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.
I was wondering if you've considered implementing newer systems for CACO to make it more widely compatible without the need of patches? Like SkyPatcher, SPID and KID? I realize it would potentially be a lot of work but I think it would also greatly reduce the amount of patches needed for large mod lists.
The next major update will include a couple of changes which should simplify patching, deprecating Wiseman's scripted flora respawn fix in favor of Scrambled Bugs' fix, and using FLM to add patched ingredients directly to the various CACO_RestoreIng formlists (currently they're added to leveled lists and transferred via script to the formlists).
In the long-term, we'll probably look at a SkyPatcher option which minimizes edits to vanilla records (like we're currently working on with WACCF), which will be supported alongside the full version (for those who want it).
First off, thanks for the mod and all you've put into it-it's lots of fun!
I have a question that may've been addressed elsewhere, but it's about harvesting flesh-I'm using Ordinator, and only recently noticed that I *can* use a Blood Extractor to harvest blood, but can't seem to use a scalpel. Do I need to use that merging of the two mods that I've seen for SE, and then I can harvest flesh, too? Or is there something (likely obvious!) that I'm missing?
Hi there! There are two patches for CACO-Ordinator: the original patch can be found at Kryptopyr's Patch Hub, the other one is called CACO Ordinator Alternate Patch. Which one are you using?
https://www.nexusmods.com/skyrim/mods/70272 is the one I went with-it appears to've worked. At least, I can now harvest flesh as well as blood. Is that the right one, do you know?
I haven't tried that one, because it is for Skyrim LE, not Special Edition. But if it works - then it's alright. The main difference between these patches is how your Alchemy tree will look.
I just started a new playthrough and noticed that the value and effects of the potions I make completely disappear after making them. For example when I make a healing potion at the alchemy station, the potion's value is around 30 gold and heals me by 10 health or something, but when I view this potion in my inventory after making it the value has become zero and it heals me for 0 health.
Did it also have negative effects? CACO will set the value of "impure" potions, as described in the description, to 0, but it shouldn't also affect the effect magnitude. Are you by chance a vampire? CACO disables Restore Health effects for vampires (but it can be turned back on in the MCM).
Hi again! :D I found the following warnings with asset doctor reference FF001805 (base 50576D5D from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothredspotsawtooth_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothRedspotSawtooth.nif) reference FF0017E9 (base 50525BBD from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothmourningcloak_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothMourningCloak.nif) reference FF0017E3 (base 50576D61 from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothredadmiral_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothRedAdmiral.nif)Is it something you might want to fix?
Love the mod. Its been working great. I've almost completed this playthrough and haven't had any issues. But just out of the blue, Something is seriously screwing with your PotionPlayerScript, Caco_AdjustposistionThreadManager is non stop stacking and corrupting the save file. It starts right after I use the Alchemy station in LakeView manner home. Had to swing by to upgrade some armor, and make some enchanting potions. Save breaks within the hour. Any help here would be appreciated.
Edit: Just remembered about a week ago, I was goofing around in Simply knocks mcm and it has that option to disable loading data to and from .jason, for keeping info across save files. I ticked it off, and it blew a whole in the the skse co save. Ooops! All hot key data in all 400+ mods that use hot keys had to be reset. Some other mods had to be completely reset. Not exactly sure what that did, but maybe simply knock needs to remove that option. Caco seemed fine - but I havn't had to wip up any potions until now. I wonder if its related ? If so is their a safe way to reset Caco so queued() start responding again. Great thing about blowin a whole in the co save - Saving my game started saving really fast again, like I was on a new game. lol
I made me a fixit patch. Turns out When I disabled simplyknocks mcm option to save info to a jason, SimplyKnock deleted the MCBR record of the SKSE co-save. Not only hotkey data, but all registered mod events got wiped as well. Very unusual why that would happen. Caco's potion creation schematic relies purely on a mod event hit. If this were to happen to anyone, that Mod event would need re-Registered in the receiving script. Caco apparently only registers the event Onit - when Caco is first installed, and The CreatePlayerPotion Script - does register this mod event on a PlayerLoadGame - which should have been a safe measure if such a thing should ever happen- but it registers the event to itself, as it don't call it on the receiving script that houses the Event. So I made it call it on the Thread Manager script, and ran a one time force reset to the thread vars - just in case. Tested and it all seem good - so far.
Food properties as in hunger satiation? Assuming you're using the Survival Mode creation, there's a patch for it in the patch collection linked in the sticky above, which should restore those values.
If that's not the issue, could you please provide some more information in order for us to assist you?
Hi! The crucible turns potions made by you into vanilla potions. Just place them in it, and it will do it automatically. Read the description for more info.
3257 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.
In the long-term, we'll probably look at a SkyPatcher option which minimizes edits to vanilla records (like we're currently working on with WACCF), which will be supported alongside the full version (for those who want it).
I have a question that may've been addressed elsewhere, but it's about harvesting flesh-I'm using Ordinator, and only recently noticed that I *can* use a Blood Extractor to harvest blood, but can't seem to use a scalpel. Do I need to use that merging of the two mods that I've seen for SE, and then I can harvest flesh, too? Or is there something (likely obvious!) that I'm missing?
Thanks for any help y'all can offer:)
I found the following warnings with asset doctor
reference FF001805 (base 50576D5D from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothredspotsawtooth_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothRedspotSawtooth.nif)
Is it something you might want to fix?reference FF0017E9 (base 50525BBD from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothmourningcloak_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothMourningCloak.nif)
reference FF0017E3 (base 50576D61 from Complete Alchemy & Cooking Overhaul.esp) > missing texture Steam\steamapps\common\Skyrim Special Edition\data\textures\ccor\critters\lepidoptera\fxmothredadmiral_n .dds (mesh short path: CCOR\Critters\Lepidoptera\crittermothRedAdmiral.nif)
But just out of the blue, Something is seriously screwing with your PotionPlayerScript, Caco_AdjustposistionThreadManager
is non stop stacking and corrupting the save file. It starts right after I use the Alchemy station in LakeView manner home.
Had to swing by to upgrade some armor, and make some enchanting potions. Save breaks within the hour.
Any help here would be appreciated.
Edit: Just remembered about a week ago, I was goofing around in Simply knocks mcm and it has that option to disable loading
data to and from .jason, for keeping info across save files. I ticked it off, and it blew a whole in the the skse co save.
Ooops! All hot key data in all 400+ mods that use hot keys had to be reset. Some other mods had to be completely reset.
Not exactly sure what that did, but maybe simply knock needs to remove that option. Caco seemed fine - but I havn't had to
wip up any potions until now. I wonder if its related ? If so is their a safe way to reset Caco so queued() start responding again.
Great thing about blowin a whole in the co save - Saving my game started saving really fast again, like I was on a new game. lol
Turns out When I disabled simplyknocks mcm option to save info to a jason, SimplyKnock deleted the MCBR record of the SKSE co-save.
Not only hotkey data, but all registered mod events got wiped as well. Very unusual why that would happen.
Caco's potion creation schematic relies purely on a mod event hit. If this were to happen to anyone, that Mod event would
need re-Registered in the receiving script. Caco apparently only registers the event Onit - when Caco is first installed, and
The CreatePlayerPotion Script - does register this mod event on a PlayerLoadGame - which should have been a safe measure if
such a thing should ever happen- but it registers the event to itself, as it don't call it on the receiving script that houses the Event.
So I made it call it on the Thread Manager script, and ran a one time force reset to the thread vars - just in case.
Tested and it all seem good - so far.
If that's not the issue, could you please provide some more information in order for us to assist you?