Skyrim

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JKrojmal

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jkrojmal

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

    Welcome to the fifth town overhaul in the JKs series. Now go explore, there's a little more to see than shown in the images! enjoy.

    Version 1.1 Available for download. Fixed pathing issue near the entrance by the general goods store. Big thanks to Nazenn for the fix!

    Best Regards, JKrojmal.
  2. 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.
  3. 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.

    If anyone is still having issues with the weird pathing in the main street after the 1.1 update, please let me know and I'll do some more tests but I'm pretty sure that update definitely fixed it. I spawned a LOT of guards to test XD
  4. Kulharin
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    Who could I speak to regarding permission to port this to SSE?

    thx
  5. agelmar101
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    Hello,

    Sorry if this is has been asked already but is this mod safe to clean with TES5Edit? 31 ITM's found by LOOT.
  6. Taedus
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    The shed in front of the farm patch needs to be better navmeshed. NPCs keep walking into it.
  7. Bersark93
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    I really love the thought put into making these towns feel real but these JKs series of mods are just so damn rough on my PC its very high end gaming PC and it can't handle more than two of these mods, and that's using mostly performance textures and no ENB etc so my PC wasn't at it's limits before using these mods. I have managed to get Markarth and Riverwood working (required me to disable alot of random vines and plants) but no matter what I do with Falkreath I get CTD either in traveling there or if I console commanded into a building I get a CTD within minutes of wandering outside.

    A light version would be great :)
    1. Sable17
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      Switch over to SE. It can handle all of JKs mods no problem whatsoever.
  8. deleted3593260
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    By the 9, I fixed the weird pathing issue that I reported earlier in the thread. It took a lot of trial and error, mostly error, because navmeshing may be the most gods-forsaken thing in the CK (which is more an arcane ritual than a program). Anyway, here's what I did. This post is for people who don't mind fixing things themselves, obviously.

    1. The problem is NPCs not walking past the point between the woodpile and the general store's porch, despite having plenty of room and despite the navmesh looking ok.

    2. In the CK, look at the vanilla Falkreath's navmesh at that point. Notice the heavy green lines. They seem to correspond to a cell boundary. There is a slight gap in this green line, where there is a small gap in the navmesh.

    3. Now look at JK's Falkreath. The gap in the green line is larger. JKrojmal added a piece of wicker fence on the porch and enlarged the navmesh cut around it. The green line no longer goes quite to the edge of the porch because of the cut. The length of this green line seems critical. Don't ask me why, ask a Bethesda developer. I don't even know for sure what it means.

    4. First, I deleted that part of the wicker fence. Then, in navmesh mode, I selected vertices and moved them around, trying to make the green line longer, and cover more of the rectangular cut with the existing triangles. This took many attempts, as I had no idea what I was doing and the tutorial was basically no help at all. I would get all sorts of error messages when trying to save, asking me if I had finalized it. Well, no, I hadn't. Doing so had odd and seemingly random effects. Once, the green line disappeared altogether. All attempts caused NPC's to get stuck on the same or a slightly different spot.

    5. On my final attempt (each one of which requires reinstalling the mod, of course), after fiddling with the vertices, I hit the Balance for Optimization button on the navmesh toolbar. This adjusted the geometry of many triangles. Didn't look very good to my eyes, but whatever. Then I clicked the Finalize button. This time the green line became very long, with only a few small gaps, very similar to the vanilla version. It again went all the way to the porch edge.

    6. I started a new game and went to the location to watch. The NPC's who have routines that take them past this spot had no more problems in either direction. So there, I fixed it. Without having any real idea what I was doing and basically through random chance. But it can be done. Actual understanding of WHY or even HOW any of this works is optional. Probably would work on other similar "NPC traps" in other mods.
    1. Mindcrimes
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      Would you mind uploading this fix for those (like myself) who are shabby with fixing navmeshes?
    2. solarahawk
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      Thank you so much! The weird pathing here and outside of Whiterun in front of the stables has been bugging the heck out of me. I've never touched navmeshes before, but I am going to give it a try after watching some tutorial videos and paying attention to your notes.
    3. Praecox
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      ----------------------------------------------------
      jkrojmal posted @ 22:24, 29 Dec 2014
      Greetings Tanker.
      Thanks for the report, I'll look into it.
      Best, JK.
      ----------------------------------------------------
      I think he did not. It's a pity.
      Screenshot:
    4. Nazenn
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      The fix for this has now been discovered, and it has nothing to do with the cell boundary, but rather some very confusing conflicts between two navcut markers and the way they affect pathing, in a completely and illogical way, that none of the troubleshooting methods in the CK could detect. JK has a file he should be uploading soon with the fix, so please dont go through all these steps to fix it yourself, its not needed, you just need to remove the two navcut markers near the gate
    5. jkrojmal
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      Fixed file is up, thanks Naz!!

      Cheers, JK.
    6. InfinityYUL
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      Just want to know if it's part of the all in one[JK's Skyrim]? The dates are a year apart.
  9. 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.
    1. EdmondNoir
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      that.... is a very much TL;DR

      i think you can just change the refrence header by loading it in CK and editing one thing and saving, then use nif optimizer for any meshes in this mod. then extract the .esp and meshes/textures to a new folder and re-pack it... done.
  10. stephen111725
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    ctd every time i go near falkreath
  11. minieyke
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    Dat graveyard do XD great job, really impressive.

    The fog does seem to be gone from Falkreath, though, and I don't want it to be. Is there an easy fix for that?
  12. wdmcneely
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    Does this work with Helgen Reborn? Since that mod adds a carpenters shack near the base of the waterfall, up the hill from the mill.
  13. jtfrommp
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    I am trying to go see the Jarl in Falkreath to respond to the Hearthfire letter that he sent. However the quest marker will not appear for one, also whenever I try to open his home door it doesn't fully open, not allowing me to enter. Because of this issue I unchecked the JK's Falkreath Plugin on NMM but I still have the same prolem, with or without. Does this sound familiar to anyone? Does anyone have any suggestions?