Please post compatibility questions and information on the Compatibility page.
I will try to periodically update the main post on that page with information regarding specific mods and links to available patches, and it will help me significantly if this information is already available in posts under that topic and I don't have to search through the longer main thread.
I'm serious about this. I will remove posts about compatibility if they aren't posted on the compatibility page. I want to keep all this information together so it is more easily searchable and not have it mixed in with other comments and posts about CACO. If you have comments or questions about compatibility go to the forum page linked above.
Please note that CACO uses the furniture nodes in alchemy and cooking crafting station meshes to detect when an item is crafted. Consequently mods which remove the furniture nodes from these meshes, such as No Crafting Animations, will break much of CACO's functionality.
Quoting myself from a previous response to this question: If anyone reading is able to help us with this, please send me a PM (or reach out on Discord) and I can provide the necessary source files.
Are there plans to use some of the more modern SKSE plugins to improve this mod's compatibility ?
An immediate example would be the fact that CACO uses a 'hack' to get around poisons being always resisted by the poison resistance stat even if it's not set in the MGEF, which makes damage undead poisons not work. CACO fixes this by changing the abilities of every undead AND the conditions on every creature poison, which makes it require a patch for every creature mod that would change the same abilities (or add new ones).
Wouldn't it be simpler to have damage undead poisons ignore poison resistance, and make Scrambled Bugs' Poison Resistance patch a requirement ?
Yes, there are! The next update we'll be removing the flora respawning portion of Wiseman's Flora Fixes in favour of Scrambled Bugs' fix, and CACO's potion renaming and impure potions will be disabled by default (although still available in the MCM) so as not to interfere with Alchemy Plus' implementation of those features.
I hadn't considered Scrambled Bugs' Poison Resistance patch, so thank you for the suggestion. I'm a little put off by the fact that it's not enabled by default, but I think the benefits will outweigh any extra work on the part of the end-user, so I expect we'll end up implementing your suggestion. Thanks again!
- A lot of food effects are like 3% increased regeneration; it's totally unnoticeable and food is just a chore. - The mod also adds a lot of complexity and doesn't give you the tools to handle it well. Recipes are a chore to scroll through. No good way to figure out what I can make using some particular ingredient. - You can't really substitute ingredients so you end up trying to collect every kind of vegetable, every kind of meat, every kind of broth, every kind of seasoning, all in the hope that it opens up a good recipe. In the end you just end up with 4% increased regen instead of 3%. It could be something like vegetable broth increases stamina and bone broth increases strength but you could use either. Instead it's just busywork for no reward. - It took me a while to figure this one out but for bandages there is a healing poultice that requires bread to make. For each variant of bread (dark, farm, etc) there are two versions of the item with the same name. So there are two items called "Farm Bread". One is a full loaf, the other is a half loaf. The recipe for this healing poultice requires the half loaf. So you might have the full loaf in your inventory and it's called "Farm Bread" but you can't make the poultice because it requires "Farm Bread". It turns out you just have to consume the full loaf to turn it into the half loaf that the poultice requires. And of course you can't split the full loaf into two halfs -- that would be ridiculous. This kind stupid s#*! only happens because mods like this are overly complex and its not fun.
I love this mod, but lately i've had a LOT of instability in terms of the game crashing (and crashing really hard) often. I'm trying to narrow it down but it definitely seems like it started more commonly after i installed this mod.
Crash Log: https://pastebin.com/nhV6Tdsr
running 1.6.640. I'm not super well versed in understanding the causes of crashes, does it look like CACO is causing this? MO2 doesn't indicate it's conflicting with anything. I ran the save through ReSaver too and am still testing with that.
EDIT: Some of these do not generate a crash log because the game doesn't..."crash". it just freezes & locks up until i restart my entire computer.
Use crash logger sse, train wreck doesn't have pdb support, so we can hardly tell anything from it. What did you see when running resaver ? specifically active scripts section.
resaver: i'd cleaned unattached instances & undefined elements but it didn't seem to change anything. scripts: 23 active. Included screenshots of resaver sidebar info & active scripts separately as well. https://ibb.co/xXJhC6K https://ibb.co/W6tY8RG
crashlogger: installed. will run it and see if it gives me anything & update after.
game kind of wildly fluctuates between being relatively stable (with autosaves disabled, relying on hard saves, not quick) and being prone to crashing or hard freezing every ten minutes. appreciate you taking a look, i'm trying to learn more about this kind of thing!
It doesn't look like you have anything serious script-wise, even with the critterspawn congestion. keep a an eye of the environment you're in, what you and other npcs are doing, when the game becomes unstable.
If you have several crashlogs make sure they're not of different issues, usually the offset (skyrimse.exe+xxx) is an indicator
I'm sorry for wasting your time, lol. This has bothered me for two days and I just now figured it out. It was Wet & Cold. I'd installed it really close to this one and it somehow went under my radar for checks.
I had noticed there wasn't much rhyme or reason as to WHEN it froze, and after doing some extra searches I pinned it down to that. I genuinely appreciate your time, though. Thanks for all the work y'all do for this mod.
Apologies in advance for what might be a weird question, but which dll does what? If I had to guess, ExATKDataPlugin pertains to the bombs, MagExtender deals with potion effect magnitudes, but I have no idea what DP_Extender does.
I am trying to use the amazing mod https://www.nexusmods.com/skyrimspecialedition/mods/115403?tab=posts by Halffaces, but the FLIN meshes and texture doesn't display right when using with CACO. MO2 shows no file conflicts, but I see FLIN is touched in your mod. Do you know why new meshes and texture for FLIN wont display correctly?
CACO assigns Flin a new model to differentiate it from the Embershard Wine, which shares the same model. This patch should revert it back to vanilla for you, which should allow the Halffaces replacer to do its thing.
I apologize if I missed the information, but I can't find any hint about it ...
Do we have access to an ini/settings file for this mod ? I'm a bit stumped because the MCM menu never appear (while every function I checked is active ingame), and I would like to (I dream about) removing the custom potion name (Or more exactly the "do not stack until reload"). It's an option available in MCM menu ... The same one which doesn't appear, so I'm looking for another option.
I already abandoned my try of this mod few years ago and I would like to "avenge" myself now, but it's ... Definitely not "user friendly" to need to leave your game and reload every time you use an alchemy station when you want to use the crafted potions :s (Use > Stack of potions in shortcuts / wheel) which I would need to do a lot with an alchemist/poisoner build °°
It's controlled by global variable CACO_OptionRenamePotions [GLOB:8039A855], so yes, I would expect bCACORenamePotionOption_KRY= 0 in the Settings Loader should do it. Otherwise, you should be able to use the set value console command to set the global to 0.
We're planning on setting that option to disabled by default in the next update, as there are .dll mods that do similar things more effectively and with no script overhead.
Alchemy Plus and Alchemy Plus for Skyrim 1.5. I'm not sure how Alchemy Plus' Impure Mixtures function interacts with CACO's own similar feature though. Currently CACO doesn't have an MCM option for that, but we'll be addressing that in the next update as well (and also setting it to "off" by default).
By default, CACO renames player crafted potions. Due to an engine limitation, however, these renamed potions are treated as separated items (even if they're the same potion), until the game is reloaded. Disabling "Rename Player Potions" under the Alchemy tab in the MCM will prevent this from happening.
I have Caco & ineed Continued and Skyrim Food Expansion + CACO patch installed. Garlic is now an alchemy ingredient but i need it as a Food. How can i change it to food or is both possible? Food and Alchemy ingredient? Thanks in advance
Garlic is an alchemy ingredient in vanilla, and neither CACO nor iNeed change that. Garlic being an alchemy ingredient doesn't prevent it from being used in cooking recipes. Unless Skyrim Food Expansion has made radical changes to Garlic (such as changing it from an ingredient to a food item), then you shouldn't have anything to be concerned about.
Yes thx for reply. I solved it. It seems i had to transform the nomal Garlic into Garlic for cooking and use it as an ingredient for recipes (mage meal for example). The Garlic for alchemy remains unaffected from this.
2816 comments
I will try to periodically update the main post on that page with information regarding specific mods and links to available patches, and it will help me significantly if this information is already available in posts under that topic and I don't have to search through the longer main thread.
I'm serious about this. I will remove posts about compatibility if they aren't posted on the compatibility page. I want to keep all this information together so it is more easily searchable and not have it mixed in with other comments and posts about CACO. If you have comments or questions about compatibility go to the forum page linked above.
is this mod outdated?
If anyone reading is able to help us with this, please send me a PM (or reach out on Discord) and I can provide the necessary source files.
An immediate example would be the fact that CACO uses a 'hack' to get around poisons being always resisted by the poison resistance stat even if it's not set in the MGEF, which makes damage undead poisons not work. CACO fixes this by changing the abilities of every undead AND the conditions on every creature poison, which makes it require a patch for every creature mod that would change the same abilities (or add new ones).
Wouldn't it be simpler to have damage undead poisons ignore poison resistance, and make Scrambled Bugs' Poison Resistance patch a requirement ?
I hadn't considered Scrambled Bugs' Poison Resistance patch, so thank you for the suggestion. I'm a little put off by the fact that it's not enabled by default, but I think the benefits will outweigh any extra work on the part of the end-user, so I expect we'll end up implementing your suggestion. Thanks again!
Are there still plans to expand the amount of available elixirs & draughts ?
- A lot of food effects are like 3% increased regeneration; it's totally unnoticeable and food is just a chore.
- The mod also adds a lot of complexity and doesn't give you the tools to handle it well. Recipes are a chore to scroll through. No good way to figure out what I can make using some particular ingredient.
- You can't really substitute ingredients so you end up trying to collect every kind of vegetable, every kind of meat, every kind of broth, every kind of seasoning, all in the hope that it opens up a good recipe. In the end you just end up with 4% increased regen instead of 3%. It could be something like vegetable broth increases stamina and bone broth increases strength but you could use either. Instead it's just busywork for no reward.
- It took me a while to figure this one out but for bandages there is a healing poultice that requires bread to make. For each variant of bread (dark, farm, etc) there are two versions of the item with the same name. So there are two items called "Farm Bread". One is a full loaf, the other is a half loaf. The recipe for this healing poultice requires the half loaf. So you might have the full loaf in your inventory and it's called "Farm Bread" but you can't make the poultice because it requires "Farm Bread". It turns out you just have to consume the full loaf to turn it into the half loaf that the poultice requires. And of course you can't split the full loaf into two halfs -- that would be ridiculous. This kind stupid s#*! only happens because mods like this are overly complex and its not fun.
Crash Log: https://pastebin.com/nhV6Tdsr
running 1.6.640. I'm not super well versed in understanding the causes of crashes, does it look like CACO is causing this? MO2 doesn't indicate it's conflicting with anything. I ran the save through ReSaver too and am still testing with that.
EDIT: Some of these do not generate a crash log because the game doesn't..."crash". it just freezes & locks up until i restart my entire computer.
What did you see when running resaver ? specifically active scripts section.
scripts: 23 active. Included screenshots of resaver sidebar info & active scripts separately as well.
https://ibb.co/xXJhC6K
https://ibb.co/W6tY8RG
crashlogger: installed. will run it and see if it gives me anything & update after.
game kind of wildly fluctuates between being relatively stable (with autosaves disabled, relying on hard saves, not quick) and being prone to crashing or hard freezing every ten minutes. appreciate you taking a look, i'm trying to learn more about this kind of thing!
If you have several crashlogs make sure they're not of different issues, usually the offset (skyrimse.exe+xxx) is an indicator
I had noticed there wasn't much rhyme or reason as to WHEN it froze, and after doing some extra searches I pinned it down to that. I genuinely appreciate your time, though. Thanks for all the work y'all do for this mod.
That's a known issue with wet and cold.
For example, This mod addressed the fact a tomato cost more than some meats in vanilla.
Here is what it looks like in-game.
https://imgur.com/a/iTdBuN9
Do we have access to an ini/settings file for this mod ?
I'm a bit stumped because the MCM menu never appear (while every function I checked is active ingame), and I would like to (I dream about) removing the custom potion name (Or more exactly the "do not stack until reload"). It's an option available in MCM menu ... The same one which doesn't appear, so I'm looking for another option.
I already abandoned my try of this mod few years ago and I would like to "avenge" myself now, but it's ... Definitely not "user friendly" to need to leave your game and reload every time you use an alchemy station when you want to use the crafted potions :s (Use > Stack of potions in shortcuts / wheel) which I would need to do a lot with an alchemist/poisoner build °°
EDIT: In the settings files in Complete Alchemy and Cooking Overhaul - Settings Loader it should be ?
bCACORenamePotionOption_KRY= 1
(Default being 1 so 0= disable ?)
We're planning on setting that option to disabled by default in the next update, as there are .dll mods that do similar things more effectively and with no script overhead.
The idea was good since the start, but the stacking thingy ... Make it not worth it :s
Which mods are you thinking about ? °°