~~ Get In Touch ~~ If you are having any issues with the mod or simply have any questions, suggestions or feature requests please join my discord server or post below, It's much easier for me to keep track of bugs and requests on Discord.
~~ Bugs ~~ I only offer support for the current version of Completionist, please do not attempt to report bugs if you are not on the latest version. If you post a bug or issue here don’t be surprised to see it vanish, I will have moved it to the bugs section (that’s where bugs live) and hidden the comment from the main posts, Its much easier for me to keep track of issues this way rather than having to search the comments. ~~ 4.1.0.2 Update (25/01/2025) ~~ A new game is STRONGLY recommended for this update. 4.1.0.2 fixes a lot of backend bugs, all known issues should now be fixed hopefully. You may notice that Completionist no longer ships with any kind of patches, this is intentional, not an error, please don't report a bug for missing patches. All patches have been moved into the Completionist Addons FOMOD. Any patches found on Nexus may need to be updated to support the new patch framework, it has completely changed and will not be able to parse old patches. As always if you find any bugs please report them with as much information as possible so I can look into them.
As of version 4.1.0.2, Completionist will no longer be packaged with UI patches, there are too many UI overhauls / mod combinations for me to keep up with creating and maintaining these patches.
Completionist now has an automatic SWF Patching Tool to manage these file conflicts. Created by myself, the tool decompiles any supported SWF and extracts the action script before modifying it to include Completionist support. The tool will create a backup of all files to be patched and once patched, it will recompile the SWF and overwrite the original.
The easiest way to use this tool, is to extract the zip to a none UAC folder, select your MO2/Mods folder or Vortex staging folder in the bottom box of the patcher, and the tool will add support to any files it finds that need it, this way you do not have to worry about which files are winning conflicts and priorities etc as all files will be backed up and patched.
You only need to use the patcher if you see CompTag! in your inventory menu, loot menu or crafting menu's. A lot of UI Overhauls come with Completionist support so please check in game first as you may not need to use this at all.
Adding Completionist support does not require Completionist to be installed, the SWF will still work perfectly fine so if you are a UI dev, you do not need to add a different version of the file for Completionist support, just patch your main file and support will work dynamically.
If you experience any issues using the tool, please join the Discord server and post your log (Copy Log To Clipboard Button) along with the SWF file you are trying to patch.
The tool can be downloaded from the optional files section, Discord or Github.
For those having trouble with Bitdefender blocking the GUI patcher executable, just add the executable as an exception using these directions:
1. Click the Protection link in Bitdefender. 2. Click the Open link under Antivirus. 3. Click the Settings tab. 4. Click "Manage exceptions" 5. Click "Advanced Threat Defense" 6. Click "Add an Exception" 7. Enter the full path and filename of the GUI patcher in your system. (For example, mine is "d:\games\utilities\completionist auto ui patcher gui\completionist auto ui patcher gui.exe")
I have a situation- I want to just see TCC items lit up with blue text in shops, etc. and *not* non-museum objects in blue. Is it possible to adjust settings to make this possible? Sorry if this is an obvious fix and thank you for your help.
Is there any way to add exclusions or remove categories? I wanted to remove "Clutter" categorized items so that every basket, plate, fork, shovel etc is not included in the completionist list lol
Fixed my little issue of not seeing the CC content showing up in MCM and not tracking them. If, for any reason, you don't have _resourcepack.esl in your load order, make sure that it is loaded, because the mod relies on this file to function.
I was using a Wabbajack modlist that didn't have this in the load order, so I had to create an empty mod with the .esl and the .bsa copied from the Skyrim main installation folder, place it below all the other CC content stuff, and have this newly created mod activated.
I'm moving my mods to a new PC and I ended up installing Version 4.0.0.2 before checking if this was updated. I installed version 4.1.0.8, but I'm having issues getting everything patched.
Since I use DDDM Warm could I install version 4.1.0.8 and just use the patches for InventoryLists.swf' & 'CraftingMenu.swf from version 4.0.0.2.
I don't use C.O.C.K.S, but constructibleobjectmenu.swf was added when I installed version 4.0.0.2, would I also need to include that?
Just realized this mod has some scripts that also exists in fishing mods like Fancy Fishing and Immersive Fishing. Does I have to make Completionist overwrites other mods for it to work properly?
Hello! :) Would it be possible to set the "Need it!" and "Have it!" tags to an icon from Oblivion Interaction Icons? I thought maybe I could put the whole <font face='Iconographia'></font> thing into the text box but the text is too long and box too short to accommodate this (let alone if it'd even work) :( I also noticed it doesn't seem to save my HUD settings between saves. Did I miss something, or are MCM settings not saveable?
Update: I am a dork who did not really look at the settings that hard. lol... Apologies for this. MCM settings are saveable through JSON on, hey, the general settings page! (imagine that... i'm probably just too spoiled from MCM Helper that i forgot about looking for manual save/load buttons tbh) That said, in regards to the Oblivion Interaction Icons. I found a workaround that does function, by setting them with the <font face='Iconographia'></font> and such (json tag? I'm not actually sure what it's called) that OII says to do when setting your own, but do this manually in CompConfig.json ("!State_OverRide_N_Name_String" and "!State_OverRide_G_Name_String") Adding the color tag for these does work on the icons as well :) Again, apologies for clogging up comments with a dork moment, but hopefully this helps someone who had similar questions
1827 comments
If you are having any issues with the mod or simply have any questions, suggestions or feature requests please join my discord server or post below, It's much easier for me to keep track of bugs and requests on Discord.
~~ Bugs ~~
I only offer support for the current version of Completionist, please do not attempt to report bugs if you are not on the latest version. If you post a bug or issue here don’t be surprised to see it vanish, I will have moved it to the bugs section (that’s where bugs live) and hidden the comment from the main posts, Its much easier for me to keep track of issues this way rather than having to search the comments.
~~ 4.1.0.2 Update (25/01/2025) ~~
A new game is STRONGLY recommended for this update. 4.1.0.2 fixes a lot of backend bugs, all known issues should now be fixed hopefully. You may notice that Completionist no longer ships with any kind of patches, this is intentional, not an error, please don't report a bug for missing patches. All patches have been moved into the Completionist Addons FOMOD. Any patches found on Nexus may need to be updated to support the new patch framework, it has completely changed and will not be able to parse old patches. As always if you find any bugs please report them with as much information as possible so I can look into them.
Completionist now has an automatic SWF Patching Tool to manage these file conflicts. Created by myself, the tool decompiles any supported SWF and extracts the action script before modifying it to include Completionist support. The tool will create a backup of all files to be patched and once patched, it will recompile the SWF and overwrite the original.
The easiest way to use this tool, is to extract the zip to a none UAC folder, select your MO2/Mods folder or Vortex staging folder in the bottom box of the patcher, and the tool will add support to any files it finds that need it, this way you do not have to worry about which files are winning conflicts and priorities etc as all files will be backed up and patched.
You only need to use the patcher if you see CompTag! in your inventory menu, loot menu or crafting menu's. A lot of UI Overhauls come with Completionist support so please check in game first as you may not need to use this at all.
Adding Completionist support does not require Completionist to be installed, the SWF will still work perfectly fine so if you are a UI dev, you do not need to add a different version of the file for Completionist support, just patch your main file and support will work dynamically.
If you experience any issues using the tool, please join the Discord server and post your log (Copy Log To Clipboard Button) along with the SWF file you are trying to patch.
The tool can be downloaded from the optional files section, Discord or Github.
1. Click the Protection link in Bitdefender.
2. Click the Open link under Antivirus.
3. Click the Settings tab.
4. Click "Manage exceptions"
5. Click "Advanced Threat Defense"
6. Click "Add an Exception"
7. Enter the full path and filename of the GUI patcher in your system. (For example, mine is "d:\games\utilities\completionist auto ui patcher gui\completionist auto ui patcher gui.exe")
The false flag comes from the bundled JPEX files, not the actual patcher. The Nexus team has manually scanned and verified everything to be safe.
I’ll sticky this just in case it happens to anyone else.
I was using a Wabbajack modlist that didn't have this in the load order, so I had to create an empty mod with the .esl and the .bsa copied from the Skyrim main installation folder, place it below all the other CC content stuff, and have this newly created mod activated.
Since I use DDDM Warm could I install version 4.1.0.8 and just use the patches for InventoryLists.swf' & 'CraftingMenu.swf from version 4.0.0.2.
I don't use C.O.C.K.S, but constructibleobjectmenu.swf was added when I installed version 4.0.0.2, would I also need to include that?
I also noticed it doesn't seem to save my HUD settings between saves. Did I miss something, or are MCM settings not saveable?
Apologies for this. MCM settings are saveable through JSON on, hey, the general settings page! (imagine that... i'm probably just too spoiled from MCM Helper that i forgot about looking for manual save/load buttons tbh)
That said, in regards to the Oblivion Interaction Icons. I found a workaround that does function, by setting them with the <font face='Iconographia'></font> and such (json tag? I'm not actually sure what it's called) that OII says to do when setting your own, but do this manually in CompConfig.json ("!State_OverRide_N_Name_String" and "!State_OverRide_G_Name_String")
Adding the color tag for these does work on the icons as well :)
Again, apologies for clogging up comments with a dork moment, but hopefully this helps someone who had similar questions
Great mod! I'm having a little issue. When using moreHUD options enabled, I'm getting strange text when it's something I need.
Need It! => Need It! [ahzFakeSpace][cmpNew]