CACO - Compatibility (801 comments)

  1. kryptopyr
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    COMPATIBILITY
    Due to the nature of the changes made by this mod, CACO is likely to be incompatible with any mod that adds new alchemy ingredients or changes the vanilla alchemy effects. Using ingredients added by other mods may result in potions with no effect (duration of 0) or other oddities. Mods that change the vanilla food items or add new food items may introduce inconsistencies, but other than the possible imbalances, they are probably okay to use with CACO.

    CACO converts some non-ingredient vanilla items into alchemy ingredients and vise-versa. For example, horker tusks and soul husks are now considered alchemy ingredients. If other mods use the vanilla version of these items in a crafting recipe or as quest requirement, then you will need to convert the CACO item back into it's vanilla equivalent. I have provided an easy way for you to do this from within CACO's MCM. Simply go to the Utilities section, check the "Disable Item Swapping" box, then click on the item you need to have converted back to its vanilla equivalent. Any relevant items in your inventory will be converted back to their vanilla form. You can swap between vanilla & CACO items at any time.
     
    • Wiseman303's Flora Fixes has been fully integrated.
    • Harvest Overhaul has been fully integrated, allowing the increased harvest amounts to be fully factored into the way the effects are balanced.

    • If you are using other mods that edit leveled lists, then you may need to create a Bashed Patch to merge the changes to leveled lists
    • Mods that change the vanilla food items or add new food items may introduce inconsistencies, but other than the possible imbalances, they are probably okay to use with CACO. 
    • Mods that add or change cooking recipes may introduce inconsistencies. If cooking recipes use Salt Pile, Sack of Flour, or Wine, then you can still create those recipes by enabling the "Recombine Cooking Portions" option in CACO's Mod Configuration Menu.
    • Mods that use certain vanilla items such as horker tusks, soul husks, bone hawk claws, or human flesh: If other mods use the vanilla version of these items in a crafting recipe or as quest requirement, then you can convert the CACO item back into it's vanilla equivalent by enabling the " Disable Item Swapping" box in the MCM.

    • Mods that add new alchemy ingredients or change the vanilla alchemy effects are probably not compatible without a patch.
    • Mods that alter the Alchemy perks and/or perk tree are not compatible without a patch.

    RETURN TO MAIN MOD PAGE
  2. kryptopyr
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    This post is a work in progress.
     
    Please check comments below (or use the forum search function to search this topic) for additional compatibility information.  Please contribute by posting any known compatibility concerns or links to available patches.
     
    COMPATIBILITY PATCHES
    Patches and links to patches can be found at Kryptopyr's Patch Hub
    Refer to Patches Under Construction to see which patches are currently being worked on.  Please check here before requesting patches.  
     

    MOD NOTES 
    The following is a list of mods that have been reported as either compatible or not compatible with Complete Alchemy & Cooking Overhaul.
    ​Mods that have conflicts which have been resolved by patches can be found at Kryptopyr's Patch Hub
     
    Fully Compatible (no patch needed):
    The following mods have been reported as fully compatible with CACO without needing a patch.
    • Campfire - campfire recipes will automatically adjust for consistency with CACO. New campfire recipes have been added.
    • Even Better Quest Objectives - fully compatible if loaded before CACO. Changes from EBQO have been carried over into CACO.
    • Frostfall - new soups, stews and hot drinks added by CACO will provide warmth.
    • Static Mesh Improvement Mod - CACO includes SMIM's changes to Tern and Tern Feathers. You do not need to use SMIM-DragonbornTernFix.esp when using CACO.

    Partially Compatible:
    The following mods have been reported as partially compatible with CACO.  Special compatibility instructions are listed here.
    • A list of available compatibility patches can be found at Kryptopyr's Patch Hub
    • iNeedLoad CACO after iNeed, and use the modified script available here.  See spoiler for more information. 
      Spoiler:  
      Show
      If using iNeed - Extended, choose the "No Food/Recipe Changes" version.  It is also recommended that you disable iNeed's option to alter the weight of food, as this can conflict with the changes made by CACO and result in some odd weight values. Also, iNeed's degradation system isn't recognized by CACO's food portion system, which results in some slight inconsistencies. For example, if you eat a loaf of bread which is considered stale by iNeed, the second half of the loaf is returned to your inventory as if it were a fresh piece of bread.

    Incompatible (or needs patching):
    The following mods have been reported as incompatible with CACO.  It may or may not be possible to create a patch to resolve the conflicts.
    • Bullseye Perk Paralyze Bug Fix - conflicts with CACO's changes to the Paralyze effect.  It may be possible to create a patch by combining the edits made by both mods; however, the results of this are unknown and need to be tested.
    • Flora Respawn Fix - CACO incorporates Wiseman303's Flora Fixes to address the flora respawn bug.  Therefore, Flora Respawn Fix is not needed and conflicts with these changes.
    • More Growable Plants - conflicts with CACO's changes to the growable lists.  I don't recommend using a patch to resolve these conflicts since MGP simply isn't balanced to work well with CACO, and CACO already covers most of the functionality of MGP.  

    Most of the information here has been submitted by other users and/or patch creators.  Please contribute by posting in the forum below with updates and additional information.
  3. Eddoursul
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  4. DrMonops
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    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.
  5. dmatuteb
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    Is this compatible with Survival Mode Improved - SKSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) and Survival Mode from the Bethesda Creations...
  6. Eyre11
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  7. SasameSnow
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    This mod will not work with Tundra-Homestead(CC) ovens.
    I wish there is a craft menu to manually open the flour sack.
    1. DrMonops
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      Actual ovens? Tundra Homestead's Baking Surface uses the vanilla BYOHCraftingOven [KYWD:030117F7] keyword, and checking in game it works fine with CACO. If you're seeing actual ovens, they would be added by another mod.

      Flour sack as a crafting menu is neat idea.
  8. Cavanoskus
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    I've been trying to narrow down why I have an extra "Grilled Leeks" recipe and went through a lot of troubleshooting to figure out why — I thought it might be Campfire, Hunterborn, or even iNeed doing it, went through them all, ended up uninstalling iNeed in favor of Last Seed and started a new game, STILL had Grilled Leeks in my cooking menu twice — and then went on a deeper dive into xEdit with my entire load order and I think I finally found the culprit. Maybe??

    The Creation Club - Farming mod seems to have its own recipes for:

    • Grilled Leeks
    • Baked Potatoes
    • Boiled Creme Treat
    • Long Taffy Treat
    They all have unique EditorIDs starting with "ccVSVSSE004_" and are not being overwritten by anything. So far I've only seen the Grilled Leeks duplicate recipe, which happens to be the same as the original one (literally just needing leeks at a cooking pot) but I figured I haven't seen the others yet because I haven't had enough of those ingredients in my inventory. But I think this must be where the second Grilled Leeks recipe is coming from?

    The CNAM - Created Object records for all 4 of these recipes look like the base Skyrim ones (which I assume are being overwritten by CACO), e.g. "FoodLeeksGrilled "Grilled Leeks" [ALCH:00064B3E]" so it's just the issue of having 2 recipes creating the same item. (Maybe it's just clutter but I don't want this, I want the CACO recipes only.)

    I'm using a bashed patch but I think the fact that these recipes have unique EditorIDs is what technically makes them "different recipes" that aren't being overwritten or merged with anything. So I figured there must be a way to get rid of them in favor of the CACO recipes, but after a couple of hours of searching I don't see a patch for this anywhere (and I don't even see anyone else talking about this issue, which does kind of make me wonder if I'm on the wrong track here? I can't be the only one with extra unwanted recipes for these foods since they are sitting here in CC Farming with no patches anywhere??). I noticed Patches Under Construction has "CACO - Farming (CC)" under "Requested" so maybe this was going to be the patch I need and it just never got made.

    Anyway, I'd like to patch this myself if I can, so I have a couple questions about that:

    • For personal use, can I just like, right click the recipes in the "Constructible Object" section and select "Remove" in xEdit? Or would that break something?
    • Alternately, could I create an actual .esp that removes these without being a "replacement .esp" for the Farming CC? There is actually another mod I'd like to patch specifically to remove items from but I'd like to be able to release these as patches without being a replacement .esp file that I'd then have to update whenever the mod updates. So how do you "replace" a recipe or item with "nothing" to make it no longer available? Maybe I'm misunderstanding but wouldn't a bashed patch notice the empty record and put it right back in there? And could this be done with xEdit or would I need to download the CK?
    • Also, just in case, am I just like completely on the wrong track here?

    Sorry this post is so long, but I've spent a while trying to figure this out and this seems to be the best place to ask these questions especially with the knowledgeable DrMonops here, and because if I can successfully make this patch myself I would love to share it. And if it turns out to be something someone else can make in like 2 seconds maybe this post will still benefit everyone lol.

    (Edit: I forgot to say that I noticed kryptopyr's Patch Hub has a patch for "HearthFires - Customizable Fertile Soil - Farming (CC) __ CACO" but is it worth it just to install HearthFires - Customizable Fertile Soil for this patch? Like does it get rid of those duplicate recipes?)
    1. Excinerus
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      make an overriding light esp, in it override the unwanted recipes and make them invisible/inaccessible by removing their furniture keyword.
    2. Cavanoskus
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      Thank you! Can I do this in xEdit? (Edit: yes I certainly can and I'm trying it now)
      I don't know how to do any of that tbh, but I can look in the documentation once I know whether I'd be using xEdit or the CK (or something else).
    3. DrMonops
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      I've made a note to disable those duplicate recipes via script in the next update.
    4. Cavanoskus
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      Thanks! My self-made patch was working, but your change will make future installs simpler.
  9. Guynemer
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    Using CACO with Ordinator (and the patch from the patch hub, of course). I can't figure out if there is a way to use the retort concentrating potions functionality, as there is no Chymist perk. Was this moved to another perk in the compatibility patch?
    1. DrMonops
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      It likely was, but I don't have access to my PC right now to check which one. It should be documented in the Patch Notes included with the patch.
    2. Guynemer
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      Yup, sure enough, it's there in the notes. Chymical Wedding. Thanks!
  10. IvyKen
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    Hello dev, i got a three problem here on my gameplay with CACO mod. I install the CACO mod in middle of gameplay, so i wonder if that the problem appear cause not starting a new game.

    1. Overwhelmed effect, i don't know if this a problem or not. For example the paralysis potion i make can paralyzed a enemy with 300 more level for 40000 more seconds, of course this was made with maximized benefit of equipments, but well i easily just adjust strength so it not really a problem and to be honest i quite like this problem cause i love to breakthrough the roof of it's limit.

    2. Ordinator CACO compatibility, i use compatibility mod of course. Other perk seem to working but some perk it looks like disabling for me to use alchemy table. After few time try it looks like when i activated "advance alchemy" perk of alchemist it will cause the game cannot access to alchemy table. Before activating that perk the alchemy table still working, potion does decrease weight

    3. Cannot use all alchemy tool except blood extractor and scalpel. Cannot distill, extract, nor retort while i have all tool in my inventory. The menu just not pop out. I think this is maybe the cause of "advanced alchemy" seal the alchemy table too. I have watch video of other player use the retort on alchemy table, there is menu of retort or crafting come out, but my gameplay not come out any menu.

    I have read the description that say if not start a new game, some function cannot function normally. Well if i can i just doesn't want to start again since i haven't completed the game yet...
    1. IvyKen
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      just adding for guy who got same problem like me that cannot use retort, mortal and pedestel. looks like just create a new game can fix all that problem.
    2. DrMonops
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      Regarding your point 1, this is typically caused by another mod adding ingredients not patched for CACO, or overwriting CACO's changes to existing ingredients.

      Concerning point 3, do you have the necessary perks?
    3. IvyKen
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      I light up all skill perk on alchemy, cannot use alchemy tool except blood extractor and scalpel, on alchemy table there is no menu of mortal and pestle and retort come out, even mortal and pestle and alchemy retort on inventory is useless not respond anything than effect sound on clicking like other item in misc. Now i start new game build focus on alchemy, test it and FIXED. It looks like this mod can't be used in middle of playgame with ordinator (dunno if same problem occur or not in vanilla save game), when you use in mid game after lighten up a advanced alchemy (ordinator alchemy perk) it cause bug on alchemy table that make menu of mortal and pestle or alchemy retort.
  11. BiddiBoy
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    could anyone tell me if this is compatible with gourmet- a cooking overhaul?

    i like the alchemy changes of this mod and the addiction, vendor and survival changes of gourmet.
    1. DrMonops
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      I wouldn't expect them to work out of the box, but it's possible someone may patch them eventually.
  12. Kyguy89
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    Can someone tell me any perk overhauls that are compatible with this? I tried SPERG since theres no Alchemy tree but having inventory crashes. So as far as I know that was the most highly compatible perk overhaul i'm aware of. Any suggestions would be great
    1. DrMonops
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      There's a patch for Ordinator on kryptopyr's Patch Hub and a really good patch for Vokrii here. Beyond those, I'm not really sure what's out there, but I imagine there's more.
    2. Kyguy89
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      Actually my crashes were due to the visualanimatedenchants2-023 - waccf patch.esp in krypto's patch hub installer so I havent tested but SPERG literally has no alchemy tree at all so i'd assume its good to go. Vokrii is way too much for me but I am trying Ordinator currently.

      here's my crash for that patch. the important stuff anyway. won't let me post whole thing here
      I was using Visaualanimatedenchants Skypatched and I use Vortex and I have a different profile with all Simonrim mods so the VAE Thaumaturgy patch I think was also enabled but i cant be certain. If that was the case obv it would crash but i dont remember if I saw it enabled or disabled.

      Its probably me tho(LO) again and not the patch but you can tell me

      Possible relevant objects (7)
      {
        [   1]    EnchantmentItem(Name: `Fear`, FormId: 0005B468, File: `Skyrim.esm`)
        [   1]    TESObjectREFR(FormId: FF0024AE, BaseForm: EnchantmentItem(Name: `Fear`, FormId: 0005B468, File: `Skyrim.esm`))
        [  57]    TESNPC(Name: `Bell`, FormId: 00000007, File: `Skyrim Unbound - Female by Default.esp <- Skyrim Unbound.esp <- ccbgssse018-shadowrend.esl <- Skyrim.esm`)
        [  57]    PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Bell`, FormId: 00000007, File: `Skyrim Unbound - Female by Default.esp <- Skyrim Unbound.esp <- ccbgssse018-shadowrend.esl <- Skyrim.esm`))
        [ 120]    BGSKeyword(Name: WAF_DLC1WeapMaterialDawnguard, FormId: 01AF0116, File: `Complete Crafting Overhaul_Remastered.esp <- Weapons Armor Clothing & Clutter Fixes.esp <- OCF.esp`)
        [ 148]    TESAmmo(Name: `Silver Bolt`, FormId: FE01683F, File: `Unofficial Skyrim Special Edition Patch.esp <- ccbgssse037-curios.esl`)
        [ 262]    TESObjectWEAP(Name: `Elven Bow of Despair`, FormId: 000BE167, File: `Weapons Armor Clothing & Clutter Fixes.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)
      }
      Probable callstack
      {
        [0]   0x7FF7D7C22701     (SkyrimSE.exe+2E2701)          GameFunc::native::EPMagic_SpellHasSkill_2E26D0+31
        [1]   0x7FF7D7D85B5A     (SkyrimSE.exe+445B5A)          unk_4454C0+69A
        [2]   0x7FF7D7D84A04     (SkyrimSE.exe+444A04)          unk_444920+E4
        [3]   0x7FF7D7D847D6     (SkyrimSE.exe+4447D6)          unk_4447A0+36
        [4]   0x7FF7D7C777E1     (SkyrimSE.exe+3377E1)          BGSEntryPointPerkEntry::EvaluateConditions_337660+181
        [5]   0x7FF7D7C6EE85     (SkyrimSE.exe+32EE85)          HandleEntryPointVisitor::unk_32EE60+25
        [6]   0x7FF7D7FCDE9B     (SkyrimSE.exe+68DE9B)          unk_68DE50+4B
        [7]   0x7FF7D7C6EE34     (SkyrimSE.exe+32EE34)          ApplyPerkEntryPoint_32ECE0+154
        [8]   0x7FFC3CF7389B     (NetScriptFramework.Runtime.dll+389B)
        [9]   0x7FFC3CF71619     (NetScriptFramework.Runtime.dll+1619)
        [10]  0x7FF7D7C6ECDF     (SkyrimSE.exe+32ECDF)          
        [11]  0x7FFBDD56BC92                                    
        [12]  0x28E897BA4B0                                     
        [13]  0xD69979BD1D92                                    
        [14]  0x7FFC3BFE52F0     (clr.dll+7E52F0)               
        [15]  0x7FF7D7C6ECDF     (SkyrimSE.exe+32ECDF)          
    3. DrMonops
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      Based on what you're shared, it looks to me like something to do with applying the Fear effect to that NPC is causing the crash, but without the full crash log it's hard to say for sure.
    4. Kyguy89
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      It was inventory enchantments. Would only crash going into my inventory and then I would use additem to go to a weapon type and would immediately crash before add item could even open the menu. Removing that patch fixed it
  13. Inatun
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    Salt in my inventory isn't being recognized as ingredients for several food recipes for some reason. I'm using Realistic Needs and Diseases as a needs mod and that seems to be where the incompatibility lies. Is there a fix available? If not, is there a way I can help?
    1. DrMonops
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      CACO converts the vanilla Salt ingredients into a portioned version when you enter a cooking station, and back when you leave it. Other mods that add recipes ideally have CACO patches which replace the vanilla salt with CACO's salt token, but in the event they don't, the "Recombine Cooking Portions" option in the MCM can be used as a workaround.

      If you're using RND, I believe there's several different CACO patches for it; I'm told two of the better ones are this one and this one (pick one).

      If you have any more questions, let me know! :)
  14. 777Cookie777
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    Hello, sorry to bother you! I read that this mod is not compatible with things that changes alchemical ingredients, but I wanted to ask if it is compatible with mods that change the ingredients' appearance, such as Kanj's, Cathedral, etc. ingredient appearance changes?

    Thank you!
    1. DrMonops
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      If they're just replacing the model (which should generally be the case), they should be fully compatible.
    2. 777Cookie777
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      Thank you so much for replying! I'm glad to hear they are compatible. If I have any issues, I will let you know! Thank you again! ^w^
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