Current version: 1.10
Prerequisites
* http://skyrim.nexusmods.com/downloads/file.php?id=6047
* http://skyrim.nexusmods.com/downloads/file.php?id=4719
Completion of Vanilla
* Add missing gear (e.g. add Elven Gilded Boots/Bracers/Helmet/Shield to complete the Elven Gilded set)
* Add all missing recipes for gear creation
** Including recipes for creating arrows
** Including recipes for creating 'faction' gear (unlockable via quests)
* Add all missing recipes for gear improvement
Complete rebalance
* More logical recipes that follow similar patterns for similar gear [based on type].
** For example, 'Light' Daggers (e.g. Elven) require 2 Main Ingots (and sometimes 1 Secondary Ingot), while 'Heavy' Daggers (e.g. Dwarven) require 3 Main Ingots (and sometimes 1 Secondary Ingot). This is on top of other material requirements.
** This prevents Iron Dagger/Leather Bracer grinding, but does not 'punish' players by over-correcting. It also balances the Light/Heavy paths.
* Dwemer Scrap now yield sensible amounts of Dwarven Ingots (roughly 1 Dwarven Ingot per 4 pounds of scrap)
* Player will not be able to smelt ores into ingots without the relevant smithing perks.
Completely integrated/rewarding
* Unable to craft 'faction' Armors unless you are part of the faction [or meet a similar requirement]. For example, you will not be able to craft Imperial gear unless you join the Imperial Legion. If you choose the Stormcloak's side, you will be able to craft Stormcloak gear instead. If you join the Companions, you will be able to craft Companions gear. If you become Thane of Markarth, you will be able to craft Markarth Guard gear. Etc...
This is IMO, the sixiest feature of CCO, and the one I'm most proud of. Other crafting mods tend to just add the gear and tie it to crafting perks. Meaning that a Warrior type would have their Smithing list cluttered with Dark Brotherhood gear, Thieves Guild gear, etc... You want to craft Thieves Guild gear? Earn it by joining the Thieves Guild! This is an extremely rewarding and satisfying system.
Completely unbugified/removed idosyncracies/add little niceties
* Prevent useless recipes from displaying. Say goodbye to having 6 different recipes for Dwarven Ingots cluttering your menus.
* Player will not be able to craft special weapons at the Skyforge unless they have the relevant Smithing perk.
* Needless steps are gone. Want to get some Leather Strips? Now you can convert Hides and Pelts directly into them, without going through Hide/Pelt -> Leather, Leather -> Leather Strips.
* Lets you convert between Hooded and Non-Hooded Robes variants at the tanning rack. Only works for "plain" robes and a select few magical robes like the Archmage's Robes. Will add magical robes eventually.
* Lets you upgrade leveled items. No longer are you punished for completing quests early in the game!
Completely fixes the leveled item problem
* When you reach a higher level, you will be able to upgrade your leveled items.
** For example, upon reaching Level 18, you will be able to convert the 12th-Level "Shied of Solitude" to the 18-th level version. If you reach level 25, you will be able to convert both the 12th- and 18th-level shields to their 25th-leveled version.
** Unfortunately, if you improved the 12th-level Shield of Solitude at the workbench, then upgrade it to the 18th-Level version, you will need to re-improve it. But I'm pretty sure you'll agree it's not that big a deal considering you'll have a better base item, and it'll only cost you one ingot to re-improve it.
Completely Lore-Friendly
* In-universe unique gear remains uncraftable (e.g. Daedric Artifacts).
* All recipes are either based on a "smarter" version of the vanilla recipes, or on reasonable interpretations of in-universe lore. For example Fur Armors now require Pelts instead of Leather.
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It's out now. There are some more details on the Nexus.