatible versions of their files.

  • SkyUI and SKSE are required to access the MCM features.
  • This mod was designed to work with Weapons & Armor Fixes Remade and Clothing & Clutter Fixes.  While not technically required, it is strongly recommended that you use them or certain aspects of this mod may not function as expected. Make sure this mod loads AFTER Weapon & Armor Fixes and Clothing & Clutter Fixes.
  • When used alongside Clothing & Clutter Fixes, a Bashed Patch is required to merge edits to the leveled lists.

If you have all three DLC, then download the main file.  If you do not have all three DLC, then download the "separate files" version and delete or disable the plugins that correspond to the DLC you don't have.  If you want to install some of the supported mod options provided here, then see the bottom of this page for detailed instructions on installing these options.
To update to Version 1.6, simply download and install the new version and allow it to overwrite the existing files.

Recommended load order:
- Unofficial Patches
- Weapons & Armor Fixes Remade
- Clothing & Clutter Fixes
- Complete Crafting Overhaul Remade
- Smithing Perks Overhaul Remade (load order for SPO isn't critical)
- Complete Crafting_TrueWeaponsLvlLists.esp (this should be at the very bottom of your load order)

Before uninstalling, go to the Mod Configuration Menu and find the "Uninstall" option. After you have selected this option, wait a few seconds, then make a new save, exit the game, and deactivate or delete the mod.

Most mods that add armors, weapons, or other items to Skyrim should work fine with Complete Crafting Overhaul. Without specific built-in support, they won't benefit from many of the features contained in CCO, but neither are they likely to create serious conflicts. At the bottom of this page is a list of mods that have have CCO-supported versions. Several of these files are hosted here, under Optional files. Other mods have incorporated support for CCO directly into their files. CCO itself also includes several incorporated mod options in order to help further reduce plugin numbers and to streamline compatibility and shared features.

Any mod that changes the MineOreScript or the ResourceFurnitureScript will NOT be compatible with Complete Crafting Overhaul. The script changes will either need to be combined, or you will need to allow CCO to overwrite the scripts.

If you are using other mods that edit leveled lists, then you may need to create a Bashed Patch to merge the changes to leveled lists.  If you are using Clothng & Clutter Fixes, as recommended, you will need to create Bashed Patch to reconcile changes made to the leveled lists by both mods.

Complete Crafting Overhaul will also conflict with mods that change the game's existing recipes. In most cases, CCO should be loaded after these mods. There are a few minor conflicts between CCO and Realistic Needs & Diseases. These are so minor that I don't really feel it's worth an extra patch file to fix them. Simply load Realistic Needs & Diseases after CCO, and it will work fine.

  • Frostfall - requires a patch to reconcile changes made to the wood chopping block. A patch is located in the downloads section and has been provided courtesy of Azakiel. There is also a conflict in the way CCO applies smithing experience to the tanning rack and some of Frostfall's tent upgrade options and portable tanning racks. To resolve this issue, simply deactive the smithing experience option in CCO's menu while using these features in Frostfall.
  • Skyrim Immersive Creatures - requires a patch to reconcile changes made to the ore activators. A patch is located in the downloads section and has been provided courtesy of Azakiel.
  • Skyrim Redone - A patch for SkyRe is available here.
  • Requiem - A patch for Requiem is available here.

Additional details on CCO supported mods are available at the bottom of this page.

Recipes added by other mods will not automatically work with CCO's menu options. However, compatibility can be easily achieved by adding a few extra conditions to the crafting recipes. Full CCOR support can be achieved without creating any additional mastered files or dependencies beyond Skyrim.esm and Update.esm. A mod can be made fully compatible with CCO without hindering with its ability to be used independently of CCO.

I've created a guide explain how to add CCOR support to other mods. The guide can be found here: (you can also get to it from the Forums tab at the top of this page).



One of the primary features of Complete Crafting Overhaul is the new crafting menu features. CCO's configuration menu allows you to completely customize which recipes appear in the crafting menu.

All recipes can now be toggled in the Mod Configuration Menu. Every vanilla recipe can now be hidden from the forge menu with the click of a button. Are you playing as a ranger who has no interest in or need to craft heavy armor or two-handed melee weapons? Or maybe you're playing as a heavily armored knight and can't be bothered with light armor and jewelry? Or do you want to find the perfect weapon for your follower who specializes in archery?

Complete Crafting Overhaul allows you to easily and quickly hide the recipes that you don't need and show only those you are interested in. The idea is to make the crafting menu suit your character's needs and also drastically reduce all those items that clutter up the crafting list in a typical modded game.

In addition to being able to select specific types of armor or weapons to display or hide, you can also choose from a range of other specialized options, including:

  • Recipe Complexity. Choose whether you want recipes to be simplified to their basic ingredients or whether they should include additional ingredients like pelts or wood in order to more closely represent their in-game appearance.
  • Use specific hides or generic Fur Plate. Choose whether you want to use recipes that require specific hides or whether you would prefer to use generic Fur Plate. Specific recipes that require deer hides support using either deer or elk hides.
  • Inventory Conditions. Conditions have been added to many recipes that will prevent them from appearing unless the player already has the primary component needed for the recipe. The change is most apparent for jewelry recipes, but applies to other items as well. If you prefer to see all recipes regardless of whether or not you have the required components, then this feature can be turned off in the configuration menu.
  • Breakdown Recipes. Select this if you want to be able to smelt gear back into base materials. Credit and thanks to Eckss for providing most of these recipes. As of version 1.4, equipped items can no longer be broken down. Credit and thanks to Mator for developing the scripts that allowed me to update the recipes with these conditions.
  • Eastern-style Items. This option allows you to selectively hide eastern-style weapons and armors such as katanas, tantos, or samurai-style armors. This setting does not affect any vanilla items, but it can be used by mods to offer players the option to toggle these types of items.
  • Non-Lore Fantasy Items. This option allows you to selectively hide items that are highly fanciful in nature or items that may deviate strongly from established lore. This setting does not apply to any vanilla items, but has been provided as an option that can be used by other mods.
  • Unenchanted Versions. Some items in the game, like divine amulets and Thieves Guild and Dark Brotherhood armors are now available to craft in unenchanted forms. The faction armors are only available after you've joined the faction.
  • Artifact Replicas. This option allows you to craft unenchanted versions of unique, one-of-a-kind items. While not particularly lore friendly, I've decided to include these recipes. By default, they are turned off and you must select this option in the configuration menu before these recipes will be available. All of these recipes have either quest requirements or you must have the original item in your inventory.


  • Vanilla and DLC crafting recipes have been reworked for greater consistency. This means that some recipes have been made simpler and require fewer ingredients, while others are slightly more complex and require an extra ingredient or two. I have tried to generalize the basic recipe patterns that existed in the vanilla game and apply them more reliably across all armor and weapon types. In general, most recipes consist of the following components:

Boots = 3 primary - 1 secondary - 1 leather - 2 leather strips
Cuirass = 5 primary - 2 secondary - 2 leather - 4 leather strips
Gauntlets = 2primary - 1 secondary - 1 leather - 2 leather strips
Helmet = 3 primary - 1 secondary - 1 leather - 1 leather strip
Shield = 4 primary - 1 secondary - 2 leather strips
Dagger = 1 primary - 1 secondary - 1 leather strip
Sword = 2 primary - 1 secondary - 1 leather strip
War Axe = 2 primary - 1 secondary - 2 leather strips
Mace = 3 primary - 1 secondary - 2 leather strips
Greatsword = 3 primary - 1 secondary - 2 leather strips
Battleaxe = 3 primary - 2 secondary - 3 leather strips
Warhammer = 4 primary - 2 secondary - 3 leather strips
Bow = 3 primary - 1 secondary - 2 leather strips
Arrows x24 = 1 primary - 2 firewood - 1 leather strip

  • The relationships between raw matierals and finished products have been make more logical. Certain items feature more logical weight and value relationships between the raw materials and the finished product. This has not been fully addressed throughout the game, but most hides, leather, ores, ingots, dwemer scrap, gems, and jewelry should now be more logically consistent. Finished products will generally weigh less (due to some wasted material) and cost more (addition skill & labor = added value). I hope to extend this even further in future updates, but it may depend on whether I can find others willing to help as it's a rather daunting task.
  • Charcoal + Iron = Steel. Charcoal can be created at the smelter using firewood and other miscellaneous wood clutter.
  • Dwemer scrap and smelter recipes have been balanced more logically. Weight/value has been reworked to make sense relative to the size of the piece and the number of ingots it will produce. New recipes have also been added that allow previously un-smeltable items to be turned into ingots. You can also mix and match smaller Dwemer items when smelting them into ingots.
  • Added logical recipes variations that did not previously exist, such as creating fondue from cheese slices and being able to forge broken weapon pieces into full weapons.
  • Black or red leather items now require either black or red leather to craft. Black leather can be created at the tanning rack with leather + iron ore. Red leather requires leather + creep cluster.
  • Additional conditions have been put on some recipes to avoid certain oddities. For example, the Shellbug Helmet will no longer appear in the crafting menu from the very start of the game. Bonemold & Chitin recipes will also no longer appear automatically in the crafting menu after the player takes the Steel and Elven Smithing perks. The player must first travel to Solstheim before these recipes will appear.
  • Nordic armor now relies on Orichalcum rather than Ebony. The secondary ingot in Nordic armor has been changed from Ebony to Orichalcum, and Nordic armor can now be crafted with the Orcish Smithing perk rather than the Advanced perk. I feel that this maintains a greater consistency with the overall rank and stats of this armor/weapon type. In my opinion, even the appearance of the armor suggests more of a connection to Orichalcum than Ebony. It also didn't make much sense that you could craft armors using Ebony prior to having the Ebony perk, and moving it to Orcish also gives a bit more weight to this perk, which previously only had the single armor type associated with it (unlike many of the other perks) and maintains a bit more consistency with the light/heavy divide of the Smithing tree.
  • Quicksilver is now the secondary ingot used for Light Stalhrim and Ebony is the secondary ingot for Heavy Stalhrim. This is more consistent with other armor types. Stalhrim Light armor can now be crafted with the Glass perk rather than Ebony. Stalhrim Heavy still requires the Ebony perk. Stalhrim weapons can be crafted with either the Glass or Ebony perk and now require Quicksilver as a secondary component (to reflect both the appearance of the weapons and their lighter weight).
  • Chitin Heavy armor now requires the Advanced Smithing perk rather than the Elven perk, since it's stats are closest to Steel Plate.


  • Missing recipes for standard items. All standard (non-unique) weapons and armors that didn't have recipes should now be craftable and improvable with the appropriate perks and/or quest requirements. This includes recipes for arrows that could not previously be crafted, as well as recipes for the circlets, pickaxe, woodcutter's axe, and torches.
  • New jewelry recipes. Why was it that you could only use flawless gems for necklaces, and only regular gems for rings? Now there are recipes that will allow you to make both regular and flawless versions of rings & necklaces. Flawless gemstones, emeralds, and diamonds have been added to the VendorGems list, so there is now a chance that they will be available to purchase from merchants.
  • New Nord Hero armor. To complement the Nord Hero weapons, new Nord Hero armors have been added. Like the weapons, they require the Skyforge to craft.
  • "Earn" the ability to craft faction gear. Once you've joined and progressed through various factions, you'll be able to craft the related faction armors. This means you can only craft Imperial gear after joining the Imperial Legion; you can only craft Stormcloak gear after you've joined the Stormcloak's, etc.
  • "Learn" to craft specialty gear. Instead of quest requirements, a new method has been added by which the player can learn to craft non-joinable faction gear. Currently this includes falmer, forsworn, and ancient nord. If you have the proper perks, then you will be able to take gear that you find to the forge and break it down to learn the construction techniques that were used to craft it. Once you've broken down enough pieces (generally 3-4 items) you will gain enough knowledge to be able to replicate those styles.
  • Bulk recipes. Recipes to craft multiple items at once are included to speed up the process of smelting ore, crafting leather strips, and creating Hearthfire building materials.


  • All recipes are based around the general conventions established by the vanilla game, and have been altered only when necessary to increase the consistency among them or when a reasonable lore-friendly substitute could be made to enhance immersion (replacing leather with hide for items that have the appearance of using fur).
  • Daedric items can only be created at night (between 9pm and 5am). This is an optional feature that can be switched off in the configuration menu.
  • More ores are required to make ingots. Five ores are now needed to make an ingot, and ores weigh more and cost less relative to ingots. This was done primarily for realism and immersion. Miners are obviously not wealthy people, and mining should be a fairly labor intensive means to produce metal. You can now actually increase your profits by taking the time to smelt the ore you collect, as the resulting metal is worth significantly more than the raw ore (and weighs much less). Dwemer scrap remains the most efficient means of producing ingots.
  • Rough gemstones are acquired through mining. Take the rough gemstones to a forge to "cut" them and determine their worth (Credit and thanks to HappySpike for letting me include this feature from the excellent Jewelcraft mod).
  • It is possible to customize the percent chance of getting a gemstone when you mine (vanilla default is 10% chance). This setting will also determine the percent chance of receiving a flawless gemstone from Dragonborn geodes.
  • Black Soul Gems were removed from list of possible soul gems you can mine from Blackreach since, according to lore, black soul gems are created by necromancers, mages, etc and are not naturally occurring. The Leveled/Unleveled gem options will also apply to the soul gems mined from Geode veins in Blackreach.
  • Certain gems are now tied to specific ore types and the type/quality you receive is no longer tied to the player's level. You do have the option to revert this back to the vanilla leveled list or to choose an unleveled list but without the gem/ore association.

Gem/ore associations are as follows:

  • Iron = Amethysts, Sapphires
  • Corundum = Garnets, Rubies
  • Silver = Rubies, Sapphires, Emeralds
  • Orchialum = Garnets, Amethysts, Rubies, Sapphires
  • Gold = Garnets, Amethysts, Emeralds
  • Quicksilver = Rubies, Emeralds
  • Moonstone = Garnets, Emeralds
  • Malachite = Amethysts, Diamonds
  • Ebony = Amethysts, Diamonds

These relationships were chosen for to be fairly balanced with regard to gameplay, but they were also selected for their loose association with actual geologic/mineralogical properties. For example, diamonds and amethysts are generally associated with igneous (volcanic) rocks; therefore, they've been tied to glass and ebony deposits which are also supposedly volcanic in nature. The color of amethysts and sapphires are in part due to the presence of iron, and so they are associated with iron, and so on. Most of the associations I chose have some foundation in real-life properties, but due to game limitations, in most cases these are rather loose interpretations.

Incidentally, while making the ore and gemstone changes, I also discovered and corrected a number of ore deposits that didn't have the script properties set correctly and therefore had no chance of ever dropping gemstones.


Customize the process of obtaining raw materials. Options allow you to configure the speed and number of ores received from mining and the amount of firewood you'll get from chopping wood. You can now customize this rate to either be significantly quicker and more efficient or else make mining take longer for increased realism and role-playing. USKP fixes to the mineorescript are included.
There are several presets included to assist with various mining preferences, but you can also choose to customize the settings.
Here is how to determine which values to use:

  • Total number of ores acquired before depleting the vein = Ores per drop X Drops per Vein
  • Total number of animated strikes that it will take to fully deplete the vein = Animations per drop X Drops per Vein X 3
  • Total number of attack strikes that it will take to fully deplete the vein = Attack Strikes per drop X Drops per vein

For players wanting to get the maximum number of ores per vein: You can get 100 ores from each vein by setting Animations per drop to 1, Ores per drop to 1, and Drops per vein to 100.You can get 1000 ores from each vein by setting Animations per drop to 1, Ore per drop to 10, and Drops per vein to 100.

To maintain consistency with vanilla, Stalhrim will still require twice as many hits as a regular ore vein. Please keep this in mind if you decide to slow mining down by requiring more strikes.

Wood chopping has similar customizable options as those described for mining. You can choose the number of firewood pieces received per chop, as well as the maximum amount received before you need to re-activate the chopping block.

You can also choose whether you wish to receive smithing experience from mining and the amount of experience earned.


  • Upgrade Leveled Items. You'll no longer get stuck with inferior versions of leveled items just because you completed a quest early. There in an option in the configuration menu that, when selected, will upgrade all of the unique leveled-items in the player's inventory. Options are also provided that allow this feature to be given to the player as a castable spell, or to have the upgrade run automatically whenever the player levels. The automatic option will not run if the player is in combat when they level. This is because items will lose any smithing improvements made to them, which might be slightly inconvenient in the midst of a battle. More about this feature can be found here.
  • Rename materials. Certain materials can be renamed to retain consistency with previous Elder Scrolls games or to provide for slightly more geologically-sound naming conventions. Corundum can be renamed to Copper; Quicksilver to Mithril; and Malachite to either Glass or Moldavite. These are all completely optional; you can choose to rename any, all, or none of them.
  • Matching Set circlets. These are armored circlets which correspond to different armor sets and will fulfill the matching set perk requirements when worn with other armor pieces from the set. They have identical stats as related helmet and are mean to provide an alternative for players who prefer seeing their character's face. However, where I really like the idea of the armored circlets, is when used with mods like Frostfall, where you might want the exposure protection of a hood without having to sacrifice the armor protection provided by a helmet. Winter Is Coming adds wonderful hooded versions of steel and leather helmets, but what about the other sets? With the matching set circlets you can, in essence, create your own hooded helmets. Of course, these recipes are completely optional, so whether you want to use them or not is entirely up to you. Credit goes to QuickFox for his Armored Circlets mod, which was the inspiration for this feature.


While Complete Crafting Overhaul should not directly conflict with most mods that add new weapons and armor, the various menu options provided by CCO also won't affect recipes added by other mods unless they have included CCO support.

CCO-supported versions of several mods are available in the optional file section. Immersive Armors V7 also fully supports CCO functions and MCM options. In addition, CCO has directly incorporated support for several other popular mods, including Jaysus Swords, Bandoliers, and Jewelcraft.

Except where noted you MUST install the mods from their original pages before enabling them in CCO.

Please support the hard work and generosity of these mod authors by remembering to endorse their mods!


These are entirely optional, but have been included for your convenience. The meshes and textures from Jaysus Swords and Bandoliers must be downloaded from the original mod pages before enabling these options in CCO.

Bandoliers - Bags and Pouches by Dragten
FEATURES: All recipes for the bandoliers, bags and pouches from are included in CCO, as well as options that will distribute the items to NPCs. Additional settings also allow you to customize the strength of the carry weight enchantment on these items, whether to craft them at the forge or the tanning rack, and how frequently they show up on NPCs. Stats for the items have also been adjusted for balance and consistency. Full changelog can be found here here.
INSTALLATION: First, install the original mod and, optionally, the Dawnguard add-on before enabling this option in CCO's configuration menu. The original mod has to be installed for the textures and meshes, but all main and additional esp's from Bandoliers must be DISABLED. If you're using "Bandoliers for NPCs" disable it as well; it's no longer necessary. In CCO's mod menu, enable the Bandoliers option.

JaySuS Swords by Jaysus
FEATURES: Recipes for crafting the weapons added by Jaysus Swords have also been incorporated directly into CCO. All stats, perk requirements, and recipes have been rebalanced with regard to the values I've used in Weapons & Armor Fixes and Complete Crafting Overhaul and are also fully compatible with Smithing Perks Overhaul. You can choose to have both crafting and distribution for these items, or you can choose to have only crafting recipes with no world distribution or vise versa. Distribution of these weapons has also been completely reworked for better balance.
INSTALLATION: First, download "JaySuS Swords V13C" and the "V13D Update" from the original mod page. If you are NOT using Mod Organizer, then you will need to unpack the .bsa file in order to access the mesh and texture assets (follow these directions provided by Sharlikran). Once you have unpacked and installed the meshes and textures, make sure you DISABLE any .esp and .esm files that come with the main mod, including the distribution plugin. In CCO's mod menu, enable Jaysus Swords. If you are using Mod Organizer, then installation is much simpler. After downloading the V13C and V13D files, simply activate the mods then either delete or disable the .esp and .esm files. Leave only the .bsa file (under the Archives tab) activated. In CCO's mod menu, enable Jaysus Swords.

JewelCraft by Happy Spike
FEATURES: Additional jewelry recipes from Happy Spike's JewelCraft mod are also included. These recipes greatly expand the jewelry combinations available. Both crafting and distribution options are available.
INSTALLATION: Simply activate the mod in the CCO mod options. You do not need to install the original mod. CCO already includes all of the meshes and textures, so you do not need to download the original mod.


Several of these CCO-supported versions are provided in the download section here; others are available on their respective mod pages. The files I've provided here are not patches and will replace the original file(s). In all cases, you must install the original mod first, as none of the textures or meshes have been provided here.

Cloaks of Skyrim by Noodles
FEATURES: A CCO supported version of Cloaks of Skyrim is being hosted here under Optional downloads. It includes full support for CCO's menu options. It also makes changes so that all cloaks will sort under the Clothing category in the crafting menu. CCO automatically disables the Tailoring book requirement since it's redundant when used with CCO; however, this option is still available under CCO's configuration menu if you prefer.
INSTALLATION: (the following directions are for CCO version 1.61 and lower; if using version 1.7, then follow these directions instead) First, install Cloaks of Skyrim, selecting whichever file option you wish to use. After it is installed, replace the original .esp file with the matching .esp provided here in the optional files section. ACTIVATE the .esp file.

Heavy Armory - New Weapons by PrivateEye
Thanks and credit to Kelinalo for providing this CCO supported version of PrivateEye's Heavy Armory.
FEATURES: Includes full support for CCO's crafting menu options, breakdown recipes for items, and keywords for compatibility with Weapons & Armor Fixes and Smithing Perks Overhaul. There is also an optional file included with the download that provides support for Weapons & Armor Fixes' True Orcish and Daedric Weapons.
INSTALLATION: First, install Heavy Armory Dragonborn version, along with the Dawnguard add-on. DISABLE the PrvtI_HeavyArmory_DG_Addon.esp. Then replace the main PrvtI_HeavyArmory.esp with the esp file provided here in the optional files section. ACTIVATE the new PrvtI_HeavyArmory.esp file.

Winter Is Coming - Cloaks by Nivea
FEATURES: A CCO supported version of Winter Is Coming is being hosted here under Optional files. Stats and recipes have been reworked to maintain consistency with CCO's ratios and recipe formulas (generally speaking the hoods and cloaks are less expensive). Inventory conditions have been added to reduce menu clutter, and all recipes can be toggled using CCO's menu options. CCO automatically disables the Fur Crafting Kit requirement since it's redundant when used with CCO; however, it is still available as an option if you prefer. This file is also fully compatible and consistent with the changes from Weapons & Armor Fixes.
INSTALLATION: (the following directions are for CCO version 1.61 and lower; if using version 1.7, then follow these directions instead) First, install Winter Is Coming, selecting whichever file option you wish to use. After it is installed, replace the original .esp file with the matching .esp provided here in the optional files section. ACTIVATE the .esp file.  If you are also using Cloaks of Skyrim, then load Winter is Coming AFTER Cloaks of Skyrim and use the patch file included in the download provided here.

aMidianBorn Book of Silence by CaBaL and the AMB team
The aMidianBorn Book of Silence Content Addon includes built in support for many of CCO's features. This file provides support for most of CaBaL's great texture variants. All recipes are fully compatible with CCO's crafting menu options and include optional breakdown recipes. Additional options provided in the CCO configuration menu allow the player to choose racial crafting restrictions, and to select special bonuses that apply when wearing silver or gold ebony armor.

Immersive Armors by hothtrooper44 and Eckss
Immersive Armors, version 7, includes full support for Complete Crafting Overhaul's features. Simply install the mod as normal from it's mod page. Many of the options provided in CCO will work alongside, and in addition to, those provided by Immersive Armors. For example, you can choose to toggle the display of all crafting recipes added by Immersive Armors through the CCO menu. This will preserve any of your custom settings from the IA menu, and allows you to quickly reveal or hide all of these recipes at once without having to re-select individual sets from the IA configuration menu. Complete Crafting Overhaul and Immersive Armors also use the same Fur Plate item for generic fur and hide recipes. You won't get duplicate recipes when you have both mods installed.

Lore Weapon Expansion by InsanitySorrow and Elvarheim
The latest update to Lore Weapon Expansion includes support for CCO menu options. Future versions will most likely have built in support.

Nightingale Weapons Retexture by FrankFamily
A CCO supported version of Nightingale Weapons Retexture is now available on that mod's page.