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Complete Crafting Overhaul Remade and Updated


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#131
Lynnmcd

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Hi all....I'm having a weird thing happen when I try to make locks!  The smithing menu is telling me that I need copper and iron!  I did find a merchant with copper ingots and I even found copper ore deposits but when I mine them it shows up as corundum in my inventory which isn't recognized at the smithy.  It is still telling me I need copper.  Can anyone tell me what might be the conflict here?  I have the weapons and armor fixes for vanilla and Dragonborn (I don't have Dawnguard so I didn't use the main complete files.) I do have Smithing Perks by headbomb installed as well but I went with this new CCO file of kryptors.

 

I've made locks in the past and I think this confilct is due to the kyptor's CCO.  Anyone else have this problem?



#132
Shadeybladey

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The smithing menu is telling me that I need copper and iron!  I did find a merchant with copper ingots and I even found copper ore deposits but when I mine them it shows up as corundum in my inventory which isn't recognized at the smithy.

 

It says in the read me which ores and ingots have been changed.

 

In real life, Malachite is green copper carbonate ore and is used to make copper. In Skyrim, it is used to make refined malachite and then glass armour and weapons.

 

Kyryptopyr has changed it so Glass armour and weapons are made from Raw Glass, like in Morrowind, but I do not remember which ores are associated with which ingots as I am still waiting for the Vanilla version of CCOR.

 

I do recall he changed Quicksilver to Mithril, presumably because on Earth quicksilver is mercury, although on Nirn it is a solid, yet light and flexible, metal used mostly for tempering and making Elven Gilded armour.

 

Maybe if you got SPOR it might fix it? I have WAFR, SPOR (Vanilla) and I was using Sharlikran's CCO patch, but changed recently to Enhanced Crafting, which I do not like as much. I like making Steel from Iron and Charcoal.

 

~.~



#133
Lynnmcd

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Hi Shadey,

 

I do have SPO as well.  When I went back in and turned off kryptor's CCO I saw the corrected menu back in my smithing file and was able to make locks.  

 

All this needs is for kryptor to make sure that if items are going to be made with something called "copper" then the game has to recognize this ingredient as such.  Right now it doesn't so the formulas are not working. 

 

I guess I'll PM him with this info.

 

Thanks!



#134
Lynnmcd

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It says in the read me which ores and ingots have been changed.

 

 

 

 

BTW....I don't know where to find the "Read me" for this....it didn't land in my folders when I loaded this file.  Can you point me to it?



#135
Shadeybladey

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BTW....I don't know where to find the "Read me" for this....it didn't land in my folders when I loaded this file.  Can you point me to it?

 

It's in the zip, Complete Crafting Overhaul - Preview version-34093-0-81.zip.

 

Maybe if you used NMM, it goes somewhere else? I always install manually, so I still have the zip and the unzipped contents in a separate folder. I copy esp and bsa etc rather than move them when I install.

 

There are several text files in there. I think Corundum is Copper, so if you cannot craft locks with it, there may be an error in the recipes. If this is the only crafting mod you have, there may be a few glitches left to iron out.

 

But also make sure you have installed all the DLC versions you need. There are 4 esps.

 

The main readme says:

 

- Charcoal + Iron = Steel.  Charcoal can be created at the smelter using firewood.
- Corundum has been renamed to Copper.  
- Quicksilver has been renamed to Mithril.
- Malachite Ore has been renamed to Raw Glass, and Refined Malachite is now Refined Glass.

 

 

The DLC readme says: "Recipes now respond to the toggle options found in CCO's MCM menu", so maybe you need to configure something?

 

It also says stuff about cooking recipes having new conditions in CCOR, so I really hope it is compatible with Realistic Needs and Diseases. If not, I won't be able to use it when the Vanilla version is ready. I really do not want the ore mines, veins and recipes changed for the new names, which is why I am holding off.

 

~.~



#136
Frencho

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Hello ShadeyBladey,

 

I have been using CCOR and Realistic needs and diseases for the last few days. I haven't payed that much attention to the cooking recipes, but at the cooking pots I can prepare all vanilla + heartfire + Dragonborn meals and new ones which I presume were added by RN&D (Never saw them before). So far I haven't boiled water by myself (I guess we do that with the cast off iron pot and the tinderbox) I just buy it at the inns. But for some reason I can't drink from streams, yet i doubt that has anything to do with CCOR. I'm almost positive that both mods are 100% compatible. Also, I played around with my load order and  uninstalled skyrim economy overhaul for Trade & barter, it resolved the inconsistencies I stated on my previous post, such as scaled armour being in hide category and all the blades set in the faction category.

 

Best regards,



#137
nightwraith666

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I'm not sure if it's Complete Crafting Overhaul by itself, or in combination with some other mod I have installed, but none of the armor and weapons under Daedric are showing up, even though I have that smithing perk. Everything else looks fine. Just thought I'd bring it to your attention, because when I unchecked Complete Crafting Overhaul in Wrye Bash all the Daedric recipes re-appeared. So I've uninstalled the mod (perhaps temporarily) and am using Sharlikrans patches for Lost Art of the Blacksmith and Vals Crafting Meltdown in the mean time. Does anyone else have this problem?

#138
kryptopyr

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In response to post #11191805.

The mod is working fine. Try crafting daedric items at night.

#139
kryptopyr

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At long last... Complete Crafting Overhaul

I've finally given Complete Crafting Overhaul a home of it's own. Thank you to everyone who tried the preview version and provided your feedback on it.

#140
Mordecai71

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Kryptopyr,
First, I want to say thank you for resurrecting these great mods. I used to use the originals but had to abandon them because of how outdated they had become. I'm glad to have them back in my load order, and really happy with the changes you have made.
I have a question though, regarding compatibility with True Orcish & Daedric and Heavy Armory. On your description page, you list tobiasmar's patch (http://skyrim.nexusm...om/mods/47787/?), which I downloaded. I have discovered that this requires the Dawnguard addon .esp to be activated, but on your CCOR page, your instructions state to leave it disabled. I haven't had time to experiment much, so I don't know what will happen if I have it activated, but I would imagine you instruct us to leave it disabled for a reason. Any help would be greatly appreciated. Thanks again!




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