Skyrim Special Edition

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Jkrojmal

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jkrojmal

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  1. jkrojmal
    jkrojmal
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    Welcome to my Castle Volkihar overhaulNow go explore, there's a little more to see than shown in the images!The ESP have been cleaned with the SSEEdit auto clean feature.
    Big kudos to Teabag86, DrMonops, Janquel, Czasior and Robertgk2017 for testing, fixes and Updates.

    Please don't forget to visit the JK's Guild HQ Interiors Patch Collection by Janquel, Czasior, Teabag86, and DrMonops and leave and endorsement over there if you like, a lot of hard work goes into making the several compatibility patches with other mods.
  2. jkrojmal
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    Since Version 1.1.0 the ESP has been compacted and flagged as an ESL, so it doesn't count towards the ESP limit. If you are updating from version 1.0.0 please re-download the patches as form IDs will have changed and old patches will not work anymore.
  3. Czasior
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    Since version 1.1 this mod takes advantage of the extended ESL FormIDs range introduced with the 1.6.1130 update. If you're running the older / downgraded versions of the game .exe (pre-1.6.1130) you need to install Backported Extended ESL Support to run it.

    This mod isn't compatible with Castle Volkihar Rebuilt (at least for now, maybe we'll make a patch at some point). If you want more details about it, search through comments. It was replied and described a few times.
  4. odin04106
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    I have a question about compatibility. Is it compatible with SDA and/or Castle Volkihar Rebuilt. I read that once Valerica returns something are cleaned up. I wanted a little clarity before I install this. I love your mods and use them in all my playthroughs. Thanks.
    1. Teabag86
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      As we've already mentioned in the comments numerous times, and bug reports and in the sticky. This mod already adds new access points, cleans, extends and completely overhauls the Castle, Docks, Entrance, Courtyard / Garden, Study and Balcony. In other words it's not needed. The only other functionality that Castle Volkihar Rebuilt adds (as far as I know) is if the player sides with the Dawnguard then they can move into the castle at the end of the DLC. Personally, I'd rather play as a vampire and see the Castle in all it's new found glory. But you do you. We may patch it at some stage but it's a big job and not a priority.
  5. StanMadness
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    if only i knew how to make a patch for this with the SDA mod, yet again such a beautiful mod which i would no doubt not be able to live without.
  6. ThorstenLicht
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    Hello :)

    Are there plans for a JK's Thalmor Embassy mod?
  7. lcf62
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    Something looks wrong on those location.Do i missing some patches?
    1. Czasior
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      Probably it's an incompatibility with the lighting mod you use. As far as I know, the patch for Lux is available on Lux Patch Hub or GGUNIT's discord. Other lighting mods aren't supported at the moment.
    2. lcf62
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      Actually,Im using Lux now.  However theres no patch for this mod for now in the Lux Patch Hub...
  8. matagott
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    I'd love if a true player home could be added to this, with beds for the kids as well. and some more beds for followers in the unercroft which has huge potential! Really hoping a Volkihar rebuilt patch can be made at some point as I love the features it adds and how it cleans up the undercroft, but I prefer the new castle layout and decor in this mod.
  9. hmteach
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    Any way that JK could make his castle dour and bards college civil war aware?  In other words, a patch so the banners change depending on who wins?  Pretty please?
  10. hmteach
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    Have a suggestion for jk, perhaps a remodel of the waste of space Pelagius wing following Mind of madness?  Could turn it into the most beautiful wing of the palace!
    1. DenizBOZ
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      Kudos on the idea ! It"s hard to come up with such a fresh idea for such an old game. I think it"d be perfect for jk. 
  11. RoboticWater
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    I'm getting weird results looking at this file in SSEEdit. For one, it's forwarding a lot of the blank files from _ResourcePack.esl. I don't understand how _ResourcePack.esl works, so maybe that's fine, but it is annoying that there are so many conflicts (e.g. 00000013). There are also weird records like 00000450 that seem to be bad formIDs (i.e. 00000450 seems to be a REFR in this mod, but an AVIF in the base game). Also getting a ton of errors like this one:
    [REFR:0000046A] (places Lantern [STAT:0009151C] in GRUP Cell Temporary Children of DLC1VampireCastleExterior01 [CELL:0000191E] (in Tamriel "Skyrim" [WRLD:0000003C] at -45,35))
    REFR -> Warning: internal file FormID is a HITME: 0500046A (should be 0000046A )
    1. DrMonops
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      Update SSEEdit. The version you're using doesn't support the expanded form range added in 1.6.1130.
  12. Darknessofchaos
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    I am really enjoying the mod. It makes castle Volkihar look so cool! I wanted to ask, in the forge area I am missing a wall and the stairs that go into the forge area. Is this something on my end?
    1. Semajw9
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      I've got the same issue. stairs to the lower level missing and the wall beside the smelter is completely gone.
    2. Teabag86
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      A screenshot of your issue is always helpful to troubleshoot. My initial thoughts are it's a room bound or occlusion issue but can't be sure without seeing what you mean.
    3. Darknessofchaos
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      I put 2 screenshots in the image section. Oddly enough, when I made a new test character and got to volkihar via alternate start the issue was not there. Which is odd because I did not add the mod midsave on my actual save. I had it all along. Though I did update from the 1st version. Could this have caused it?
    4. Teabag86
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      Can you try two tests to help troubleshoot.

      • First, let's see if this is a save game issue. At the Bethesda logo open the console and type coc DLC1VampireCastleGuildhall to bypass your save and teleport straight into the game. You can Ctrl+V and paste the location into the console, so you don't even have to write it down. Are the stairs there?
      • If that does't work let's next test whether it's an issue with the ESL flag. Open the mod in SSEEedit, navigate to the record header, right click on record flags and uncheck the ESL flag and save. Refer to the spoiler screenshot if you're unclear. Then repeat step one and coc into the game. Are the stairs there?
      Let us know how you go.
    5. Darknessofchaos
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      I tried the first method, and the stairs and wall were there. So, I guess it is a save issue. Is there a way to fix the issue on my save or will I have to restart if I want the stairs and wall to be there?
    6. Ripatrii
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      Teleport over there in a new save and open the console and click on the stairs/wall and copy down the ref form ID of both.
      If youre not using More Informative Console: I believe this is just the code that pops up whenever you click on anything, if not you might need the mod. I dont actually remember what the console does and doesnt show without the mod lmao

      Go into the save you wanna fix it in and type the command 'prid' followed by the id you copied and press enter, it will select the disabled objects for you, then just enter the command 'enable' and it should fade into existence.
  13. Bokentekina
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    AM i the only who have some dock items far left to where they should be? like a bucket and other things they are floating on the sea where i suppose is the vanilla dock of the volkihar castle island.
    1. Teabag86
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      You're missing the Fishing patch from JK's Guild HQ Interiors Patch Collection
  14. JEFFERNITO
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    for some reason, all the fires outside doesnt emit light, only those around the watchmen does. The braziers along the bridge and towers does not emit light at all. What could be the issue here? Im using lux btw