About this mod

Compatibility patch for Requiem and Complete Alchemy & Cooking Overhaul

Requirements
Permissions and credits
Changelogs
Hey all,

Firstly, first mod:)


What does this do?
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It’s a patch to make the 2 overhauls play nice with each other. While they are both in effect overhauls that change a lot of the same aspects, I have designed this patch to have CACO serve more as a supplement to Requiem. It should hopefully not make Requiem easier (early game in fact might be a little tougher), but it should level Alchemy out to make it more comparable to the other perk trees while at the same time, adding a greater variety of options to help the player overcome obstacles. (e.g. Pure archers should not have to feel obligated anymore to take Smithing in order to handle Draugr dungeons. Changes to healing poultices provide for a more flexible experience curbing the need for all players from having to invest in either Alchemy or Restoration). It should also bring over CACO's highly in depth cooking and food system into the Requiem universe.

Requirements (ver 3.0)
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SKSE
Requiem version 3.0 (Requires all DLC's and Unofficial Skyrim Legendary Edition Patch)
Complete Alchemy & Cooking Overhaul version 2.0 (Requires all DLC's and Wiseman's Flora Overhaul)

Requirements (ver 2.0)
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SKSE
Requiem version 2.x (Requires all DLC's)
Complete Alchemy & Cooking Overhaul version 2.0 (Requires all DLC's and Wiseman's Flora Overhaul)


Requirements (ver 1.0)
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SKSE
Requiem version 1.9.4.1 (Requires Dawnguard)
Complete Alchemy & Cooking Overhaul version 1.2.1 (Requires all DLC's and Wiseman's Flora Overhaul)


Installation
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Install this mod using your favorite mod manager. See the load order below. Don't forget to run the Reqtificator before running Skyrim.


Load Order
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.....
Complete Alchemy & Cooking Overhaul.esp (version 1.21 or 2.0)
.....
Requiem.esp (version 1.9.4.1 or 2.0)
Requiem - Legendary Bugsmasher Edition.esp (not required but recommended)
Requiem - Hearthfire.esp (not required but recommended) (integrated into Requiem 2.0)
Fozars_Dragonborn_-_Requiem_Patch.esp (not required but recommended)
<other Requiem patches and mods that explicitly need to be loaded after Requiem>
Requiem - WM Flora Fixes.esp (not required but recommended)
Requiem - CACO.esp (I cannot speak for every load order but this patch is gigantic so it should be as low in your Requiem patches as possible).
<dynamic created esps like a bashed patch or skyproc patches>
Requiem for the Indifferent.esp


Details
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The below pertains mostly to Requiem CACO 2.0. I'm assuming that you have some experience with both mods in one way or another as I do not have enough space to get into every detail.

Alchemy:
  • CACO Adjustable restorative potion durations have been changed to (1,10, 20) seconds
  • Scripts have been adjusted to account for Requiem’s naming conventions when creating new potions.
  • Both Alchemy perk trees have been merged together (transformation perks have not been changed):
    • Alchemical Lore 1:
    • You've acquired basic alchemical insights and understand how to work with a laboratory. Thus, you can now craft your own potions and poisons.
      Spoiler:  
      Show
    • Alchemical Lore 2:
    • Through obscure knowledge, you now can enhance your mixtures and craft alchemistic powders at a smelter. Besides, your sensory organs have become very keen. Thus, your sense of alchemical properties of consumed ingredients will increase with practice.
      Spoiler:  
      Show
    • Physician: (New perk)
    • With practice and some friendly advice from the local apothecary, you have learned how to craft a more powerful healing poultice at the alchemist retort.
      Spoiler:  
      Show
    • Alchemical Wax Expertise: (New perk)
    • From your dilligence to the unorthodox craft of alchemical waxes, you can now craft stronger and more advanced waxes for your weapons.
      Spoiler:  
      Show
    • Alchemical Wax Mastery: (New perk)
    • You've mastered the art of alchemical waxes allowing you to craft some truly fearsome poisons.
      Spoiler:  
      Show
    • Concentrated Poisons
    • Your experience in the obscure alchemical arts allows you to concentrate your poisons. Thus, you can make most of them last longer before they need to be reapplied.
      Spoiler:  
      Show
    • Improved Elixirs
    • Having refinined the brewing process, you are now able to improve the effects of all your elixirs.
      Spoiler:  
      Show
    • Nature's Bounty (Replaces Improved Poisons)
    • Your expertise of bringing the most out of your ingredients makes your poisons more potent. Your proficiency to gather ingredients from plants and animals has also increased.
      Spoiler:  
      Show
    • Catalysis
    • You've started experimenting with a catalyst that increases the yield of the brewing process and a greater effeciency when creating potions on the go. You're experimentations also yield more powerful explosive combinations.
      Spoiler:  
      Show
    • Mad Scientist (Replaces immunization)
    • Your studies through self experimentation have tempered your immune system and resistance to poisons. With the right tools, you can also remove the more complex anatomy from fallen foes for further experimentation.
      Spoiler:  
      Show
    • Purification Process
    • Having mastered a distillation technique, you can use an extractor to retrieve blood samples from fallen foes and distill herbs at a retort to brew some truly magnificent concoctions.
      Spoiler:  
      Show
    • Catalysis (mastery)
    • You've perfected the catalyst further increasing your potion yield chances. Additionally, you have discovered methods to craft a new strand of powders and explosives.
      Spoiler:  
      Show



  • Potion effects have been merged (e.g. Meridia’s Bane/Fire (damage undead), night eye, Etherialize, Soulreaping, Fortify Enchanting and smithing effects removed)
  • All ingredients have been adjusted and rebalanced in effectiveness and cost to create a new alchemy system that hopefully melds the best of both worlds. Instead of perks and skill level, a greater emphasis has been placed on the ingredients themselves. Typically rare ingredients will produce the best potions (although there are also more common ingredients that specialize in 1 or 2 effects. It will be up to the player to find them out ;) ). This will allow even novice alchemists to create some decent potions provided they have the right ingredients. Of course, more experienced alchemists will get more and better ingredients from plants and fallen foes allowing them to create more powerful potions easier.
  • As the player invests perks in alchemy, it would behoove them to check the Retort every once and awhile;)

Food:
  • Food has been overhauled completely. All food from CACO has been Reqtified and food from Requiem has been adjusted to balance all of the food added from CACO.
  • A new food mechanic has been added:
  • All food and drinks are divided into snacks and meals. Meals give the greatest bonuses and longer effect durations but consuming another meal will cancel out all effects of the previous one. Snacks on the other hand that have effects (there are a few that you can find and there are several more that you can acquire at later cooking levels) can be used concurrently and will stack with meal bonuses.
  • An example:
    • Beef Stew (meal):
      • Fortify HP +25
      • Fortify Carry Weight +15
    • Snowberry Juice (snack):
      • Restore stamina .5 per/sec
    • Grilled Scaly Philiota (snack):
      • Fortify Carry Weight +5
    • Total:
      • Fortify HP +25
      • Fortify Carry Weight +20
      • Restore stamina .5 per/sec
    • Then players eats a venison stew (meal) right after the beef stew:
      • Restore stamina .5 per/sec
      • Fortify Carry Weight +15
    • New Total:
      • Restore stamina 1 per/sec
      • Fortify Carry Weight +20

  • Food is probably going to take a little getting used to for veteran Requiem players as early game food is pretty nerfed compared to Vanilla Requiem. However, having the right combinations of food in one’s belly in the early game should give the player an edge in battle. And once the player can start crafting some of the more advanced foods, the vast number of recipes combined with the meal/snack system should net the palyer some inventive combinations and should hopefully keep cooking interesting and very useful even at late game content.

Alcohol and Inebriation:
  • The CACO stackable drink bonuses overrule.
  • Inebriation will now use a tweaked version of CACO's alcohol system.
  • All values that signify your levels of 'drunken-ness' have been lowered so alcohol has a stronger effect on the player. All stages of alcohol affect the player's magicka regen per Requiem.
  • Additionally, per Requiem, the player's total health and stamina now figure into the player's alcohol tolerance and how long the inebriation effects last for.
  • To disable alcohol visuals, please use the CACO MCM, not Requiem’s.

Leveled Lists:
  • Since Horker Tusks are now an ingredient, Horker Fat has been removed as an ingredient and instead can be used to create Animal Tallow and Cooking Oil at cooking pots.
  • Leveled lists have been adjusted on both ends
    • For looting animals and other creatures that drop ingredients, I merged both mods together the best I could to incorporate the new ingredients but also not re add the loot that Requiem takes away. I also try to balance the new Requiem items with what has been added with CACO
    • All CACO Leveled Lists have been de-leveled and should honor Requiem’s calculations for finding random treasure (especially when it comes to healing potions)
    • Inn and food vendor leveled lists have been merged.
    • Daedra Hearts have been removed from all CACO leveled lists.

Poultices and Bandages:
  • Since both Requiem and CACO introduce healing poultices, I did my best to merge the two into something hopefully pretty fresh and conducive. The Requiem recipe (which has been expanded to include any type of Alcohol) is now used to make a modified version of the CACO simple healing poultice. CACO use's a bandage system and the healing effects stack per bandage. They will also heal while in combat. The caveat to this is that they must be applied to a clean bandage and then applied to a body part causing you to forfeit your gloves and/or a helmet or circlet. Additionally, the duration runs out (3 in game hours), the bandages become sterile and unusable until cleaned and a new poultice applied. So while the poultices may heal quicker, you will also go through them quicker and they will also render you less protected in combat.
  • Contrary to CACO, simple poultices are available to create without any perk investment. The second tier Standard poultices requires the new Physician perk.
  • Additionally, before applying a healing poultice to a bandage, you can also choose to apply the poultice to your horse. This works the same as it did in Requiem (heals very slowly over a long duration, cannot be in combat or sprinting etc.)
  • Variations of these new poultices and bandages have been merged into apothecary and bandit loot leveled lists.
  • More details can be found in the newly written recipe for purchase at your local apothecary ;)

Altars and Cure Disease:
  • CACO and Requiem add new mechanics when it comes to curing disease and poison. CACO prevents curing diseases at altars and instead grants a 25% disease resistance buff for 8 hrs. This is very incompatible with Requiem’s Potions of Cleansing as they are very expensive and the ingredients required to make Potions of Cleansing are on the higher end. To remedy the situation, I have introduced Potions of Remedy (see what I did there?). These potions act as your standard Cure Disease potion with one stipulation, they cannot be while in combat. However, they are more affordable, are much easier to create, and like Potions of Cleansing, can be made without Alchemy Perks.
  • There are around 25 ingredients that can be combined to make Potions of Remedy.
  • In order to keep with the Requiem spirit of having any character build be viable, I have added 8 new Potion of Remedy recipes that are for sale at apothecaries. That way, a non-alchemist does not have to fumble around in the dark to create Elixirs of Remedy.
  • Potions of Remedy have been incorporated into alchemy shops and anywhere else where you would find Potions of Cleansing.

Vampires
  • Reduced the amount of health gained from blood samples extracted from the CACO blood extractor so they instead act more as high end ingredients as Requiem Vampires can feed on a victim’s blood anyway.
  • Requiem values and duration overrule on Elixir of Blood. Elixir’s of Blood are now instrumental in combining with the CACO blood samples to make the special Elixirs of Blood that CACO introduces.

Powders & Grenades
  • New powders have been introduced that are unlocked with the Catalyst Mastery perk. These powders require some hefty ingredients but can do some immense damage.
  • Grenades have also received a boost to damage and radius (especially the last 2 tiers). This makes the 3rd tier grenades very powerful but also very lethal as you can very easily be caught within the blast radius (DID PLAYERS BEEEEWWWAAARRREEE!!). In close quarters, it would be best to use the powders.
  • Both powders and grenades have had their recipes tweaked and merged for better synergy.

Other
  • Animal poisons should be compatible with CACO’s configurable Venom Lethality in the MCM menu. When ticked up to deadly, you will still be damaged slowly, but the loss could be lethal instead of just a minor annoyance.
  • CACO has a configurable option to set how many of a certain crop yields 1 septim for farm jobs. I have added some multiples to the script so for cabbages, how many crops = 3 septims, squash (gourd) = 5 septims, ninroot = 50 septims.
  • Increased the prices of CACO higher level Mortars and Pestles and the CACO Crucible.


Known Incompatibilities
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  • Potions of Cleansing and Altars, when used will break CACO’s basic needs. Please use another needs mod. If you insist on using CACO’s basic needs, disable and reenable Basic Needs in the CACO MCM menu after using an Elixir of Viatlity.


Credits and Kudos
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kryptopyr for CACO
Xarrian, Ogerboss and the rest of The Requiem Dungeon Masters
Elminster AU for Tes5Edit
Matortheeternal for his amazing Tes5edit scripting tutorials and resources
ApplesauceZ for AZTweaks. I also had the idea to nerf the stamina restoration per second with food but I was too afraid to do so. AZtweaks then came along and threw all conventions out the window and it kind of gave me the courage to do so well :) Do give his mod a try if you haven't seen it. I haven't tried it yet but it looks amazing.
UnmeiX for Requiem Survival Experience. I took a few bits of inspiration from this mod when it came to balancing the food for the 1.1 update. He also has done a slew of other and essential patches and is in general a tremendous boon to the Skyrim community at large.

iNeed Dangerous Diseases Expanded
Spacegorilla1 for his CACO Extra Compatibility Patches and for allowing me to use his resources for my iNeed patch.
isoku for iNeed and for allowing me to modify his disease scripts.

Requiem CACO Compatibly Patches
kryptopyr again for putting work into making the official CACO patches.
thetrader for his work with the Requiem 1.9.4 Patch Central
David J. and LoRd KoRn for Audio Overhaul for Skyrim 2
missjennabee for Expanded Towns and Cities
zer0morph for Requiem - Behind the Curtain
axonis for Requiem - Minor Arcana
perseid9 and Ro84 for Realistic Needs and Diseases and the USLEEP All in One
Dragonsong for Hunterborn and Czartchonn for Requiem Hunterborn Alchemy
msleeches for Vampiric Thirst
IronDusk33 for Spell Research

And lastly, Feedback from the Nexus and Requiem Reddit communities. You guys are amazing :)
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