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 wanted to write a patch to have mugwort distributed more around the world or have it plantable (apparently I need a script for this, at which I'm not even a beginner (attempted beginner? is it a thing?)). Or to have more cold reducing recipies e.g. with honey. I failed lol. As I only have SSEE in possession and cannot use the CKit for regional reasons.
I found one mod that distributes mugwort as a weed around Markarth, but it isn't pickable.
I may have weak search abilities and be somewhat blind when searching for things (I do have ADHD hehe, which is not an excuse, I know, but I'm really trying my best >.<), so if anybody has any ideas on how to help keep my Dragonborn Kajiit warm, please share.
I've got Bean's Warming Brew and Fiery Drinks mods. But there must be something easier and more immersive. Like, e.g. put honey anywhere and have a warm something. Plus all these amazing recepies for different kinds of honeys... they should also have some warming properties.
Again, I apologise if I have missed some description or mod or patch to make my dreams come true.
SSEEdit is a great tool for making patches; while it doesn't allow you to place object in the world (at least not easily), it handles just about everything else, including adding items to distribution lists.
I'm not familiar with Bean's mods, but I can have a look at them and probably put some patches together. Do have a link to the mod that adds mugwort as a weed? CACO only includes mugwort seeds, but if the permissions on that mod allow it, I could potentially put together something that makes them plantable.
Espero que podamos resolver el problema de la sal, pero con respecto al Modo Supervivencia, ¿estás usando el parche del Centro de parches vinculado en la publicación fija anterior?
By far one of the best mods to spice up a skyrim play through. However, I have the memory of a goldfish and the internet does not seem to have a great list of new ingredient locations. Do you have any plans to release a list of where to find all the new ingredients?
Las pilas de sal deben convertirse en porciones de sal en las estaciones de cocina, que se utilizan para cocinar. Si no se convierten, es posible que haya algún problema con la instalación. ¿Podrías darme un ejemplo de una receta problemática para ayudar a identificar el problema?
I have a similar "problem". The thing is, the Salt Pile ingredient is detected as "salt" on the cooking menu, wich are salt portions. However, some recipes ask for "salt pile", the ingredient itself, but being converted to portions, it's like you don't have the salt pile ingredient on you, and you can't cook that recipe. There are a few ones wich ask for salt piles, instead of salt portions, but you can cook almost every kind of meat with salt portions. Some soups require salt piles, wich is a problem, but it's often offered an alternative recipe for the same soup or food, that uses salt portions instead. I think the Venison stew, for example, uses salt pile as an ingredient, but I can't cook it as my salt piles are detected as salt portions, and there isn't an alternative recipe for the Venison stew that uses salt portions.
It's not that bad, but sometimes it's annoying when you don't have both versions of the recipe, one with salt pile and the other with salt portions.
EDIT: CACO has an option on the MCM Menu, the Help section, that says "Recombine portions while cooking". I guess that could solve the issue, as you would use the Salt Pile ingredient to cook, instead of the portions. But maybe you loose access to the CACO recipes, and also the servings of the drinks, wich are nice :)
Veras estoy tengo los ingridientes y todo pero siempre me sale salta pila de sal... que alguien me esplique eso por favor y como es eso de convertirlas en porciones.
FrankenstratVH: Any recipes which still require salt piles are likely from mods which haven't been patched. If you're able to figure out which mods are adding those recipes, I'm happy to put together patches for them. The "Recombine Portions" MCM option is intended as a handy fallback, but ideally any mods with recipes calling for them should have a patch.
ESCARCHA34: Si las cosas funcionan correctamente, cuando ingresas a una estación de cocción o a un horno, las pilas de sal se convertirán automáticamente en porciones de sal y, cuando cierras ese menú, se convertirán nuevamente.
Si activas "Recombinar porciones de cocina" en el MCM, ¿permite cocinar con sal? De ser así, es posible que otro mod esté sobrescribiendo los cambios de CACO en las recetas originales.
Si pudieras proporcionar capturas de pantalla de algunas recetas que no puedes cocinar, me ayudaría a entender qué sucede.
7 hours into my playthrough it crashes on reload. I've determined after 4 hours it's CACO. I can go back 20 saves where it started near the entrance to Fellglow Keep some time when I entered. I can't figure out whats causing it. To workaround I disabled CACO, saved, enabled CACO. Not sure what was lost. Tried to use Resaver to clean up the orphaned instances but it didnt work but atleast im not crashing now. Was quite difficult to pin it down and seemed to only happen in this particular instance and saved thereafter.
Spent 5 hours trying to unblur my game from drinking skooma, ive tried the director mod and using the Xedit script which both didnt work, i dont wanna use sisme0 cuz thats a dumb solution can anyone help me ive disabled CACO and it still was persistent and im stumped out of ideas
There's an option in the MCM to disable the drunken effects, I believe, but as you've already removed the mod, the console command below should end the effect.
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).
I have the same problem. Impure potions are displayed with more or less acceptable stats in crafting, but in the inventory, all buff and debuff values are equal to 0. Moreover, the situation with the perk that removes the penalty from impure potions does not change the situation. My character is not a vampire... One quick guess later. Check if you have Ordinator + Gardden's Perk Trees Merged, if so, you need the CACO patch for both Ordinator and Gardden's Perk Trees. This was the solution in my case.
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.
3274 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.
I wanted to write a patch to have mugwort distributed more around the world or have it plantable (apparently I need a script for this, at which I'm not even a beginner (attempted beginner? is it a thing?)).
Or to have more cold reducing recipies e.g. with honey.
I failed lol. As I only have SSEE in possession and cannot use the CKit for regional reasons.
I found one mod that distributes mugwort as a weed around Markarth, but it isn't pickable.
I may have weak search abilities and be somewhat blind when searching for things (I do have ADHD hehe, which is not an excuse, I know, but I'm really trying my best >.<), so if anybody has any ideas on how to help keep my Dragonborn Kajiit warm, please share.
I've got Bean's Warming Brew and Fiery Drinks mods. But there must be something easier and more immersive. Like, e.g. put honey anywhere and have a warm something. Plus all these amazing recepies for different kinds of honeys... they should also have some warming properties.
Again, I apologise if I have missed some description or mod or patch to make my dreams come true.
I'm not familiar with Bean's mods, but I can have a look at them and probably put some patches together. Do have a link to the mod that adds mugwort as a weed? CACO only includes mugwort seeds, but if the permissions on that mod allow it, I could potentially put together something that makes them plantable.
Translated by Google
There are a few ones wich ask for salt piles, instead of salt portions, but you can cook almost every kind of meat with salt portions. Some soups require salt piles, wich is a problem, but it's often offered an alternative recipe for the same soup or food, that uses salt portions instead.
I think the Venison stew, for example, uses salt pile as an ingredient, but I can't cook it as my salt piles are detected as salt portions, and there isn't an alternative recipe for the Venison stew that uses salt portions.
It's not that bad, but sometimes it's annoying when you don't have both versions of the recipe, one with salt pile and the other with salt portions.
EDIT: CACO has an option on the MCM Menu, the Help section, that says "Recombine portions while cooking". I guess that could solve the issue, as you would use the Salt Pile ingredient to cook, instead of the portions. But maybe you loose access to the CACO recipes, and also the servings of the drinks, wich are nice :)
ESCARCHA34: Si las cosas funcionan correctamente, cuando ingresas a una estación de cocción o a un horno, las pilas de sal se convertirán automáticamente en porciones de sal y, cuando cierras ese menú, se convertirán nuevamente.
Si activas "Recombinar porciones de cocina" en el MCM, ¿permite cocinar con sal? De ser así, es posible que otro mod esté sobrescribiendo los cambios de CACO en las recetas originales.
Si pudieras proporcionar capturas de pantalla de algunas recetas que no puedes cocinar, me ayudaría a entender qué sucede.
You wouldn't have a crash log you could share, would you? Otherwise it's really hard to guess what the issue may have been.
can anyone help me
ive disabled CACO and it still was persistent and im stumped out of ideas
One quick guess later. Check if you have Ordinator + Gardden's Perk Trees Merged, if so, you need the CACO patch for both Ordinator and Gardden's Perk Trees. This was the solution in my case.
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:)