Welcome to the fifth shop/inn overhaul in the JK's Whiterun interiors series for the SSE. Now 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 and flagged as an ESL, so it doesn't count towards the ESP limit. Big kudos to Teabag86 for the testing and ideas.
Regarding an All in one file There’s no plans at the moment for a merged all in one file. With the exception of the Blue Palace all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
The mod doesn't alter the fireplace at all. But this issue likes to emerge in many modded interiors when used alongside Embers XD and/or ENB Light and/or Inferno + heavyweight ENB setup.
Bumping this because this mod and your Dragonsreach one all have significant performance issues (high CPU frametimes) when using LUX. Haven't experienced it elsewhere. Disabling Ember and Inferno makes no difference.
Thanks for all your great overhauls. Hope this can be looked at down the road.
I use Lux and don't have any issues at all with FPS and have a rock solid 60 FPS in the Bannered Mare (and Dragonsreach). We can't really offer a solution if we can't replicate it, so we'll need some more input from you to narrow down the issue.
If you're using MO2, can I suggest quickly setting up a new profile with only this mod AND all your meshes and textures enabled. At the Bethesda logo console "coc whiterunorigin". Enter the Bannered Mare and see if you still have the issue. If it's fine, then it's a mod conflict or a mesh added by another mod. If however you still have the FPS drop, exit the game and now disable all your meshes and textures and repeat the process. Does this fix the problem? If yes, then you can re-enable the meshes to narrow down the issue.
Let us know how you go and if we can, we'll make changes in the mod for better compatibility. Cheers.
Can someone please help me. When I go up the stairs and take a left a wall that was not there when walking in appears and causes me to get stuck in it.
You should report it on the ELFX Shadows - Official Patches Hub. Nicola and wizkid take care of the patching ELFX Shadows by themselves, we don't support it. Alternatively you can try the ELFX patch from JK's Interiors Patch Collection, it might work.
Bug causing Whiterun guards to pile up behind the Bannered Mare after 8pm. Causes light flickering throughout the city because of torch concentration. Uninstalling for now.
Navmesh is perfect behind the Bannered Mare, refer below screenshot. I expect you have another mod overwriting the navmesh breaking the join where the green markers are. Use SSEEdit and check for conflicts. It's usually another mod adding a load door in that cell.
As evidenced by his screenshot, the navmesh did look perfect, but he took another look at it and updated things accordingly. If you don't want to show any gratitude, that's fine, but throwing his words back in his face is a pretty weak move.
No, don't get me wrong, I'm grateful that he fixed it. I've been waiting for a fix for this so that I could finally use this mod.
It's just that him completely dismissing this issue at first glance despite the fact that this issue was confirmed some 2 years ago came off kind of pretentious
Thanks for the update. I'd like to take this opportunity to ask you a question. I've always found it odd to have a double door upstairs to access the mezzanine. Is this normal ?
Why can't you just Bundle the whole Interiors? You have all the files just compile them it's so hard to search for individual interior file to download they are like 35mb altogether it's not even a heavy file. If anyone compiled these files please send a link for other people so they don't have to suffer like we did.
If it's not so hard please feel free to do it yourself. Oh and don't forget to remake all the patches since you've changed all the FormID's in the merge. There's literally hundreds already, I would guess more than 400 off the top of my head. I mean it shouldn't take you long. It's only taken all of us 4 years to get to this stage. I'm sure you can knock it out in 6 months, well, before Christmas at least. Plus you'll need to help all the mod authors who've already spent weeks and weeks making their own patches. You can't leave them in the lurch now can you. Let us know once your finished and we'll add the file to the downloads section, full credit to you of course. But you'll have to promise to hang around and update everything once again every time JK releases a new overhaul. Thanks, we really appreciate your help. Welcome to the team, aeonmark! Cheers.
Actually, counting everything we've (I'm talking only about Teabag86, DrMonops, Janquel and myself) made so far, with all the combinations, it's 1189 patches to update. I'm afraid it would take a bit longer than 6 months...
If you had any idea of what you're talking about, you'd realize the persons you're requesting to do your clueless bidding are precisely the ones who work effortlessly for thousands of other users not to "suffer". No need to expand on this... since you're part of their team now and will soon get your hands dirty, aren't you ? :D
I hate it when I see this level of self-entitlement so just an extra occasion to say a big THANK YOU to the JK's mods (and many others by the way) patching team for their dedication =) The vast majority of us is very grateful for all the hard work throughout the years.
As Teabag and Czasior pointed out, merging all the interior mods together would be a massive undertaking with very little benefit. Merging mods made more sense back in Oldrim when there was a hardcap of 255 plugins. But with SSE now having ESL and light ESP files, you can have thousands of plugins in your load order all working together seamlessly.
There's no reason to merge the JK interior mods together. It would honestly cause more problems than benefit.
Also saying it's "hard to to search for individual interior files" is silly. You can just click on JKrojmal's username and find all of his mods right there.
Hi dont know how to fix this but theres a white glowing void on the left up the 2nd floor and when i go into it im trapped by the orginal wall that was there before
https://imgur.com/a/jHT4p3R First issue I've noticed with any of JK's stuff that I started using today. This one particular section of the Inn goes all wonky void mode but can be stepped into just fine, but when I do the rest of the place behind me goes void mode. ELFX is the only thing I have that I see mentioned as possibly causing issues
Edit: So after going around more there are a good few interiors that are having this type of issue. Have yet to notice any issues with any exterior changes though
It's an occlusion issue, most commonly caused by added occlusion planes (Skyrim Project Optimization is the typical culprit) or room markers changed by some lighting mods. I'm not sure if base ELFX touches them, but for sure they're modified by ELFX Enhancer/Hardcore. You need a proper patch and, unfortunately, start a new game as the room markers are persistent records and their position/shape is baked into your save right after you hit the "new game" button.
All I have is https://www.nexusmods.com/skyrimspecialedition/mods/2424?tab=files and https://www.nexusmods.com/skyrimspecialedition/mods/25498 so I guess the base version or the fixes do mess stuff up with the JK interiors too. I did notice the interior patch collection, but seeing that has 500+ individual files to scroll through was something. Would I need to go and find all the ELFX patches and add them one at a time or is there a simple way to get the patches I need that im not aware of?
I don't even mind having to make a new save again if that's needed either. All of JK's stuff, that is working for me anyways, is just so great looking I would like to see it all working smoothly. Can't see myself ever wanting to go back to how plain Skyrim's main places look otherwise.
Sorry I gotta ask what is likely an obvious thing, FOMOD installer? Is that a different mod manager from Vortex? I had just tried installer the main file on the collection page thinking it would go through what stuff might need patches installed like similar mods do but I just get one page that comes up mentioning to follow instructions carefully before it goes straight to "Finish"
Actually I did. I had to reinstall and try again a few times with the main file from the collection before checking the initial instruction warning changed anything so Vortex didn't skip right to the finish menu. Which I guess means vortex itself was surprisingly a bit janky with this. Now hopefully this prevents the same sort of interior issues on another playthrough.
382 comments
Welcome to the fifth shop/inn overhaul in the JK's Whiterun interiors series for the SSE.
Now 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 and flagged as an ESL, so it doesn't count towards the ESP limit.
Big kudos to Teabag86 for the testing and ideas.
There’s no plans at the moment for a merged all in one file. With the exception of the Blue Palace all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
Thanks for all your great overhauls. Hope this can be looked at down the road.
If you're using MO2, can I suggest quickly setting up a new profile with only this mod AND all your meshes and textures enabled. At the Bethesda logo console "coc whiterunorigin". Enter the Bannered Mare and see if you still have the issue. If it's fine, then it's a mod conflict or a mesh added by another mod. If however you still have the FPS drop, exit the game and now disable all your meshes and textures and repeat the process. Does this fix the problem? If yes, then you can re-enable the meshes to narrow down the issue.
Let us know how you go and if we can, we'll make changes in the mod for better compatibility. Cheers.
As evidenced by his screenshot, the navmesh did look perfect, but he took another look at it and updated things accordingly. If you don't want to show any gratitude, that's fine, but throwing his words back in his face is a pretty weak move.
It's just that him completely dismissing this issue at first glance despite the fact that this issue was confirmed some 2 years ago came off kind of pretentious
I hate it when I see this level of self-entitlement so just an extra occasion to say a big THANK YOU to the JK's mods (and many others by the way) patching team for their dedication =) The vast majority of us is very grateful for all the hard work throughout the years.
There's no reason to merge the JK interior mods together. It would honestly cause more problems than benefit.
Also saying it's "hard to to search for individual interior files" is silly. You can just click on JKrojmal's username and find all of his mods right there.
Edit: So after going around more there are a good few interiors that are having this type of issue. Have yet to notice any issues with any exterior changes though
I don't even mind having to make a new save again if that's needed either. All of JK's stuff, that is working for me anyways, is just so great looking I would like to see it all working smoothly. Can't see myself ever wanting to go back to how plain Skyrim's main places look otherwise.