I've got a two in one solution for you:

I edited your script to unlock recipes directly, no need for the localisation or the journal recipe part

Code
//REGION Unlock all recipes when the player starts the tutorial
IF
GameStarted("TUT_Tutorial_A", _)
AND
DB_IsPlayer((CHARACTERGUID)_Player)
THEN
PROC_UnlockAllRecipes((CHARACTERGUID)_Player);
//END_REGION

//REGION Unlock all recipes when the player loads a save
IF
SavegameLoaded(_,_,_,_)
AND
DB_IsPlayer((CHARACTERGUID)_Player)
THEN
PROC_UnlockAllRecipes((CHARACTERGUID)_Player);
//END_REGION

//REGION
PROC
PROC_UnlockAllRecipes((CHARACTERGUID)_Player)
THEN
CharacterUnlockRecipe(_Player,"RECIPE_1",1);CharacterUnlockRecipe(_Player,"RECIPE_2",1);
//END_REGION



Part two is that it doesn't seem to care if a recipe doesn't exist, so you can probably get away with a single mod both covering Crafting Overhaul and not.

Bonus points; a search and replace can be used to easily convert your existing long list of recipes in recipes_prototypes.lsx to the correct code for the script.

EDIT: Slight hiccup, doesn't work when I add the entire list to script. Might be too long or something.

Last edited by Xaelyn; 05/10/17 02:36 AM.