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This page was last updated on 12 January 2023, 9:23AM
- Changelogs
-
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Version 2.1.1
- Reuploaded by Nexus Mods staff to fix an issue with the 2.1 file.
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Version 2.1
- Incorporated meshes from Lepidoptera of Skyrim (credit and thanks to Impulseman45).
- Duplicated CCF_BugsInJarsList in CACO to resolve conflict with WACCF over LootCitizenChildToysList [LVLI:001046E7] and LootCitizenChildToysList75 [LVLI:001046E9].
- Renamed LastSeedEnableKeywordSpoil to EnableKeywordSpoil_CACO.
- Updated "Beeswax and Honey" recipe to produce an additional Beeswax (2 total).
- Fixed issue where the harvest quantities for the 01 and 02 Mountain Flowers (all colors) were swapped.
- Fixed text error in RecipeRestoreHealth1 "Restore Health Potion Recipe" [BOOK:000F5CAC].
- Fixed issue where using the MCM option to learn all ingredient effects wasn't teaching the effects from Large Antlers.
- Added missing VendorItemAnimalPart keyword to Sabre Cat Eye.
- Fixed issue where shock bombs/grenades weren't disabling automatons.
- Fixed issue where Monkshood Root Pulp: Slow Effect had incorrect/unusual Magnitude.
- Fixed issue where portioning of Emberbrand Wine returned Firebrand Wine.
- Fixed issue where the Protect Soul effect from CACO's Soul Husks ingredient was instantly expiring.
- Fixed issue with Jug of Fresh Milk model which was causing black and grey banding.
- Fixed mislabeling on some of the Sack of Flour portions.
- Fixed issue where CACO_FoodMeatSheepRaw was producing Cooked Sabre Cat Steak.
- Fixed issue with xCACOGrenadeMaintenanceScript not properly checking if the player was a werewolf/vampire lord on game reload.
- Fixed issue where the Ebony Mail poison cloak would stop working if the player was a vampire.
- Fixed issue where Disease Resistance duration from shrines didn't line up with other Blessing effects and didn't display in the Effects list.
- Assigned appropriate Pick Up/Put Down sounds to DLC2 alcoholic beverages.
- Corrected Sugar entry count in LItemMiscVendorMiscItems75 [LVLI:0009AF0A] from "0" to "1".
- Corrected file name "ironwood_n.dds" to "ironwood01_n.dds".
- Flipped normals on Red Cracker Butterfly and White Witch Moth inventory models for consistency with the other lepidoptera.
- Fixed issue where dropped salmon would remain stuck floating in the air.
- Fixed missing ownership data on some foodstuffs added to stalls in Whiterun and Windhelm.
- Reduced the size of the eggs in chicken nests.
- Fixed missing Beeswax and Honey crafting token inventory model.
- Added CCOR crafting conditions to appropriate recipes.
- Fixed issue where chicken nests would appear transparent when there were shadows behind them.
- Fixed Pumpkin plant collision.
- Updated the Honey model so it no longer appears huge in the inventory.
- Packed loose assets into a BSA.
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Version 2.0
- NEW CHANGES & FEATURES:
Added scripts to all the alchemy recipes that will teach the player the relevant effects when the recipe is read.
Added a lot of new alchemy notes and recipes. Thank you to Teabag86 and Rusey for their work in creating most of these.
Hearthfire Churns will now act like a crafting station, allowing you to turn cream into butter. Other modders are welcome to make use of this crafting station by using the associated injected keyword.
Cows can now be activated to harvest milk. This can be done once every 24 hrs. MCM options allow this feature to apply to just player-owned cows or apply to all cows.
Catching salmon will now give you a whole salmon, which can be eaten from your inventory or portioned into fillets at a cook pot.
Salmon with spawning colors (Salmon02) have a 50% chance to drop Salmon Roe when the whole fish is either consumed or portioned into fillets. This applies to both the jumping waterfall versions and the regular swimming versions.
Added Mutton and Pork as new meat types along with some basic recipes.
Added Cured Meat (included Cured Pork and Boar) to LItemBarrelFoodRawMeatSame. Reworked this list so that it's weighted in favor of producing one of the cured meats.
Created a list of Solstheim-specific foods and changed DLC2DarkElfUrn01Food containers to use this list instead of the generic Skyrim food list.
Modified the food leveled list used by TreaKnapsack to have more snack/traveler foods (apples, carrots, bread, or jerky) rather than just the standard list of raw crop ingredients.
Modified the leveled lists used by the food sacks and barrels, so that the smaller sacks contain dry goods like flour, salt, and sugar, while the larger burlap sacks contain crop foods (potatoes, onions, etc.). There is also a chance for seasoning and a few types of seeds to appear in the smaller dry goods sacks.
If using with CCF, then many of the food ingredients (flour, oil, sugar, etc.) have a chance to be found in cupboards (if using a bashed patch, you may need to manually patch the CCF leveled lists to allow CACO's changes to completely overwrite the lists from CCF).
Added the options to the MCM to control the amount of food that drops in barrels and sacks, as well as the frequency of finding food in these types of containers.
Added harvestable hanging onions, loose onions, and ironwood nuts to various interior cells.
Added onions, peas, elves ear, frost mirriam, barley, turnips, blueberries, pumpkins and chokeberries to the list of Hearthfire plantable garden plants. However, some of these items currently still have a limited distribution in game.
Added new harvestable fire ferns, black lichens, and red lichens to Solstheim.
Added formlist to wild Chokeberry (instead of always giving 1 item, now chance to receive 1-3).
Replaced tiny mushrooms in Blackreach and Darkfall Passage with harvestable Violet Coprinus versions. Created a new texture for Violet Coprinus (both glowing and non-glowing versions). Violet Coprinus can also be found in the salt marshes around Hjaalmarch.
Added horse hair to horse death list.
------------------------------------------------------- - CHANGES TO GARDENING:
The default initial growth time for planted crops has been changed to 3 days to eliminate the loophole where players could simply dig up the plant and replant again every day to maximize their harvest. New MCM options allow you to customize both the initial growth time and the regrowth period.
Added a fertilizer mechanic to the gardening system. Simply activate the soil once planted and you'll be able to add any qualifying soil amendments, such as Bone Meal, Ash Salts, or Sulfur ("Perished Food" from Last Seed also counts as fertilizer). By default, fertilizer will enrich the soil for 30 days before it needs to be re-applied, but this duration can be adjusted in the MCM.
You can also choose what type of effect the fertilizer will have on your garden:
1) The first option is a long-term investment in the quality of your soil. Each application of fertilizer will progressively reduce both the initial growth time and the time between harvests by about 5% per application, up to a maximum of about 35% faster plant growth.
2) The second option is a short-term increase in the quantity you receive when you harvest plants. This increased amount lasts for the duration of the fertilizer, then resets to normal values. Note that certain single-item crops, like cabbage and leeks, don't benefit from this increase.
3) You can also choose to receive both effects.
------------------------------------------------------- - VANILLA BUG FIXES:
Fixed a vanilla/HF bug that prevented the grain mills inside windmills from being activated. All of these mills can now be activated and used.
Changed the rock warbler nest on top of the Hearthfire house to a hawk nest.
Changed two loose eggs sitting near the pine thrush nest in TolvaldsCave01 to pine thrush eggs (they were chicken eggs).
------------------------------------------------------- - OTHER CHANGES & CORRECTIONS:
Changed various items into injected records. This was done to ease the creation of patches and assist in compatibility with other mods.
Added keywords to all food items for Last Seed compatibility.
Added an MCM slider for customizing the alchemy skill experience rate.
Added language localization added to MCM.
Removed "True Fortify effects for Magic Effects" option from MCM. Reverted the descriptions for these magic effects to vanilla. These changes have now been implemented as hard edits in an optional, separate file.
Poison resistance no longer applies to Benthic Lurker acid spray & goo since neither of these are actually poisons.
Fixed the Lingering Damage Undead poisons, so they will now be properly recognized as poisons instead of potions.
Added Undead immunity conditions to a handful of poison effects that I had previously missed.
Reversed the perk entry priority rankings for the Snakeblood perk. This will allow the perk to work as intended. I also changed added a new perk entry to draw out the increase in percentage chance to get all 4 effects. Now 300-400 ingredients eaten gives a 12% chance for 4 effects, and 400-500 gives a 25% chance.
Updated the script attached to the sulfur deposits, so they will now adjust properly and provide the correct amounts of sulfur if you're using the mining options from Complete Crafting Overhaul Remade. Thank you to GamerRick for suggesting these changes.
Added an option to the MCM which will completely disable the Harvest Flesh option, and also added an MCM option to make "Harvest Flesh" and/or "Extract Blood" appear as a menu option when you activate a body instead of happening automatically whenever the correct conditions/equipment requirements are met. This should help compatibility with other mods that add activation options to bodies.
In addition, I've added a new "Cancel" option to the vampire's "Feed" menu, so now it should always be possible to cancel out of the Feed menu after you've extracted blood, rather than being forced to Feed after extracting blood from a sleeping victim.
Implemented several fixes to prevent bugged animations after spamming alcoholic drinks. These changes should now properly stop the drunken animations. However, as a final backup, I've also added a manual shut-off in the MCM options, so if all else fails, the player can open the MCM and click this option.
Added a 30 sec delay to the script that updates iNeed food lists, to try to avoid lag from script-heavy load orders. Also added an MCM help option to manually force iNeed lists to repopulate with CACO items.
Added several checks and conditions to a couple of scripts to prevent log errors.
Added changes to CACO_AdjustPotionThread and CACO_AdjustPotionThreadManager to avoid the CACO_OnPotionCreation event re-starting a script which is already processing a potion and to reduce the wait time once all threads are busy. This should reduce the number of papyrus log errors that occur when a player is spamming the create potion button. Thank you to Kalivore for suggesting these changes.
In addition, I added 10 more threads to CACO_AdjustPotionQuest to further improve efficency in handling large numbers of created potions.
Added line to CACO_AdjustPotionThread to check for CureDisease, CurePoison, and Blood effect potions before adding Quality modifiers to the name. So no more potions with names like "Weak Potion of Cure Disease.".
Added a GetEnableParent() check to CACO_AltFloraScript. This will hopefully prevent errors and multiple nests from spawning around Hearthfire houses and any mods that add nests with parent references. In addition, I removed the Pine Thrush nests from the inside of the Hearthfire homes (they really make no sense inside a house).
Removed conditions and Hit Shader from MGEF AlchDetectLife. The conditions were preventing the potion from working on vampire players, and the Hit Shader was applying the Detect Life shader to the player (which is contrary to how the vanilla effects function).
Reverted the changes made to the Consume sounds for any non-potion drinks. This will allow SkyUI to apply the drink label to them. Also adjusted keywords on some of the Misc items so that SkyUI would label them as the appropriate type of item.
Fixed collision for Rorikstead Cheese Wheel (cheesewheel03a, cheesewheel03b). Thank you to Tamira for this fix. - ----------------------------------------------------------------
CHANGES SINCE RELEASE OF V2 BETA::
Falmer poison damage will now also increase in damage if the "Deadly Venom" setting is increased (the default values remain the same as vanilla).
Corrected 4 recipes (Braided Bread, Potato Bread, Fried Salmon, and Marinade) that were using the full Oil ingredient instead of the Oil token, and therefore weren't showing up in the cooking menu.
Corrected name of Plentiful Elixir of Health (also Stamina & Magicka versions).
Fixed pickup and consume sounds for Turnip, and added it to the appropriate leveled lists for CACO and form list for iNeed.
Changed Turnip to an injected record. NOTE: all turnips in existing games will disappear when updating to V2.0.
Removed _BFLItemBretonFood75 from LItemBarrelFood lists.
Changed name of Wisp Stalk to Wisp Stalks
Harvesting Khajiit bodies with a scalpel will now always result in at least 1 eye being harvested, with a 75% chance to receive 2 eyes.
Ethereal cows found in the Soul Cairn can no longer be milked.
Gave Sulfur unique properties (it's no longer a direct copy of the Fox Fat ingredient).
Updated the meshes used for bandages and poultices, courtesy of Excinerus.
Fixed bug preventing Blood Extractor from working properly when 'Message Box' option was selected in MCM.
Added animation when milking cows. NOTE: The milking animation doesn't work properly with cows if updating mid-game, but cows can still be milked.
Fixed the meshes for the following items: Spider Silk ingredient, Expert & Master mortar and pestles, Vinegar jug, and Scrib Cabbage mesh.
New textures for equipped head & arm bandages courtesy of Gamwich
New meshes and textures for dirty bandages and bandage rolls, courtesy of Excinerus.
Added copies of 1st person meshes for alchemy gloves so they will now appear correctly when worn by female characters.
Corrected script properties for fertilized version of crop tokens.
Cleaned up and removed many of the unused records from the plugin file.
Added Graphics, Invent, and Sound bash tags.
- NEW CHANGES & FEATURES:
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Version 1.2
- Added new bird nest meshes created by Teabag86 and inspired by the mod "Chicken Butthurt Minimizer" by ShinGouki. The number of eggs in each nest is randomized each time the nest respawns. Also included is a modified version of the script from "Daily Eggs" by Ceruulean to update Chicken nests every 24 hours.
- Completely overhauled of all Ingredient sounds, including the addition of several new custom sounds. Ingredients now use more appropriate sounds and don't just default to the same generic pickup/drop sounds. Thanks to Teabag86 for doing all of this work.
- Added new load screens created by Teabag86 that feature CACO-related alchemy tips. MCM option added to enable or disable the new load screens.
- Attack data for bombs is now handled by an SKSE plugin created by Excinerus. This solves the issue of vampires not being able to use the bombs. It also means that CACO no longer needs to edit the Player record. Any patches that carry over the player attack data will need to be updated. The CACO-Disparity patch has been removed, as it is no longer needed.
- Added 70 new Sulfur Deposits that can be mined with a pickaxe to acquire sulfur. Thanks to Excinerus for the new mesh.
- Sulfur and Beeswax were added to Vendor lists. Onyx and Amber were added to some of the gemstone lists.
- Improved the efficiency of the script that runs when you open the cooking menu, and eliminated the clicking sound that occured when you opened the cooking menu.
- Chicken Feather textures no longer conflict with SMIM (Static Mesh Improvement Mod).
- CACO now includes SMIM changes to Tern and Tern Feathers. If you were using SMIM-DragonbornTernFix.esp, you no longer need to use this plugin when using CACO.
- Alcohol Inebriation stages should now transition correctly, and the Alcohol Tolerance level should now increase properly.
- No more random Inebriation messages. These notifications were caused by NPCs drinking beverages out of their inventories. The alcohol effect script will no longer run on NPCs while they are in combat, and the inebriation messages will only show the player's inebriation level.
- Added a redundancy check as a backup to make sure that the drunk Idle stops playing when you drop below the Drunk threshold.
- Settings for stackable Restore effects should now be properly preserved after saving and reloading.
- When doing the Farming Job quest, the player will now be paid for multiple crops instead of receiving 1 gold per item. You can adjust the number of crops required for payment using new MCM options.
- Increased the speed that the Alchemy skill levels by 25%.
- Cooking food recipes that produce multiple items will now properly give Cooking XP. Cooking XP formula has been adjusted to compensate for this.
- Small change to potion script to allow CACO to handle the creation of multiple potions at once. This was done for better compatibility with mods like Ordinator. Thank you to ServantOfSin for suggesting this change.
- Potion maintenance script that runs on game load should no longer return a none object for SetWeight(), which was resulting in some non-critical papyrus log errors.
- Spriggan Sap can now be harvested using a dagger equipped in either hand. Now any weapon with WeapTypeDagger/MaterialDaedric keywords will work, including daggers added by other mods. The "CACO_WeapHarvestSpriggan" keyword can also be used to make other mod-added weapons compatible.
- You can no longer harvest hearts, eyes, flesh, etc. from sleeping or unconscious NPCs.
- Livers can now be harvested from dead Orcs (instead of Elven Hearts).
- Flesh can now be harvested from NPCs using any dagger or a scalpel. The player no longer needs to have the Anatomist perk to harvest Flesh. However, Flesh will only be harvested from NPCs if the player has completed Namira's quest OR if the Cannibal option is enabled in the MCM.
- Added MCM option that will mark a dead NPC as "HasBeenEaten" after the player has harvested their Blood or Flesh. If using a mod that allows your vampire or werewolf character to feed on dead actors, this should prevent you from being able to feed on NPCs that have already been harvested for their flesh or blood. A side effect of this option, if enabled, is that it is no longer possible to harvest BOTH Flesh and Blood, you must choose one or the other.
- "RACE" keywords where added to the harvest conditions. Compatibility with CACO's harvest feature can be extended to races added by other mods by simply adding the appropriate RACE keyword.
- The Damage Undead poisons now work correctly. Unfortunately, this required me to edit a handful of ability spells that gave vampires, ghosts, and other undead the Resist Poison effect. This may result in conflicts between CACO and some enemy/creature overhaul mods.
- A number of items weren't being correctly recognized by iNeed; these should now all be fixed (Broth, Wolf Liver, Beef Jerky, etc).
- Slight adjustment to the texture of the Ironwood Tree to blend a bit better with other vegetation. Thanks to Exoclyps for this change.
- Several new MCM options to assist with compatibility and troubleshooting issues.
- In addition to all of this, there are a lot of other small bug fixes and minor changes that have been made. I'm not going to list them all here, but I'll upload the full changelog under the 'Readme' tab for anyone who is curious to see all the changes.
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Version 1.1.2
- Changes for compatibility with Wiseman303's Flora Fixes version 2. **IMPORTANT** The WM Flora Fixes.esp is now REQUIRED. Load it before CACO.
Vanilla scalpels which can be found in ruins should now be automatically converted into CACO scalpels for use with the Anatomist perk.
- Changes for compatibility with Wiseman303's Flora Fixes version 2. **IMPORTANT** The WM Flora Fixes.esp is now REQUIRED. Load it before CACO.
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Version 1.1.1
- Added integrated compatibility for Campfire version 1.4+ You can now cook new CACO meats and other basic recipes directly at on a campfire. No patch necessary. (Thanks Chesko!)
Added integrated compatibility for Frostfall 3.0. CACO currently adds 60 new soups, stews, and hot drinks to help keep you warm. (Thanks Chesko!)
Added changes to paralysis effect from Ragdoll Paralysis. (Thanks Silverfish!)
Added new CACO restore health Draughts and Elixirs to the formlist used by the quests Helping Hand (Wujeeta) and Moss Mother Cavern (Valdr).
- Added integrated compatibility for Campfire version 1.4+ You can now cook new CACO meats and other basic recipes directly at on a campfire. No patch necessary. (Thanks Chesko!)
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Version 1.1
- Included changes from Wiseman303's Flora Fixes.
- Corrected attack speed and reach on rank 1 Fire, Frost and Shock bombs (was 1.0 - now 0.8).
- Blocking with bombs equipped will only detonate the bomb with a 50% chance
- Fixed malfunctions with power attacks with two bombs of the same type.
- Fixed a bug where dual wield power attacks could delete the weapon in the right hand.
- Fixed huge Saltrice plant.
- Corrected name of CACO_WaxDamageUndead01 "Weak Wax of Damage Undead" (was misnamed Damage Health).
- Fixed collision on a some meshes (thanks to SparrowPrince).
- Added Chacoal lump to blacksmith/misc vendor lists, so it will be a bit easier to find.
- Changed Snakeblood perk description slightly to indicate that the number of ingredients eaten will affect the properties you learn.
- Fixed Marshmerrow plant so that it will correctly give Marshmerrow instead of Saltrice.
- Added condition to remove Roasted White Cap recipe from game (may be added back at a later date when I get around to working on adding more cooking recipes).
- The Healing bandages will now work as intended (removed recover flag from MGEF).
- Cooking Skill Rank should now be displayed properly in MCM.
- Changed the Silence and Fatigue alchemy effects so that they won't stack. This will prevent problems from arising when the player eats multiple ingredients that have these effects as their primary property.
- Added compatibility for Even Better Quest Objectives. No patch is needed as long as CACO is loaded after EBQO.
- Added new global variables to allow mod makers to add CACO-compatible variations of ingredients and recipes to their mods without necessarily requring a separate patch file.
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Version 1.0.4
- Fixed issue causing problems with bash attacks.
Corrected name of Sack of Barley Flour (had been mis-named as wheat flour).
Corrected juice sounds.
Added new "Buttered Mudcrab Claw" and "Buttered Mudcrab Legs."
Changed Jug of Milk used in sweetroll recipe to a single milk bottle.
Corrected a handful of ingredients which would always yield 1 second potions regardless of the potion duration settings.
New unique mesh for powerful shock bomb; tweaks to the existing bomb meshes and textures.
Made some adjustments to the cooking experience formula. This should also solve the problem of cooking skill reseting.
Corrected model path used by Colovian Brandy.
Version 1.04 should fix the problems that were caused by updating from 1.02 to 1.03, including the MCM options which were no longer working properly (though you will probably need to go into the MCM and toggle/reset the options).
Fixed issues that some people were experiencing with the Hunger penalties.
Flour and salt should now properly separate into cooking portions at ovens.
- Fixed issue causing problems with bash attacks.
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Version 1.0.3
- Fixed gamedayspassed log error.
Fixed missing inventory mesh for ant paste.
Fixed fortify health strength on giants toe.
Added missing recipe for cooked fox meat.
Added scripted compatibility for Campfire's mortar & pestle.
Added 5 new juice recipes.
Added optional notification messages for basic needs.
Added check to ineed compatibility to double-check if waterskins were added correctly, if not, re-adds them.
Removed CACO_RecipeAshHopperMeatCooked (which was actually a duplicate recipe for cooked chaurus meat).
Fixed issue where looted or purchased potions would reset to default 1 sec duration after game reload.
Bomb recipes will now appear properly when inventory conditions are disabled.
Added automated compatibility for Breezehome Fully Upgraded's alchemy storage.
Removed Water Plants. SparrowPrince is still actively developing this mod and kindly asked me to remove the water plants from CACO to avoid conflicts with his recently updated version.
Added chance for Scalpels to appear in Apothecary vendor inventories.
Added missing leather and fur plate recipes for Mammoth Hide.
Added new patches to patch download, including Hunterborn patch. Hunterborn patch requires starting a brand new game (will not work on an existing save).
- Fixed gamedayspassed log error.
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Version 1.0.2
- Removed a few unnecessary script notifications.
- Prevented the player from gaining experience from recombining portions of wine into a single wine bottle.
- Fixed the AddSpellScript error.
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Version 1.0.1
- Corrected a couple of errors I made in packaging the mod.
- Corrected the gold value of Simple Incendiary Bomb.
- Fixed the grenade effect names so that they would be more appropriate when viewed with a mod like moreHUD.
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- Author's activity
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February 2025
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12 Feb 2025, 11:32AM | Action by: Rusey
Untracked
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January 2023
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13 Jan 2023, 2:14AM | Action by: DrMonops
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'File \'True Fortify Effects for Magic Skills\' version changed to 2.1.1.'
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10 Jan 2023, 11:53PM | Action by: DrMonops
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'Description changed.
Mod version changed to 2.1.'
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10 Jan 2023, 11:15PM | Action by: DrMonops
Changelog added
'Change log added for version 2.1'
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10 Jan 2023, 11:15PM | Action by: DrMonops
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'File \'True Fortify Effects for Magic Skills\' version changed to 2.1.'
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10 Jan 2023, 11:14PM | Action by: DrMonops
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'Complete Alchemy and Cooking Overhaul [version 2.1]'
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'Change log added for version 2.1'
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22 Sep 2019, 1:31PM | Action by: kryptopyr
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True Fortify Effects for Magic Skills [version 1.0]
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14 Sep 2018, 10:51AM | Action by: kryptopyr
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14 Sep 2018, 10:50AM | Action by: kryptopyr
Permission change
Author now defines their own permission instructions.
Author changed their permission instructions.
Users can now use this file in any mods/files that are being sold.
Users are not allowed to modify this file.
Users are not allowed to use assets from this file under any circumstances.
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14 Sep 2018, 5:25AM | Action by: kryptopyr
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