Hey man, just wanted to tell you that I am really really happy that you went out of your way years ago to make this patch, so thousands of us can enjoy the modlist of our dreams <3
CACO's fortify potions like fortify smithing/fortify enchanting do not work (your skill levels will always be capped at 100, meaning using a fortify potion that boosts your level above 100 will have no practical effect). Is this an intended design ?
Thanks for the mod and good to see this conflict is getting attention. Since this patch does away with the Alchemist perk, what perk is required in order to craft CACO's bombs at the retort? Thanks
hey i installed your patch and there are some things not as they should not be, 2 things actually, the merged physician is just caco version and i'm missing caco plague doctor. the only patches i'm using that involves vokrii are vokrii smithing perks overhaul, odin vokrii patch, vokrii audio overhaul patch, vokrii arrow and bolts tweaks patch, and vokrii ccor patch. i do have loaded vokrii before caco and i also made the wyre bash patch.
I'm kind of at a loss as to what could be causing this. I think the best way to find out would be to open your entire load order in SSEEdit and see exactly which mods are affecting AVAlchemy, Physician, and Catalyst.
Sorry to necro this post, but for just for your knowledge I had the same issue, and saw in SSEEdit that it was the bashed patch reverting the names and descsriptions of the perks (the effect were ok, just old names and descriptions), I corrected it directly on SSEEdit.
Doesn't seem to be working with CACO 2.0.9 and Vokrii 3.8.0 at least for me. I still have the Vokrii perks. I forced Vokrii to load before CACO with Loot. Problem has been resolved.
Having CACO before Vokrii will not work. This is what I had and I had Alkahest twice and not any of the CACO perks. Fortunately it's an easy fix, but I though I should let you know Retrah. My knowledge of modding is very basic so I could be wrong but I think you added Vokrii perks to what was there. If I am correct, then CACO needs to be after since it overwrites (read erase) Vokrii tree. Since your patch adds Vokrii perk (if I'm right) then CACO has to overwrite Vokrii. The way to make them interchangeable would be to rewrite the whole tree so it overwrite both, I believe.
A small suggestion if you are open to it; Chymist has a use for those who play alchemy without using poison. My current character do not use poison because he doesn't use weapons (just spells). Chymist allows to distillate potions (use weak potions to make a powerful one) so it's really something interesting in alchemy but to get it my character will have to spend three point in useless perks for him. I tried to make the change for myself but my only success was to mess up the perk tree. I could not find how to remove a link to a previous perk.
I just looked into it and I'm not sure how this happens as this patch overwrites the original Vokrii Alkahest.
(Edit: I just started a new game with CACO Loaded before Vokrii and I only had one Alkahest perk. My best guess would be that you have another patch installed that affects and thus reverts the Vokrii Alkahest perk).
I'll give some thought to the Chymist change, though I'm not sure I'll be able to find a way of implementing it that I'll be happy with.
It really possible that I have other things overwriting all of these. It's strange that I do not see it in XEDIT and that when I forced LOOT to put CACO after Vokrii it was resolved but I guess this is what happens when you got big load order. Thanks a lot for your answer.
If those two perks need the CACO version then it would just be a case of adding them to the patch. The order of the master files shouldn't matter then.
This patch already overwrites every conflicting perk to ensure that you should be able to load them in either order. Like mentioned above, this seems to be a conflict with another Vokrii (or CACO, though I'd say most likely Vokrii) patch.
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Edit: I just realised I misunderstood what you meant. It should be the first perk in the Alchemy Tree.
Reason that I post this here and not on either the Vokrii or CACO page is that when I turn this patch off it works just fine (needs a new save).
Manually sorting the load order to load Vokrii before CACO fixes it (need to make a new save though).
Doesn't seem to be working with CACO 2.0.9 and Vokrii 3.8.0 at least for me. I still have the Vokrii perks.
I forced Vokrii to load before CACO with Loot. Problem has been resolved.Thank you very much
Edit: I've looked into it, from what I can tell it should work just like it does on 3.5
Having CACO before Vokrii will not work. This is what I had and I had Alkahest twice and not any of the CACO perks. Fortunately it's an easy fix, but I though I should let you know Retrah. My knowledge of modding is very basic so I could be wrong but I think you added Vokrii perks to what was there. If I am correct, then CACO needs to be after since it overwrites (read erase) Vokrii tree. Since your patch adds Vokrii perk (if I'm right) then CACO has to overwrite Vokrii. The way to make them interchangeable would be to rewrite the whole tree so it overwrite both, I believe.
A small suggestion if you are open to it; Chymist has a use for those who play alchemy without using poison. My current character do not use poison because he doesn't use weapons (just spells). Chymist allows to distillate potions (use weak potions to make a powerful one) so it's really something interesting in alchemy but to get it my character will have to spend three point in useless perks for him. I tried to make the change for myself but my only success was to mess up the perk tree. I could not find how to remove a link to a previous perk.
(Edit: I just started a new game with CACO Loaded before Vokrii and I only had one Alkahest perk. My best guess would be that you have another patch installed that affects and thus reverts the Vokrii Alkahest perk).
I'll give some thought to the Chymist change, though I'm not sure I'll be able to find a way of implementing it that I'll be happy with.
As for Chymist, I will stay tune.
The order of the master files shouldn't matter then.
I'm using Full size Enairim and Kryptopyr's mods :D