Skyrim

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JKrojmal

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jkrojmal

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

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

    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.
  4. Tryggas
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    Hello. Has anyone tried to convert this mod to SE? SE only have the complete serie and I can’t afford to run it bc of performance in Riverwood and Falkreach. But I would love to run Dawnstar and maybe 1 more. 
  5. Dylanvknr2
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    the big ship with the mamoth skull is mosstly invisible. it is there, just not visible. why is this? is it a conflict? a glitch? i used it on skyrim se btw
    1. kekemich
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      Yeah I have the same issue.
    2. witchkingsauron
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      Use the SSE NIF Optimizer to optimize the original downloaded ImperialShip01Base.nif within meshes\Ships but UNCHECK all the options ( Remove Unused Strings / Delete Unreferenced Blocks / Clean Skinning / Head Parts Only ), then replace the one in the game folder. The ship will appear. Tested myself.
    3. n0young
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      I was having the same issues but I couldn't get the JK package to work right even with the nif optimized. I tried leaving the files loose and repacking and still ended up with a ghost ship. witchkingsauron is definitely right in that the ImperialShip01Base.nif is the problem, so I looked up other mods that address this nif. The best thing I could find was https://www.nexusmods.com/skyrim/mods/59426 which is a loose file mod anyway and doesn't require a plugin. Putting that in the bottom of the load order basically fixed my problems and the ship is now visible. It's inefficient data wise but it works as a last resort.
    4. minhbi99
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      Just download the JK skyrim SE and use its asset lol
    5. Floppsy
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      Okay...
      So I gotta just explain some weirdness here.
      So I was also struggling with the "Invisible Boat" in Dawnstar, and I was trying everything explained in these responses to try and fix it. Worked on it for a couple of hours with absolutely nothing working.
      Eventually, I just said, screw it, I don't care anymore. I'm living with a Ghost Boat. I went back to using the original textures in the Ship Mesh Folder and I uninstalled "Cyrodill Ship and Boat Resource".
      So I booted up Skyrim, ready to live my Ghost Pirate Life with a Ghost Boat in Dawnstar... It's fixed. The Boat is 100% visible.

      I have no idea what happened or how it fixed itself. All I did was follow every single step written here to fix it, then undid all of it when none of it worked, and somehow it magically fixed itself.
  6. GrimRulezz
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    Hi, I've been using JK's Skyrim for many a years, recently I've decided to upgrade the cities with the Great Cities and Towns series.  I've applied numerous patches and almost all overlapping towns/cities seem to work fine. At least from what I have tested. However, there is only one problematic city and that is Dawnstar. Currently, Dawnstar is being edited by JK's Skyrim, ETaC, and Great Cities and Towns. Though, before Great Cities mod, I've tested Dawnstar with only JK and ETaC, and the current problem was still available. 

    So the problem is, even with the ETaC replacer file over JK, there were lots of cracks and not very seamlessly patched ground objects from where I could see the abyss of the world. There were floating rock piles just above the ground like a meter or so and a horribly HUGE FPS drop. Any idea what might be causing this issue? I'm using all the recently updated files of all the mods and patches. Any help is appreciated.
  7. MoonNymph
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    Has anyone noticed the ground between Windstar the farm gives a little movement up and down? Sorry, I'm probably not explaining it right but it looks like the edge of the ground "squares" click up and down depending on how you move. I'm using JK towns only. It was fixed when I disabled the mod.
  8. ConEditor
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    Quick question: How would this affect users of Falskaar and/or Here There Be Monsters?
  9. wolfgamemaster
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    I hate to be this guy, but I was hoping their could be a way that your Dawnstar could be compatible with the Expanded Towns and Cities mod. I know you can disable the Dawnstar for the ETaC mod, but except for the few part they overlap they look amazing together.
  10. Rendangpdg
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    no one mention that new ship guard are hostile towards player.. and they're essential

    edit: this bug come when vampire attack on dawnstar

    solved: go outside town for a while, this fixed for me
    1. RockenJenAnn
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      I'd just go in RDO, stop combat and then set them as allies to player.
  11. Akadian2010
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    For those that have attempted to port this to SSE and get constant CTD try follow the below steps and see if this works for you as well:
    This fix requires a moderate understanding of how to use SSEedit or alternatively I guess you could just use the Construction kit and just remove the objects causing the CTD yourself.

    1. Open SSEedit and only select the JKs Skyrim.esp or JK's Dawnstar.esp (Whichever one you ported)
    2. Navigate to "Static/XJKcounterweightSackSnow" and click on Referenced By (#) in the bottom right.
    3. Select all the records (These are all the records where this form "XJKcounterweightSackSnow" are being referenced in the ESP)
    4. Right click and remove these records

    I have no idea why this object in the game is causing my CTD, however, I painstakingly narrowed it down to this object and removing it from the esp completely resolved my CTD in Dawnstar using this mod in SSE.

    P.S also recommend using the fix described by "witchkingsauron" further down below to resolve the invisible ship.
    1. peter4real
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      Thank you very much it worked.
    2. RevelationL81
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      This also worked for me using the Creation Kit, Thanks!
  12. TheBlackRoses
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    I cannot thank you enough for making this mod compatible with Morksom Estate. Now I can live in Morksom, and a better city too!!! I am so ecstatic right now!
  13. ArmyGeneralGRUDeath
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    For those who installed JK's Skyrim mod and missing a ship in Dawnstar: just instal JK's Dawnstar and everything will be ok. At least this method helped me.