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If you feel that you are missing recipes that you should have, try turning off the 'Inventory Conditions' option. This will allow you to see what ingredients are required for certain recipes. I've also rewritten the in-game books "Light Armor Forging" and "Heavy Armor Forging" to provide some additional details and helpful information on smithing. This provides an immersive way to learn about certain recipe requirements.
I've tried to provide a fairly detailed description and change log. Please don't ask questions that have already been addressed in the description.
Please understand that the CCO supported mod files are NOT required. You can use CCO without any of these files. The only reason I've provided the supported versions is to extend the functionality of CCO's menu options to a few of the more popular mods and to demonstrate the flexibility of this system. This makes CCO's options even more useful, but it isn't necessary.
Most mods will NOT conflict with CCO or will have only minor, non-critical conflicts. Only if a mod makes extensive changes to the vanilla recipes or changes mining or wood chopping will it cause any serious conflict with CCO. The two patch files for Frostfall and Skyrim Immersive Creatures resolve issues between those mods and CCO's mining/wood chopping scripts. These are the only patch files that actually resolve any mod conflicts. The other files are provided purely for the sake of greater consistency.
Please direct questions about using CCO with SkyRe or Requiem to the sites above. The authors of those patches will have a much better idea of what sort of conflicts exist between the two mods, what their patches do, and how best to resolve any remaining issues.
A guide to adding CCO support to other mods is available here. A script to quickly automate most of the compatibility process can be found here
Thanks for the suggestion! I'll have a look at Arrowsmith, but while this mod is past due for a final update, it's unlikely to include much in the way of new content.
Some of them weren't enchanted in the original mod, and it's possible kryptopyr may have removed some others, but some of them are definitely enchanted: Cape of the Red Eagle, Greybeard Mantle, Nyartuk's Mantle, Shroud of the Grey Fox, The Fall of Winterhold, and Vaemina's Devotion.
The Fall of Winterhold, Shroud of the Grey Fox, they are not exactly enchanted, there is nothing in the active effects, only: "removing all active effects on the player".
So I installed this mod just now and I like what I'm seeing thus far (so much less clutter in menus) but I run into an oddity. Namely I have Cloaks of Skyrim installed and I applied the CCO compatible version... and found out that I can't enchant cloaks with anything other than <element> Resist. And since I'm 100% positive that wasn't the case before I'm assuming CCO changed something about enchant availability for cloaks which brings up a question - can this be toggled somewhere in mod's configuration or not really?
It's been 10 years since this post and sorry but I have to necro this. Anyway to change this? There are countless cloaks added by CoS and now every single freaking one is hard locked into only "Resist fire/frost/shock/magic". That's it. Can't put any other cool enchantments on them like health/magicka recharge rate, etc. The unique cloaks from CoS have also been changed. Their original enchantments have been replaced with weaker versions. In one case(On Warm Sands cloak) the enchantment was totally removed. Why do this and not give people an option? Mod author preference should not be forced onto the community. If there is an option in the MCM menu please let us know. That would be very nice and helpful
Yes, but you can only choose between 5:1, 3:1 or perk based. I wish there was a way to use everything this mod offers, without the ore to ingot ratio changing.
I would keep using this forever because it's great how even mining can level up smithing, which should've been in the base game. But I can't because I HATE what you did with smelting. Why on Earth you thought the vanilla ore to ingot ratio was bad or unrealistic will forever be a mystery to me.
There's not even an option to leave it the ratio as 1:1, when nearly every single other thing this mod changes has that option. Now, 50 iron ore only makes 10 ingots. The other option of 3:1 is a bit better, but still, you're getting 20 fewer ingots from the same amount of ore. The third option just combines the other two options.
Plus, my Faster Mining Mod doesn't work in conjunction with this one. And that's a must-have for me. You just hit the vein one time and it's empty. So simple. I like that with this mod you can customize how much ore you get from veins, but it comes at the cost of requiring you to hit the vein 9 times.
I want to use your SPO and WAF, but I don't want to use this because of the daft Breakdown recipes for Dwemer items and so on. A Gyro AND Scrap metal to make ONE ingot?
I already have my own Sensible Item Breakdown mod which changes the weight and values of scrap etc to make more sense, while highly crafted items cannot be smelted at all as they are used by my Alchemy mod to be ground down into alchemy reagents. Things like Dwemer Gyro and Dwemer Centurion Core, for example. I think this is why I downloaded it many years ago but never used it.
Is there any way to use WAF and SPO Remade without using CCO?
Just wanted to thank Kryptopyr for all these mods because without them I wouldn't even finish Skyrim. Weapon fixes, Clothing fixes and Complete Crafting Overhaul are an absolute must-have for this game. Timing is everything and The choice is yours is also needed to create proper delays between noteworthy events.
I installed CCO in the middle of my playthrough after finishing the Thieves Guild questline because I was disappointed that I couldn't get unenchanted Guild Master and Nightingale armors to enchant myself so I looked for this mod, installed it and it worked great.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Well, I ran into an issue where I can't actually enchant Guild Master's gloves. Just the gloves, everything else works and its so odd. - I opened the mod with TES5Edit (have 0 experience with this btw) and looked for the guild master items. I found a keyword on the gloves "MagicDisallowEnchanting" but not on the other armor pieces so I guess this is the issue causing it. Going to update the comment after I remove this and try it in-game. - Yep, that keyword was the issue. You can fix this and any other items with this issue (if there are any) the same way. TES5Edit was surprisingly easy to use considering I just turned it on for the first time.
So, I have the required files from Cloaks of Skyrim and cloaks are showing up on NPCs as they should. But none of the unique cloaks are appearing where they should be spawning. The items are still in the game, as I've been able to spawn them in when I come upon a location one should be. But they just aren't there.
Hmmm. It's odd that it isn't working, but you could also try turning on cloak distribution, backing out of the MCM, going back in and turn it off, then backing out again, and finally going back in one more time and turning it on.
5095 comments
To find out what I'm currently working on click here.
Please search comments first. There's a good chance that someone else has already asked the same question. To search comments, click on "View Forum Thread" (located on right, just above the comments page), then type relevant keywords in the search bar.
If you feel that you are missing recipes that you should have, try turning off the 'Inventory Conditions' option. This will allow you to see what ingredients are required for certain recipes. I've also rewritten the in-game books "Light Armor Forging" and "Heavy Armor Forging" to provide some additional details and helpful information on smithing. This provides an immersive way to learn about certain recipe requirements.
I've tried to provide a fairly detailed description and change log. Please don't ask questions that have already been addressed in the description.
Most mods will NOT conflict with CCO or will have only minor, non-critical conflicts. Only if a mod makes extensive changes to the vanilla recipes or changes mining or wood chopping will it cause any serious conflict with CCO. The two patch files for Frostfall and Skyrim Immersive Creatures resolve issues between those mods and CCO's mining/wood chopping scripts. These are the only patch files that actually resolve any mod conflicts. The other files are provided purely for the sake of greater consistency.
A patch for SkyRe is available here.
A patch for Requiem is available here.
Please direct questions about using CCO with SkyRe or Requiem to the sites above. The authors of those patches will have a much better idea of what sort of conflicts exist between the two mods, what their patches do, and how best to resolve any remaining issues.
A guide to adding CCO support to other mods is available here.
A script to quickly automate most of the compatibility process can be found here
Yeah, that's another reason I never used this mod.
Plus, I have my own Alchemy mod already.
2. Complete Alchemy and Cooking Overhaul is for Alchemy
3. If you do not like it make your own.
There's not even an option to leave it the ratio as 1:1, when nearly every single other thing this mod changes has that option. Now, 50 iron ore only makes 10 ingots. The other option of 3:1 is a bit better, but still, you're getting 20 fewer ingots from the same amount of ore. The third option just combines the other two options.
Plus, my Faster Mining Mod doesn't work in conjunction with this one. And that's a must-have for me. You just hit the vein one time and it's empty. So simple. I like that with this mod you can customize how much ore you get from veins, but it comes at the cost of requiring you to hit the vein 9 times.
I already have my own Sensible Item Breakdown mod which changes the weight and values of scrap etc to make more sense, while highly crafted items cannot be smelted at all as they are used by my Alchemy mod to be ground down into alchemy reagents. Things like Dwemer Gyro and Dwemer Centurion Core, for example. I think this is why I downloaded it many years ago but never used it.
Is there any way to use WAF and SPO Remade without using CCO?
Cheers!
I installed CCO in the middle of my playthrough after finishing the Thieves Guild questline because I was disappointed that I couldn't get unenchanted Guild Master and Nightingale armors to enchant myself so I looked for this mod, installed it and it worked great.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- Well, I ran into an issue where I can't actually enchant Guild Master's gloves. Just the gloves, everything else works and its so odd.
- I opened the mod with TES5Edit (have 0 experience with this btw) and looked for the guild master items. I found a keyword on the gloves "MagicDisallowEnchanting" but not on the other armor pieces so I guess this is the issue causing it. Going to update the comment after I remove this and try it in-game.
- Yep, that keyword was the issue. You can fix this and any other items with this issue (if there are any) the same way. TES5Edit was surprisingly easy to use considering I just turned it on for the first time.
I think that issue is already on our list of things to backport from the SE version, but if not I'll make sure it gets added.
prid XX2637C2
enable
Compiled script not saved. :-)
A few minutes later, it worked!