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JKrojmal

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  1. jkrojmal
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    [size=14]JK's Solitude.[/size]

    A Merged ESP containing Open Cities by Artmoor and my Cities overhauls has been released by Steve25469, go check it out http://www.nexusmods.com/skyrim/mods/59935/?

    [size=10]Big thanks to you all for the support and endorsements![/size]

    Version 1.2 available for download, additions to The Winking Skeever, The Bards College and The Blue Palace, works with and without Vurts Flora Overhaul, check the image section for a preview, a picture is worth a thousand words, enjoy.

    Version 1.1 available for download, Removed unused weapon racks scripts that were causing errors in the papyrus logs , thanks to Deapri and GrandBulwark for making me aware of the issue.

  2. jkrojmal
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    Compatibility version for Dawn of Solitude mod is out!

    DOWNLOAD MY FILE AND BLUEPIANOTWO's COMPATIBLE FILE AT HER MOD PAGE. YOU DON'T NEED THE MAIN FILES, ONLY THE TWO COMPATIBLE ONES This files are NOT PATCHES but a rework of our original MAIN FILES files to work together without conflicts.

    Enjoy!
  3. jkrojmal
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    [size=14]- ANNOUNCEMENT -[/size]

    Hi all,

    I just wanted to let you guys know that Nazenn is going to take over my cities and towns overhauls from now on.

    I'm not retiring from modding, I'll still be working on DarkenD, I have an update coming soon with some new content.

    I want to express my gratitude to all of you guys for the comments, the support and the endorsements, thank you so much!.

    Cheers, JK.
  4. Nazenn
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    As has been announced I'm going to be taking over maintenance of JKs city and town mods while he moves onto other stuff. At this stage I'm not planing any content updates, or patches, however I'll still be fixing any major bugs or issues that arise in the files so please do keep reporting them.
    JK has also asked me to handle any permissions questions that come up so feel free to direct them my way as well. As far as I'm concerned, and the way JK has always approached it, there's open permissions for compatibility patches, although please do let me know that you have made a patch is all I ask and give me a link to it, but for anything more then that please ask me first before publishing.
    As per JKs request, I will also be doing the conversions for all the remaining cities and towns over to SSE as well which will be coming in the new year once I have my new PC set up. Please don't ask me for an ETA, I don't have one, but where possible I'll also bring them to console as well. I'll also be including the bug fixes I worked into JKs Lite to fix a few little things that people may be running into problems with.

    I don't regularly check these pages for new comments due to their age so if you have an urgent bug to report, your best bet to get in touch with me would be to toss me a PM on Nexus or Reddit. Alternatively, I have a small discord channel set up for various modding projects you can join by clicking here which I'm pretty much on every day so come and have a chat about these files or any other mod you wish.
  5. Magicmute
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    I never understood the ironwork under that big arc and around the stairs near the blacksmith, I always disable it.
    1. Argagax
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      I just installed it for the first time, and agree that it stands out like a sore thumb. The rest is lovely.
  6. IcyMC
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    All these years the Bits and Pieces sign still has yet to be fixed...
    1. VL67
      VL67
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      You can delete this row in TES5Edit:
      - Jk's Skyrim esp/worldspace/00037EDF/Block 1-0/Sub Block 2-3 (second)/000337EE9(solitude origin)/Temporary/000F0A1B Placed Object SignSbitsandPieces.
      And the sign placed back into the original position.
      (I think so, you must to start new game)
  7. davisdragon
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    Is this mod compatible with True City the great expansion of solitude?
  8. arifon
    arifon
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    my npcs get stuck when going up to the smithy, please tell me how you can fix it
  9. sheesh1991
    sheesh1991
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    Really wish there was a compatibility patch for this mod and the Dragonborn Gallery mod. :/
  10. ProgzONmodz
    ProgzONmodz
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    This mod increased my save file from 14 MB to 155 MB and my save/load times are over a minute now, I believe some optimization is in order...
  11. Roast1Dinner
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    How to port Jk's mods over to Skyrim SE

    This is just a simple guide on how to port over each of Jk's mods for personal use and not to be reuploaded without JKrojmal OR Nazenn permission - feel free to correct me or make this guide better.

    You can follow this guide and port over Jk's full skyrim mod ( Nazenn said it should work fine ) or do what I'm suggesting and port over all of Jk's mods except Whiterun, Riverwood, Skyhaven Forge and Dawnstar - Loads of accounts of ctds when approaching.

    1. First download any or all of Jk's mods:

    JK's Skyrim - http://www.nexusmods.com/skyrim/mods/61035/? - Again might have probelms with this one because of Jk's Dawnstar + If you have problems with any over of the cities, village, etc you cant just disable that one city.

    JK's Windhelm - http://www.nexusmods.com/skyrim/mods/57591/?
    JK's Markarth - http://www.nexusmods.com/skyrim/mods/58283/?
    JK's Riften - http://www.nexusmods.com/skyrim/mods/58489/?
    JK's Dragonbridge - http://www.nexusmods.com/skyrim/mods/60569/?
    JK's Ivarstead - http://www.nexusmods.com/skyrim/mods/60720/?
    JK's Rorikstead - http://www.nexusmods.com/skyrim/mods/60906/?
    JK's Falkreath - http://www.nexusmods.com/skyrim/mods/61139/?
    JK's Morthal - http://www.nexusmods.com/skyrim/mods/61252/?
    JK's Winterhold - http://www.nexusmods.com/skyrim/mods/61608/?
    JKs Skaal village - http://www.nexusmods.com/skyrim/mods/79163/?

    Tip - Dont download any patches for any of mods they will be for Skyrim LE (Oldrim / Skyrim 2011) and may not work for Skyrim SE, I also wont be using open cities, or any type of mod like that since that may not be compatible for these mods.

    2. Go to https://bethesda.net/en/dashboard and click the download launcher in the top right hand corner - then download, while that's downloading create a account if you haven't already. Follow the install steps when installing the program, pretty much straight forward. Then once downloaded open it and find the skyrim creation kit and click the big green install button - wont take too long.
    Should look like this - https://gyazo.com/efb16e78bbe1a9ba809cedbf8c075d8e

    3. Next, once installed run the creation kit once then close it as soon as its loaded everything, now all we wanna do is create a fix for a little bug thats never been fixed. Find your skyrim directory where skyrim creation kit is installed, mine looks like this - D:\Steam\steamapps\common\Skyrim Special Edition - yours may be different. Now create a new text doc and paste this is the text doc

    [General]
    bAllowMultipleMasterLoads=1

    Save and exit and make sure you have show hidden file extensions turned on - https://gyazo.com/7538a005e1bf4afac795157c683cd74c - then rename the whole document to CreationKitCustom.ini and click yes to any admin permissions that pop up.

    4. Download SSE Nif Optimizer manually and extract to any place like your desktop or like me a folder called Skyrim Mod Tools.
    http://www.nexusmods.com/skyrimspecialedition/mods/4089/?

    !!! IF YOU USE MOD ORGANIZER SKIP STEP 5 AND GO TO STEP 6a !!!

    5. Now we are ready to actually start to port over the mods ( By the way this should work for nearly every oldrim mod BUT mods with BSA files and the exception of some over mods will need a few more steps, but because Jk's skyrim mods dont use bsa files we are okay - dont follow this guide for other mods with BSA files, YOU'VE BEEN WARNED). I'm going to use Jk's solitude for example in this guide, find your already downloaded mod ( for me this is Jk's Solitude ) and put it on your desktop for ease of access and right mouse click the rar file and click extract here.

    MO users attention make sure there is nothing in your overwrite folder - D:\Steam\steamapps\common\Skyrim Special Edition\ModOrganizer\overwrite -
    you can just delete anything that's in there it really probably maybe doesn't matter :p

    6a. (for the pros that use MO - Recommended Mod manger). If you are like me and you use MO we are going to want to open creation kit in MO by clicking the drop down menu where your Skyrim - https://gyazo.com/687bb5fa4c8a1add2e294414f60729c0 - and click edit, a lil window will pop up we are going to want to add creation kit in there if it isnt already there, copy what mine looks like - https://gyazo.com/fb1ad51859cdd07d6aae8c9714431c0b - and then click the add button where it says modify for me. Then simply run Creation Kit and click the file then data in the top left hand corner, finding Jks solitude and setting it as active file - https://gyazo.com/54846e645f432d6c970e4865b75b864b - then click okay, you will get loads of warnings, on ALL OF THEM CLICK YES TO ALL!

    6b ( for the nubs thats use NMM). Next, open the file and copy the esp over to your skyrim data folder located in your skyrim directory
    - D:\Steam\steamapps\common\Skyrim Special Edition\Data - now open Skyrim creation kit, once eveything is loaded a bunch of windows will open ignore them and click File then Data in the very top left hand corner and find your Esp that you just copied into you skyrim data ( mine is Jk's Solitude.esp ) double click the little box so it has a cross in it and click set as active file - https://gyazo.com/40dca4b9e4f2de80753cb7784c9e4234 - then click okay, you will get loads of warnings, on ALL OF THEM CLICK YES TO ALL!

    7. Once, the esp has loaded simply click the save button in the top left that looks like a little floppy disk - clicking yes to all of any of the pop ups, then close out of creation kit.

    But wait there's more to do yet!

    For mod organizer users.

    8a. Go back into MO and you will find you have stuff in your overwrite folder if you do GREAT ! you did it correct, now what we wanna do it find out MO folder and do all this there well because its a lot easier! To find your MO folder go to where you installed you mo folder for me I installed it in my skyrim se folder because, ease of access - D:\Steam\steamapps\common\Skyrim Special Edition\ModOrganizer - now go into your overwrite folder and copy anything that is in there, the esp, meshes and textures and cut all of that stuff into your Jk's folder on your desktop overwriting anything that pops up - the one from earlier.

    NMM users

    8b. (! Since i dont use NMM im not 100% sure on how to do it this way !) Now go back into your skyrim data folder and cut your esp file back into your mod folder on your desktop, then go back into your data folder and go you will need to find these folders in your meshes and textures sub folder

    C:\Users\Will\Desktop\JK's Solitude V1.2\Meshes\Actors\Character\FaceGenData\FaceGeom
    C:\Users\Will\Desktop\JK's Solitude V1.2\Textures\Actors\Character\FaceGenData\FaceTint

    Cutting the facegeom and the facetint and pasting them into your skyrim mod folder on your desktop - https://gyazo.com/89ddc5a0c3e99528efa8a1e91ff12108

    9. Now your folder will probably look like mine - https://gyazo.com/35cfbf5bdd7f406ec43792c1a1d67269 - we are going to want to open our Nif optimizer from before ( mine is in my folder called skyrim mod tools ), once opened click the browse button and basically just find your jk mod on your desktop should look like this - https://gyazo.com/8c6e34613ce1d3f446833731839d06b2 - then click optimize, close out of it that's all done now.

    10. This is what I'm gong to do double click into your jk mod on your desktop and select everything that's inside and right mouse click Rar: add to JK's XXXX
    (Mine says JK's Solitude) then add that mod into your mod manger and enable it, that's it all done in top not so simple steps.

    11. Now we have done pretty much everything its time to test it, open your skyrim and open any save thats close to a new game save or a new game altogether and press the console key ( if you dont know the console key its the key left of your 1 key ) and type in tmm 1 to unlock all locations on your map, exit out of the console via console key and open your map and travel to the location of where the mod changed for me in this guide I used Soltiude - walk around a bit in the city, village, etc and see if its all work. Now if you crash you can do 3 things, delete the mod and do everything all over again. Or use this guide and clean your mod esp just in case ( https://www.creationkit.com/index.php?title=TES5Edit_Mod_Cleaning_Tutorial - can use any guide that does the same thing online ) or you can simply turn off the mod in case that mod just doesnt work with Skyrim SE or in case the area is being edited by another mod you have installed.

    How to clean mods with TES5Edit:

    https://www.creationkit.com/index.php?title=TES5Edit_Mod_Cleaning_Tutorial

    ------------------

    Again this might not work for every mod for oldrim but for most it should.

    !!! Dont have a go at me if you brake your game and have to reinstall it again, if you follow the steps you should be fine !!!

    Please feel free to reply to this comment on anything I missed or that needs changing especially for the NMM part of the guide because I dont use NMM.

    Edit: I forgot to turn off emots sorry!
    1. 12AiN
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      Be easier, once the user has downloaded and extracted all of the .zips to a folder to run nif optimizer on that folder in one pass, then use the CC to convert ESPs, no?
    2. mupp3n
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      You dont feel like doing it for us? I mean.. I'll show vajay.
  12. Flauschekatze
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    Ah I can`t wait to test this mod

    Your mods these precious beautyful overhauls work very well in Skyrim SE out of the box without any changes necessary, and are most of the time fully compatible to "TAVE Towns and Villages Enhanced by aplestormy" with almost no clipping or vegetation clipping and trees growing through houses or other problems.
    1. sclogan1813
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      I hope jk will convert all his mods to skyrim se.
    2. kennyrogers999
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      agree...Hopefully all will be soon.. There are some that are converted already to SE , but sadly not this one yet... Having to use another mod until then
  13. roy9391
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    Hey is this mod compatible with ELFX? I mean will the laterns emit light on the path?
    1. Multigunz
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      Should, check out CLARALUX, it has a FOMOD patch that controls the lighting in JK's Solitude, including lanterns, and CLARALUX is very ELFX frendly.
  14. Skyler6669
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    This mod runs like crap. And my computer is better than nearly any gaming computer you can find. 32 gigs of Ram and a 6 core processor, and my game CTDs as soon as I get close to Solitude. The Docks District mod mentioned in the description is even worse. I can't even look in the direction of the docks. What in the nine flippin hells is it with your mods. Jeez. What a letdown.
    1. Caranthir2015
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      If you're using Skyrim 32bit, your computer can have 100 gigs of Ram and 12 or 16 cores. Skyrim can't handle it. Don't blame the mod, if you are overlaoding your game.
    2. Jaakow22
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      *sighs* this is most likely because you didn't take pre-modding steps on how to make the game run stable and smooth, I suggest you take a look at /r/skyrimmods sidebar for a beginner's tutorial on skyrim modding, after you do all the listed steps, if it still doesn't work properly then complain.
    3. lazloarcadia
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      100% agree. I too have a pretty beastly system, and yet there are MANY great mods out there that I have had to completely cut out of my load order because either they conflict or because their combination would result in a memory strain or leak or save bloat, etc. Sometimes it is one mod with an issue, but more commonly it is the combined effect they would have. Even some quest / follower mods can conflict with some areas, and you would never know it unless you go deep into the weeds on the forum discussions.

      Example (completely made up), say you are running a mod like Rigmor of Burma (a great mod btw) but every time you get near Windhelm you crash. You look and see you have modded Windhelm and assume there is your issue. In fact however Rigmor may have changed a navmesh pathing, or may have changed the placement of a horse or wagon which was in the vanilla game, and the Rigmor mod assumes to still be there.

      In this case regardless of your PC specs you have a conflict between what could easily be two great mods and you simply have to decide which one you are going to run. Having to choose between them has to be one of the worse aspects of modding.