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JKrojmal

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

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

    Version 1b available for download. Small bug fix, it looks like I changed the material properties off the StoneWallTerraceEndL01 from NONE to SNOW MATERIAL FARM, apologies, this update fixes it.

    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.
  4. MaxiMi0
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    can you tell me which mods can be found in "all in one"? I use all in one and I only have 2 cities that make changes
    1. deleted109129618
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      Are you using this one? https://www.nexusmods.com/skyrim/mods/61035
  5. 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. redprincess79
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      Uh, such a pain. It would be easier if the person taking over could just do these, especially for those that have no experience using nifscope.
    2. DiscoMyth1
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      Thanks for the guide. I've got my favorite JK mods up and running in SE thanks to you!

      I do want to provide one clarification for others who may be wanting to do this. Step 8 (for nub NMM users like me) goes like this:

      “8b. 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 skyrim data folder AGAIN and you will need to find the following folders in your meshes and textures sub folder (it will generally look like this depending on where you originally set up your Steam folders)

      C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes\Actors\Character\FaceGenData\FaceGeom\JK's Morthal.esp
      C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Textures\Actors\Character\FaceGenData\FaceTint\JK's Morthal.esp

      Now, Cut and paste those folders into the meshes and textures sub folders in your mod folder on your desktop here:

      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

      (Make sure you select the option to “replace” existing files when you paste these)”
    3. samphaa7
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      Can you not just extract the files, run all the meshes through nifopt. Re-pack the files, install the mod, and the convert to form44 in the ck?
    4. dinadan95350
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      IF this is all that has to happen, and IF it works, and IF it's safe ...

      Then can _I_ ask the author for permission for Roast1Dinner to simply upload the results to the SE nexus?

      I gotta assume the author thinks this is unsafe in some way, otherwise ... why? Like redprincess says, "such a pain".
    5. Diabolus83
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      Thanks Smithtexus for that clarification you are a legend mate.
  6. Magicmute
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    would this be safe to uninstall mid game? just wondering.. since it introduces at least one new cel.
  7. WGCutless
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    I have one major complaint that I have found with this mod other than that I adore it entirely from what I've seen of it alrdy. The Complaint is that in the blacksmith area is an easily accessible chest with all the blacksmiths loot in it usually these chests are hidden behind walls and are nearly impossible to reach without getting outside of the map u should change this so people can't exploit it. I just don't steal from it because of its clearly broke nature when I play but Ithink the mod would be improved if u fixed this. That's my only complaint. Thanks for reading and lemmie know if u fix it =) I'll download the more up to date version.
  8. DevonOrca
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    Love it! For whatever reason I like Morthal and I wanted to improve it a bit. This did the trick. Improvements fit in well with rest of city. Additionally I found out it is compatible with Morthal home by SqueakyDoggy if you want a home located in Morthal. A wooden fence clips the back foundation and far right edge of porch (barely noticeable) since it's next door to Jorgen and Lami's house, but otherwise it looks fine and going inside and out didn't cause me any crashes. So good since I wanted to improve Morthal and still have a home there.
  9. leroyjenkinshsu
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    Wolf the Watcher... White wolf the Witcher I see what you did there! great mod, you even include a little easter egg
  10. Serindas
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    Hi Jk, i want to know if your mod is compatible with No Snow Under the Roof by Prometheus.
    1. gekiganger117
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      Has anyone even tried this since it's release? I have not since my pc is acting up.
    2. AKcelsior
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      It's compatible, as in your game won't crash. If you want JK's to use NSUtR roofs and walkways there's a patch here ---> http://www.nexusmods.com/skyrim/mods/62223/?
  11. deleted3593260
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    This is my day for fixing odd pathing issues with JK's mods.

    I found a simple way to fix Thonnir's pathing for "Laid To Rest." As I reported, with the addition on the back of the inn, he won't take his normal path and comes around the other way. This breaks any immersion I might happen to be in at that moment while I wait for the game to get its actors in the right place. I didn't want to remove the storage room, which partly blocks the path. But that pine tree back there could go. This left a square hole in the navemesh. I selected the 4 vertices and clicked on the button to create a triangle (or quad, in this case). Which, amazingly, worked the way it's supposed to, creating two new navmesh triangles. There were errors when I tried to save (the vanilla navmesh is a mess, apparently). So I hit the Balance for Optimization (which seems to fix bad triangles) and then Finalize. Alternate Started in Morthal and started the quest. Thonnir took the normal path the way he is supposed to. Easy.
  12. AustrianPsycho
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    I believe this mod conflicts with Skvindt's mod "Windstad Mine". Anybody else have problems with both these mods active? A lot of CTD's in and around the areas between Morthal and the mine. Perhaps something to look into?
    1. Nazenn
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      I'm not personally having any problems with that myself. It might be a memory thing though, if your mine is fully built, thats a lot of extra stuff in that area, especially if you also have a fully built windstad manor
  13. chitina
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    I've downloaded mostly all your overhauls for my new playthrough. They're excellent so far, and I do really enjoy this Morthal; I feel like you've just enhanced some of the natural charm this smaller city already had. So, thank you so much!

    I do have one small comment: I've seen guards walking through the water instead of on the pathways. I'm not sure if this is a pathing problem related to the mod, or maybe this happens in vanilla Skyrim and I never noticed before. Either way, it's pretty minor, just wanted to mention it.
    1. GenRabbit
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      Happens in vanilla aswell sometimes. Or to be more correct it also happens to in my game, and thats without this mod.