Skyrim

File information

Last updated

Original upload

Created by

ClefJ

Uploaded by

ClefJ

Virus scan

Safe to use

162 comments

  1. abhasnios
    abhasnios
    • member
    • 2 posts
    • 0 kudos
    The house is so good but there is one question 
    I have the old house you buy with 5000 gold
    How can i send the kids to your river wood  house? 
  2. nojyr
    nojyr
    • member
    • 136 posts
    • 23 kudos
    Given the open permissions provided here by ClefJ and jknjb (thank you both!), I've ported this mod to Special Edition. Hope it works :)
    https://www.nexusmods.com/skyrimspecialedition/mods/41986/
  3. Kevin2017
    Kevin2017
    • member
    • 3 posts
    • 0 kudos
    Just making sure I understand all the post Ive read.  There are 6 total monks that can be added to the orig 1.3 mod ?  4 with the 31 May 2016 patch and another 2 with the 19 July 2016 patch.  Is all that correct?  Thanks.

    Figured it out .  Thanks
  4. jknjb
    jknjb
    • member
    • 3,321 posts
    • 59 kudos
    Was just loading this mod into my game again and noted some questions about porting the monk patch to SSE. Seeing as ClefJ has given permission for the priory to be ported to SSE, anyone who wants to port the monk patch or the AS-LAL patch has my permission (seeing as I created those patches). Cheers, all!
  5. rhinnah
    rhinnah
    • supporter
    • 81 posts
    • 1 kudos
    I am a bit confused. This is identical to the priory in the lost Legacy of the Nine, except I think for the hidden bedroom. So, if I have this mod enabled, then the Lost Legacy of the nine quests will not work. Are they one in the same? except one is a player home, the other is the home of the Divine Crusaders?
    1. ClefJ
      ClefJ
      • member
      • 721 posts
      • 268 kudos
      I'm not sure about compatibility; this is the original mod, I believe I gave permission for it to be used in the Legacy of the Nine, you'd have to ask them. But I imagine they used the original file on their expansion, so the pair might not work.
  6. slowslow
    slowslow
    • member
    • 323 posts
    • 0 kudos
    I REALLY wished this mod to be available for SPECIAL EDITION :(
    1. ClefJ
      ClefJ
      • member
      • 721 posts
      • 268 kudos
      The non-npc version can be ported manually to SSE, but I do hope someone will make a patch soon; Permissions are given.
    2. dex909
      dex909
      • member
      • 65 posts
      • 5 kudos
      Alright I think this is functioning now with Skyrim Special Edition, here is what you have to do to get the monks working with the priory in SSE:

      - download the main priory file and the latest priest/monk patch (1.1) which includes the jknjbClefJWhiteRiverPrioryPriests.esp and a bunch of directories as well as a .bsa, copy all of this into your data folder (except the .bsl file, you don't need it)
      - extract the directories, the jknjbClefJWhiteRiverPrioryPriests.bsa file into your "Data" directory and delete this .bsa file from that directory if you copied it there
      - either delete the "textures" directory as it only includes outdated facegen data if you want to recreate the NPCs (or keep it if you want to keep the faces and just convert the facegen models/.nif files)
      - open up the SE Creation Kit and select the jknjbClefJWhiteRiverPrioryPriests.esp as the active file
      - open the Papyrus script manager after everything has loaded
      - select the scripts which come with the mod (they start with tif__) and recompile them (it may even work without recompiling those)
      - click save to also generate updated facegen data and textures (information may be changed or lost as stated here http://www.dracotorre.com/blog/convert-old-skyrim-mods-for-se/ so you can also keep the original textures but will have to convert the .nif files to SE via SE NIF optimizer)
      - the mod should now work in Skyrim SE just fine with all the NPCs doing their things as well as working dialogues
      - everything that should will now also be form 44 (thanks peter4real for the reminder)
      - (optional) repack all the files including the .seq and scripts (but not the .tga files) with the SE Creation Kit to .bsa format and enjoy a clutter-free data folder
      - (optional) you can also run the script to fix the waterflow for Oldrim mods in SE (using SSEEdit), just google the topic if you didn't do it before

      Thanks for creating this mod, it's an excellent addition to the game. Lore friendly, very medieval and well made. It's probably the only mod to actually include a nicely designed priory with a chapel and AI monks to roleplay on the Skyrim Nexus as far as I'm aware.

      PS.: The mod interferes a bit with the "The Eagle's Nest" player home (navmesh, world edits and probably more) if anyone also uses that one. It works fine if you remove the navmeshes directly conflicting with the priory and also removing the landscape data from "The Eagle's Nest" for cell (5, -9) as a quick fix.
    3. peter4real
      peter4real
      • premium
      • 424 posts
      • 12 kudos
      While i value your efforts and give you my thanks, your solution will keep the esp with classic form value 43, instead of the updated form 44 of SSE. It works but having esps with form version 43 can be harmful in the long run. I actually think i've isolated the issue in ssedit and got the monks appearing with the new resaved 44 SSE esp. I wont share it just now because i need to do some more tests to be sure if its a good fix, but if it really is i will post it here (and afaik it as nothing to do with the scripts), but more with the cell placement. i will report my final success or failure until the end of this week.

      This is truly a wonderful mod that deserves the leap to SSE.
    4. dex909
      dex909
      • member
      • 65 posts
      • 5 kudos
      Ah yes, I removed that part from my little guide. It has no problems when saving it if you include all scripts and files in the right places (extracted in the Data folder), I also did something to the cells but that were minor changes because of grass mods such as Verdant, and it now shines in all form 44 goodness.

      However: the mod is (together with all other ClefJ mods SE or converted as well) one of the only mods in my 130+ list that gives me stuttering. Any ideas what can be done to remedy this? Other than that it's working perfectly, monks Live Another Life patch and all. But the stuttering is there. I mean I don't even get a single stutter and 60fps constantly in modded Riften so the small Priory next to Riverwood really shouldn't cause any framerate drops. If you or anyone has any idea what to do, please tell us, ClefJ's mods are excellent and much needed in Skyrim!
    5. peter4real
      peter4real
      • premium
      • 424 posts
      • 12 kudos
      So the process was a little easier then i first thought it would be, the missing piece here that caused an error in the monks placements in the resaved SSE esp format was that thejknjbClefJWhiteRiverPrioryPriests.esp must be resaved as a patch, because it really is a "patch" addon for the White River Priory 1.2.esp, so when making the port you have to use the steps to port a patch, which means you have to esmify the White River Priory 1.2.esp in wyre bash before loading both esps in the CK to resave the jknjbClefJWhiteRiverPrioryPriests.esp plugin. After that dont forget to espify the White River Priory 1.2.esp again. This procedure makes sure that the White River Priory 1.2.esp is loaded as a master of jknjbClefJWhiteRiverPrioryPriests.esp and avoids the errors in the cell is assigned as the monks placament (this error could be corrected in ssedit manually but its an unnecessary step). My error, and i guess anyone her so far was that people werent esmifying the original plugin, after that there are no more special steps besides the normal ones so in short....


      1st stage
      - download and Install White River Priory 1.3.
      - open the CK and resave the respective White River Priory 1.2.esp plugin so it gets the form 44 header. (just open new file select skyrim and update esms and also the White River Priory 1.2.esp checking this last one as the active file, then just click save)
      - open wyre bash and right click on White River Priory 1.2.esp plugin and choose the option to esmify it. You will still have an esp plugin but its now for all intents considered a esm master file.

      2nd stage
      - download Jknjb's Monks of the Priory patch 1.1
      - unzip it to a folder of your choice and unpack its bsa contents into that folder using a BSA extractor, you can delete the bsl file
      - zip the folders contents (you should have the folders, meshes, textures, scripts, seq, sound, and the plugin jknjbClefJWhiteRiverPrioryPriests.esp ) to a new archive and name it Jknjb's Monks of the Priory patch 1.1 and install it.
      - open the CK and resave the respective jknjbClefJWhiteRiverPrioryPriests.esp plugin so it gets the form 44 header, and updates the facegen data. (just open new file select skyrim and update esms and also the White River Priory 1.2.esp and finally the jknjbClefJWhiteRiverPrioryPriests.esp as the active file, then just click save)
      - for safekeeping run the meshes folder of Jknjb's Monks of the Priory patch 1.1 through nif optimizer, checking all boxes (including Head Parts)
      - Go to wyre bash to espify the White River Priory 1.2.esp
      - like dex909 said you can also run the script to fix the waterflow for Oldrim mods in SE (using SSEEdit), or simply forward the few water records manually form the uptade esm in SSEDIT.

      Now you should have a fully functional SSE White River Priory. Worked for me.

      Thanks dex909 for posting his finding that guided me to this solution. Regarding the stutter i myself don't seem to have it but besides this mod i only tested the ported version of Clefs Dragon Bridge and i dint do it fully, i will see if i get stuttering there.

      EDIT: For reference i installed the mods using Mod Organizer 2. After resaving, the esp's plugins go to the overwrite folder, so you have to manually place them in the mod's folder. (Edit2 (5/6/2018): If using the latest MO2 version 2.1.2 or above, the esp's will no longer go to the overwrite folder and instead go to their mod directory, no need to manual placement anymore).
    6. dex909
      dex909
      • member
      • 65 posts
      • 5 kudos
      Great guide peter4real! That should sort out all problems indeed. This is also a valuable guide for all other LE mods since basically all of them which don't use specific SKSE functionality should be portable.

      ClefJ's Dragonbridge does not stutter for me at all. It is only the White River Priory (heavily so) and his Darkwater Crossing/Keep mod which can also be ported to SE quite easily. As far as I know it is because he used a lot of vanilla buildings/objects and mashed them together in the CK to create new looks and environments. I like his style and also the idea to use existing stuff very much, even created custom enviros like this myself. Somehow this method can cause lags and stuttering it seems as the engine probably has problems mashing a lot of stuff together in one place. Could also be a problem with occlusion planes but I don't know enough about those yet. It seems to be really noticeable when using an ENB on my system. You will probably not see the frames drop if your system is doing fps far higher than 60 fps. A drop from 120 to maybe 70 would not be noticeable for you, I can't really imagine that there's no frame drop at all. I tested this extensively and in comparison to many other mods, this one really cripples the framerate. Maybe it is a problem specific to ENB's and this mod.
    7. hybridshadow
      hybridshadow
      • member
      • 115 posts
      • 2 kudos
      Since ClefJ has said "The non-npc version can be ported manually to SSE, but I do hope someone will make a patch soon; Permissions are given." is there anything stopping a version that is patched to include the npc's from being uploaded to SSE for those who are a bit cack handed with, or intimidated by, following directions to convert it?
  7. Oooiii
    Oooiii
    • premium
    • 2,202 posts
    • 148 kudos
    A lot of the cloaks seem to have missing/wrong body flags, you can use some cloaks with other mods cloaks. Also they have armor oddly.
  8. bongzong
    bongzong
    • member
    • 120 posts
    • 3 kudos
    so I'm like, super disappointed right now not gonna lie, and I'm not like 100% sure its this mods fault, but with it disabled (and only it after a few hours of testing), the CTD is fixed so idk,. anyways, I really love the whole oblivion style chapel churches thing and i wanted that in skyrim, i love lil flavor exploration immersion places, and this was one of my favorite ones ive found, so kudos for that, it looks amazing. i sadly never went and checked it out before i ran into a CTD during dawnguard of all things? literally the first quest or whatever basically when you grab the daughter of coldharbor outta the thing, kill the gargs, blah blah, and you leave Dimhollow Cavern (loadscreen), it CTDs just after loading up, before she can even speak her line about the weather. (i don't use any weather mods which a lot of people thought was the culprit.)

    SO if anyone else is having this issue, or has ever had this issue and just didn't think about this mod, maybe itll help idk.
  9. awjnash
    awjnash
    • premium
    • 579 posts
    • 12 kudos
    Awesome mod! Thanks! Endorsed and kudos!
  10. JockrisLatour
    JockrisLatour
    • supporter
    • 83 posts
    • 4 kudos
    I ABSOLUTELY love it, how medieval, how believable, accurate and beautofil, the Chapel is MARVELLOUS
    1. ClefJ
      ClefJ
      • member
      • 721 posts
      • 268 kudos
      I am so glad people are still enjoying it! ^^
    2. JockrisLatour
      JockrisLatour
      • supporter
      • 83 posts
      • 4 kudos
      just one small thing, what mod is necessary to make it work like a home?
      I'm using multiple adoptions to bring in my family but it says "it's not an appropiate place for my family" how may I use them?
    3. ClefJ
      ClefJ
      • member
      • 721 posts
      • 268 kudos
      It would unfortunately have to be designed in the creation kit to be multiple-adoption friendly, which I give permission for anyone to try. I would recommend any other mod for followers or children to make it work; Multiple Adoptions is only the most stable to work within the game mechanics.