DESCRIPTIONDiscover or rediscover Jorrvaskr with this mod. This mod will change Jorrvaskr into Yourvaskr. Most players who join the Companions will ditch Jorrvaskr once Breezehome becomes available. The vanilla Jorrvaskr is lacking in storage containers and display racks and plaques. The Harbinger's quarter is no better than a room at an inn. Jorrvaskr is not at all practical as a main player home. This mod will not only turn Jorrvaskr into a player home that is worthy of the Harbinger, but also put Jorrvaskr more on par with the the best modded player homes. Players who have just joined the Companions can now have their own bed, some safe storage, and even a place near the bed to hang their weapons. This mod was designed to blend in with the vanilla game without looking too modded. It was also designed with compatibility in mind so that you are not limited to using just this mod. The vast amount of features and customization will allow you to customize Jorrvaskr to your liking. All displays have been properly set up. Mannequins will not stop wearing their armor and weapons won't be irretrievable when you place them. The Living Quarters is now more than doubled in size. The new guest quarter can accommodate an additional 16 NPCs without any children's beds or 18 NPCs with six children's beds. The optional loft can add six additional beds for NPCs to sleep in or 16 additional seats to relax in. The new lounge will give all NPCs an additional living space. The new areas are fully NavMeshed and have new idles for NPCs. To improve immersion, many of the added idle markers are customized. Instead of NPCs doing the same thing at the same spot over and over again, they may randomly read, write, browse, laugh, or drink. Many bugs that you noticed or didn't noticed in the vanilla game have been fixed. The lighting has been tweaked to give a flicker free experience with or without lighting mods. Some lights can be turn on and off or dimmed to help with this. Most of the enabled features can be disable using the "Decisions Board" that is in the cavern. Disable any feature that you don't want or that conflicts with other mods. Other features must be enabled using the Decisions Board in the Harbinger's bedroom. That board is only accessible after the changeover. With the Harbinger's Decisions Board, you can order a memorial fountain to be built for Kodlak and Skjor, build a tower to defend against dragons, or make changes to the Harbinger's room. This mod is clean, optimized, stable, and well made. The quality standard of this mod is as high as any mod available. This mod can be added or removed midplaythrough at any time. If you have already been to the living quarters before adding this mod, there may be a bunch of stuff on the floor. Simply think of this as someone having too much mead one night and making the mess. Tilma will clean it up within three days. Books and coin purses may take a bit longer. If you don't want to wait, both Jaxonz Positioner and Tidy Up can put things back in their correct places. This mod doesn't use any external scripts or assets, so it can't be made to look as fancy as some other player home mods. It also must maintain a certain level of lore-friendliness, compatibility, and aesthetics. This limits what this mod can do. However in terms of functionality, it is as good as any mod out there. This mod will give Jorrvaskr some features that are only found in much larger player home mods. The "This Is Jorrvaskr - KASA" add-on will allow you to turn the center room of the quest quarter into a kids room with 2-6 beds. When paired with Hearthfire multiple adoptions, you can adopt or move your family into Jorrvaskr. KASA will also allow you to sleep in the same bed as your Circle-member spouse. For those that want a fancier Jorrvaskr, many of the walls have purposely been kept bare so that you can put up painting or decorations using the right mod. You do not have to join the Companions in order to use this mod. Most non-Harbinger related features are available from the start. If you use a lot of follower mods, this is a great mod for relocating your warrior type followers. You, yourself, can even stay there as a guest as long as you don't steal anything or cause any trouble. The Companions are very successful and have plenty of beds to spare, so they won't mind.
FEATURESSpoiler:
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Some features can be enabled or disabled using the Decisions Boards or other activators.- A fully functional Wuuthrad and Shield of Ysgramor display
- A statue of Ysgramor (may not seem like much, but it is where the statue is located that is the main feature)
- A walk-in closet with plenty of displays and storage for the Harbinger
- A kitchen with a cooking pot and oven
- A cooking spit in the main hall
- A chopping block and tanning rack
- A quest friendly map marker (choice of landmark or lodge icon for map marker, should not enable both at the same time)
- Map travel to all hold capital exteriors from the living quarters
- An underground cavern with a natural pool and a secondary exit (water in pool is compatible with bathing and needs mods)
- Skjor's bed and chest can be repurposed (allows followers or Housecarl to use room)
- A Dibella fountain
- A memorial fountain for Kodlak and Skjor (Show that the Companions are compassionate and noble. That poor Arch-Mage didn't even get a funeral.)
- A guest quarter for additional NPCs and followers
- A new lounge for NPCs to relax in
- An optional loft in the main hall
- An optional deck in the back porch
- An optional watchtower in the front
- A new bath for those who thought the cavern was too rustic (water in bath is compatible with bathing mods)
- Additional idles and Custom idle markers
- Harbinger bed and room options
- The usable display cases in study are functional and can be open with the master key (key works only if you haven't been to cell prior to adding mod)
- Two additional seats at the main dining table (must enable using the Cavern Decisions Board)
- Two functional planters in the Harbinger's quarters
- Three Express Crates allowing global storage between Jorrvaskr, The Skyforge, and Whiterun Stables
- Six Hearthfire planters with 18 plots of soil
- Six+ working bookshelves
- Nine mannequins
- 28 additional free beds (six are in the group sleeping quarter, six can be added to the loft, and 16 are in the new guest quarter)
- Two claimable beds in the group sleeping quarter (claiming a bed prevent NPCs from using it)
- 30+ safe storage containers just in the Harbinger quarters alone (more storage elsewhere)
- 68 functional shield displays
- 134 functional weapon displays
- Cloud storage and auto sorting (This Is Jorrvaskr - GS)
- A kids room with two to six beds (This Is Jorrvaskr - KASA)
- You can sleep in the same bed as your Circle-member spouse (This Is Jorrvaskr - KASA)
- Holiday decorations (Jorrvaskr Holidays)
- Clean, customizable, highly compatible, optimized, stable, and well made
- Bug fixes (This mod fixes some issues that the unofficial patch doesn't.)
Features available on the Cavern Decisions Board:- Add/Remove Back Porch Idles And Items
- Add/Remove Chopping Block
- Add/Remove Dibela Fountain
- Add/Remove Exterior Exit Trapdoor
- Add/Remove Landmark Map Marker Options
- Add/Remove Pelt Station
- Add/Remove Talos Statues
- Add/Remove Tanning Rack
- Add/Remove Main Hall Dining Chairs
- Add/Remove Main Hall Drum Idles
- Add/Remove Main Hall Idles
- Add/Remove Main Hall Wall Lean Markers
- Add/Remove Main Hall Mead Barrels
- Add/Remove Main Hall Mead Station
- Add/Remove Main Hall Weapons Rack Options
- Add/Remove Lounge Doorway Drapes
- Add/Remove Guest Quarter Idles
- Add/Remove Main Hall Bar
- Add/Remove Express Crates
Features available on the Harbinger's Decisions Board:- Add/Remove Apiaries
- Add/Remove Bath Decor Options
- Add/Remove Children's Room And Beds Options
- Add/Remove Deck
- Add/Remove Enchanted Merchant Chest Options
- Add/Remove Harbinger's Bed And Room Options
- Add/Remove Loft And Loft Options
- Add/Remove Lodge Map Marker Options
- Add/Remove Map Portal
- Add/Remove Memorial
- Add/Remove Skjor's Bed And Chest Options
- Add/Remove Skywatch Tower
- Add/Remove Trophy Room Weapon Displays
REQUIREMENTSGeneral Stores - Auto Sorting Cloud Storage Resource for packrats SE Convert is required for This Is Jorrvaskr - GS.
Hearthfire multiple adoptions is a soft requirement for This Is Jorrvaskr - KASA.
Sounds of Skyrim Complete SE is required for SoundsofSkyrimComplete - Trigger Patch.
INSTALLATION AND USAGE
General Procedure For Installing All ModsIf you are adding the mod midplaythrough, make a "clean save" before installing the mod. Install the mod by adding the contents of the archive to the Data directory manually or with a mod manager. Sort the load order according to what is stated with the individual mod, add-on, or patch. Enable the mod and play.
This Is JorrvaskrThis Is Jorrvaskr should, in most cases, load after any mod that edits the NavMesh of The Living Quarters. If another mod needs to load after This Is Jorrvaskr but also edits the NavMesh, loading This Is Jorrvaskr - KASA after that mod will restore the NavMesh. After starting Skyrim, go down into the cavern and use the Cavern Decisions Board to remove any features that you don't want or that conflicts with other mods. Use the information provided in the Compatibility and Notes sections as a guide. The cavern is not a public place. If you go down there as a non-Companion, make sure that you are alone. The Harbinger's Decisions Board and walk-in closet are accessible once you become Harbinger. If you are adding this midplaythrough, you need to make a clean save before enabling this mod. If You don't, the weapons and shield displays will not work until you exit and re-enter the cell. This may cause mannequins to move about and display items to fall on the floor. Be aware that if you've already been to Jorrvaskr before adding this mod, certain data will be stored in your save. This includes the position of items that havok and the lock state of containers and doors. This means that items moved by this mod may end up on the floor until the cell resets. It also means that doors or containers that were unlocked or locked can't be changed by this mod. If you are replacing another Jorrvaskr mod with this mod midplaythrough, make a clean save without either mod enabled and wait/sleep for three days away from Jorrvasker before enabling this mod. You may also want to wait/sleep for three days away from Jorrvasker after adding this midplaythrough to avoid the above issues.
This Is Jorrvaskr - KASA (Kids And Spouse Add-on)This multipurpose add-on will allow you to adopt and move your kids and spouse to Jorrvaskr when paired with Hearthfire multiple adoptions. This mod does not require Hearthfire multiple adoptions, but without it, the kids room is just for show. This requires This Is Jorrvaskr v2.200925 or later and must load after it. This Is Jorrvaskr - KASA should load after any mod that edits interior Jorrvaskr Cells or Locations data. It can load before or after image space enhancers depending on preference. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can also be used as a patch to restore the NavMesh, Location, and Cell data if any mod loaded after This Is Jorrvaskr overwrites them. In order to move your family to Jorrvaskr, you must have all three plugins enabled. Use the Harbinger's Decisions Board to change the Harbinger's bed and set up the children's room. The children's room comes with beds 1 and 2 by default. You can also add beds 3 and 4 and beds 5 and 6. Next, cast the "Bless Home" spell while in the Living Quarters. You do not need to recast the spell if you change the number of beds later. Talk to your kids/spouse to adopt or move to the "New Home". If the dialogue to move doesn't appear, asking a steward for a children's room in any of the vanilla houses should make it appear. After adopting or moving, stay away from Jorrvaskr for a day or so before going back to give NPCs enough time to move into Jorrvaskr. Dragon attacks can cause delays. Note that unlike other player homes, you do not actually own Jorrvaskr. Thus you may not get all the comments that you would in other homes and some of the children's comment may seem odd. Just think of these comments as kids being kids. The noble chest and the two apothecary's satchels in the children's room should not be used for storage. All other containers are safe. Version 2.201026 allows you to sleep in the same bed as your Circle-member spouse. To use the beds, hang an Amulet Of Mara above the door on outside the spouse's bedroom and move your cross hair around the bed until you can sleep in it. An amulet can be placed for Skjor's room after the changeover. Due to the limitation of the vanilla scripts, you do not actually need to have an Amulet Of Mara. The sleeping positions may be off at times due to quirks in the Skyrim engine. You do not actually have to be married to share any of the beds, but it is highly frowned upon by Skjor if you are not. This feature is compatible with the Go To Bed mod. Even if you have no interest in adopting kids, this add-on is still useful as a patch and for the pet markers.
This Is Jorrvaskr - GS (General Stores)This add-on adds General Stores activators to Jorrvaskr. This will allow you to sort your items and access the same storage from different containers and locations. This is great if you have multiple homes with General Store activators. You can access the same storage from different homes without having to move your items from one home to the other. The right side of the cupboard that's near the front doors in the main hall will access the General Stores Master Chest. Activating the ship logo on the express crates will also access the master chest. Many of the containers in the Living Quarters also have General Stores activators on the right side. Activating the left side or other parts of the containers will access the containers. This requires This Is Jorrvaskr v2.200925 or later and General Stores - Auto Sorting Cloud Storage Resource for packrats SE Convert. This add-on should load after This Is Jorrvaskr but before This Is Jorrvaskr - KASA. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.
Jorrvaskr HolidaysThis standalone mod allows you to decorate the interior and exterior of Jorrvaskr with holiday decorations. The decorations are very minimal to prevent compatibility issues, but are enough to indicate that it is a holiday. They are also not holiday specific, so that they can be put up for any holiday or even left out all year round. The Holidays mod by isoku works great with this mod and can be use to indicate when there is a holiday. To put up the decorations, go to the barrel in front of Skjor's room and activate the top of it. This is a standalone mod and does not require any other mod. It is design to be compatible with most Jorrvaskr mods (including DMT's Jorrvaskr Extreme Renovation, Jorrvaskr Enhanced, Jorrvaskr Quarters, and Orlando's Jorrvaskr Living) and should load before any of them. This mod is also compatible with most Whiterun mods (no known incompatibility) and can load before of after them. Open Cities is supported as of Version 1.1. Any mod that isn't compatible can usually be made compatible by using a positioning mod to move the objects to compatible positions or below floors. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.
Jorrvaskr TrapdoorThis standalone mod adds a trapdoor between Jorrvaskr's Main Hall and Living Quarters. This is to reduce congestion in the stairwell. If you use mods that add too many NPCs to Jorrvaskr, it can cause congestion in the stairwell. By adding another door, traffic can be divided between the doors and congestion in the stairwell can be reduced or eliminated. The door is also closer to the Harbinger quarters and Jorrvaskr's front doors. This will allow you to get to and from the Harbinger quarters quicker. This is a standalone mod and does not require any other mod. It is design to be compatible with most Jorrvaskr mods and should load before any of them. If you use this with the This Is Jorrvaskr mod, you should remove any shields that are in the path of the ladder before enabling this mod. If you don't, you won't be able to remove the shields afterwards. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.
SoundsofSkyrimComplete - Trigger PatchThis patch changes the SoSCivSnoreTrigger Static from Sounds of Skyrim Complete SE into an invisible marker. This will prevent all floating and clipping issues caused by the static pots. This patch only requires Sounds of Skyrim Complete SE. This is a universal patch and can be used to fix compatibility with other mods as well. This plugin only needs to load after Sounds of Skyrim Complete SE and can load before or after other mods. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.
UPDATING
Method One: (Try this method first when updating from any version.)Before updating, there are a few things to be aware of if you are using version one. The barrel by the table in the kicthen in version one is now a sack in version two. Anything that was in the barrel will now be in the sack after updating with this method. One of the optional free chest in Skjor's room has been removed. Remove anything in any free chest in Skjor's room that you wish to keep before updating. The bookshelves in the walk-in-closet have been reworked in version two. Remove all items from these bookshelves before updating. You do not have to remove anything else from any displays, mannequins, or storage containers. They will correctly be where you left them even if the display, mannequin, or container has been moved. Other references that have been moved will not be in their new locations until the cell resets. These items may end up on the floor until then. Make a clean save before updating. Make the Clean Save by going to the Underforge or the Temple of Kynareth and saving. If something goes wrong you can fall back on this save. Exit the game. Take note of where the old mod is in the load order. Uninstall the old mod. Install the new mod. Position the new mod at the same load order position as the old mod. Enable the new mod and test out your game.
Method Two: (Use this method to update from any version if you have issues with the mod after using the first method.)The following updating method will ensure that everything works. Make a clean save before updating. Make the Clean Save by going to the Underforge or the Temple of Kynareth and saving. If something goes wrong you can fall back on this save. Remove all items from containers, displays, bookshelves, mannequins, and anything left in the areas added by this mod. Make another clean save. Exit the game. Take note of where the old mod is in the load order. Uninstall the old mod. Start the game without this mod enabled. Make another clean save. This will flush out some left over data from the old mod. Install the new mod. Position the new mod at the same load order position as the old mod. Enable the new mod and test out your game. You will have to grab the master key again to unlock the closet. This may be a bit of a hassle, but it is sometimes necessary when you're updating between major version numbers.
General updating procedure for mods with minor updates (reference additions, but no reference changes).
Uninstall the old mod. Install the updated mod. Sort your load order. Enable the mod and play.
General updating procedure for mods with major updates (reference changes, switching to esl/ESPFE or compacted mods).
Remove all items from containers and new areas. Make a clean save. Exit the game. Uninstall the old mod. Start the game without the new mod and make another save. Exit the game. Install the updated mod. Sort your load order. Enable the mod and play.
UNINSTALLING
Remove all items from containers, displays, bookshelves, mannequins, and anything left in the floor area added by this mod. Clear all planters. Set the Wuuthrad display to the locked position. Put on the lights by the sides of the doors to the group sleeping quarter. Restore the table on the north side of the group sleeping quarter. Dim the lights in the Harbinger's bedroom. Use the Harbinger's Decisions Board to remove the apiaries, Harbinger's planters, loft, and memorial. Use the Harbinger's Decisions Board to restore the Harbinger's bed, the Harbinger's bedroom, and Skjor's bed and chest. Use the Cavern Decisions Board to remove the Dibela fountain, main hall dining chairs, and pelt station. Next, make a Clean Save by going to the Underforge or the Temple of Kynareth and saving. Now, you can remove the mod. Remove contents of the archive manually or with a mod manager. Some items may still need a cell reset to return to their correct position. You can sleep, wait, or stay away from Jorrvaskr for three days. Note that some changes made by this mod will persists even after its removal. For example, vanilla references that were altered to not respawn, will continue to not respawn.
COMPATIBILITYThe following are compatible unless otherwise stated. Note that some features must be enabled or disabled using the Decisions Boards or other activators to maintain compatibility with some mods. Mods without load order specification mean that load order does not matter with these mods. Mods specifying a preference base load order mean that the mods can load before or after, but there will be visual differences. Mods that are not on this list may still be compatible. They just have not been tested. This list will be updated as needed.
Spoiler:
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- A Lot More Idle Marker(remove Main Hall Wall Lean Markers)
- AI Overhaul
- AI Overhaul - Open Cites (remove Dibella fountain, pelt station, and Talos statues)
- All Jorrvaskr NPC overhauls (This Is Jorrvaskr does not alter any NPCs)
- Another Whiterun Patch SE
- Atlas Map Markers (remove one of the map markers from either mod)
- Bathing in Skyrim
- Beautiful Cities SSE, Beautiful Cities SSE - JK's Skyrim Compatible
- Beautiful Cities SSE OCS (remove Dibella fountain, pelt station, and Talos statues)
- Bells of Skyrim
- Better Cities SSE
- Blubbos Trees in Whiterun
- Capital Whiterun Expansion, Capital Whiterun expansion Jk's Skyrim Patch, Capital Whiterun expansion Dawn of Skyrim Patch, Capital Whiterun expansion JK-DoS Patch (load after This Is Jorrvaskr, remove chopping block, Dibella fountain, pelt station, and Talos statues)
- City Trees
- CLARALUX SSE
- Companions No Werewolf Option - Fixed
- Crusaders Knights - Medieval Armors SE (remove chopping block and pelt station)
- Dawn of Skyrim (Director's Cut)
- Dawn of Skyrim Director's Cut - OCS Patch (remove Dibella fountain, pelt station, and Talos statues)
- Detailed Cities SE
- DT Warriors of Jorrvaskr (load after This Is Jorrvaskr)
- EEKs Beautiful Whiterun (remove Back Porch Idles And Items, chopping block, Dibella fountain, pelt station, Talos statues, and tanning rack)
- EEKs Immersive Whiterun (remove Back Porch Idles And Items, chopping block, Dibella fountain, Talos statues, and tanning rack)
- Enhanced Lights and FX (must load after This Is Jorrvaskr, dim the chandelier in the kitchen, remove the chandelier by the hallway benches, enable the table in the the community sleeping quarter, and block off the lounge area)
- Enhanced Lighting for ENB (can load before or after depending on preference)
- Enhanced Skyrim Factions - The Companions Guild (load before This Is Jorrvaskr, must be converted to SE, highly recommended, great complementary mod, see Articles tab on how to port)
- Follower Mods (most follower mods that just add NPCs should be compatible)
- Fortified Whiterun
- General Stores - Auto Sorting Cloud Storage Resource for packrats SE Convert (use with This Is Jorrvaskr - GS)
- Go to bed
- Green Whiterun SE
- Hearthfire multiple adoptions (use with This Is Jorrvaskr - KASA)
- Holds The City Overhaul
- Holidays
- Holidays - Open Cities Patch (remove Dibella fountain, pelt station, and Talos statues)
- Idle mods (some idles from this mod can be disabled using the Cavern Decisions Board)
- Immersive Armors
- Immersive Citizens - AI Overhaul (load before This Is Jorrvaskr)
- Immersive Laundry
- Improved Companions - Questline Tweaks
- iNeed, iNeed - Food Water and Sleep - Continued
- JKs Skyrim, JK's Skyrim - Dawn of Skyrim - Patch, JKs Whiterun
- JK's Skyrim - Dawn of Skyrim - OCS Patch (remove Dibella fountain, pelt station, and Talos statues)
- JK's Skyrim - Perfect Whiterun Patch (remove Talos statues)
- Jorrvaskr Player Quarters (only compatible with This Is Jorrvaskr v1, load before This Is Jorrvaskr, Skyrim LE version has patch to remove map marker)
- Kato's Whiterun (remove Talos statues)
- Keep It Clean
- Leafeater's Whiterun Tree overhaul, Leafeater's Whiterun Tree Overhaul for JK's
- Legacy of the Dragonborn SSE
- Logz Whiterun (remove Talos statues)
- Lootable Crates SE (load before This Is Jorrvaskr)
- Luminosity Lighting Overhaul - Cathedral Project 3.1 (can load before or after depending on preference)
- More Growable Plants
- Myrkvior - The Flora Of Skyrim - TFoS Trees of Whiterun Town (remove Dibella fountain)
- Myrkvior - The Flora Of Skyrim - TFoS Trees of Whiterun Town Lore
- MODerate Whiterun Tree Mod (remove Dibella fountain)
- More Radiant Quests for the Companions
- NOT COMPATIBLE with large Jorrvaskr overhauls or minor ones that modifies the same items and areas
- NordWarUA's Vanilla Armor and Weapon Expansion - Standalone Plugin (load before This Is Jorrvaskr)
- Oblivion Gates in Cities
- Open Cities Skyrim - SSE (remove Dibella fountain, pelt station, and Talos statues)
- Paradise City for Vanilla Skyrim -- Great Trees for Cities SE (remove Dibella fountain)
- Perfect Whiterun, Perfect Whiterun - Dawn of Skyrim Patch (remove Talos statues)
- Perfecter Whiterun (remove Talos statues)
- Populate Jorrvaskr
- Realistic Needs and Diseases
- Relighting Skyrim (can load before or after depending on preference)
- Royal Armory - New Artifacts (load before This Is Jorrvaskr)
- Skyforge mods
- Skyrim Companions No Werewolf Option
- Skyrim Project Optimization SE
- Skyrim Sewers (load before This Is Jorrvaskr)
- Snazzy Furniture and Clutter Overhaul (can load before or after depending on preference, see notes)
- Sounds of Skyrim Complete SE (load after This Is Jorrvaskr and use the SoundsofSkyrimComplete - Trigger Patch)
- Static Mesh Improvement Mod - SMIM
- Storefront
- T'Skyrim Whiterun
- The Autumn of Whiterun (remove Talos statues)
- The Companions - Don't be a Milk Drinker
- The Companions - Earn your stripes
- The People Of Skyrim Complete SSE
- The Shade of Whiterun (remove tanning rack)
- Train and Study
- Unofficial Skyrim Special Edition Patch (highly recommended, a MUST HAVE mod for weapon displays and mannequins)
- Werewolf Companions - Turns the Companions at Jorrvaskr into Werewolves
- Whiterun - A City Full of Life (remove Dibella fountain and Talos statues)
- Whiterun - The City of Trees (remove Talos statues)
- Whiterun Expansion Redone (hide the exterior exit trapdoor)
- Whiterun Watchtower Restored
- Whiterun's Trees Overhaul
- Willybach's Whiterun (remove pelt station, Talos statues, and tanning rack)
- Window Shadows by HHaleyy (version 6 or higher)
- Window Shadows Enhancer (can load before or after depending on preference)
- Yet Another Whiterun Tree Overhaul (remove Dibella fountain and Talos statues)
NOTESThis section will answer most of your questions. Reading this section can give a +10 to intelligence. (A +10 should be enough for most people to understand how the Endorsement button works, but may not be enough to understand how or why Rickrolling became a thing.)Spoiler:
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If you have any issues with this mod, read the writing that's below. If you don't have any issues with this mod, read the writing that's below. A plus ten to intelligence is very beneficial even when using other mods. If you have issues outside of what is written below, download the save in the miscellaneous section and test the mod with it. If the issues do not occur with the save but occur with your save, then it means that the problem is with your save. You can try to fix this by making a clean save, disabling the mod, making another clean save, and enabling the mod. Use Updating Method Two as a guide when doing this or you will lose your stuff. If the issues occur even with the downloaded save, then the problem is likely a mod conflict or a load order issue. More Informative Console can be used to identify the conflicting mod in some cases. If it's not a mod conflict or a load order issue, put in a report in the Bugs tab. If the problem is something that you did, post it the Posts tab so that others can learn from your mistake.
Some features in this mod can be enable and disable. Disabling some features such as idles, markers, or crafting stations can occasionally cause CTDs. This is likely because it is being targeted by a NPC's AI and it was disabled. To prevent such CTDs, save the game after disabling theses features. Then exit the game, restart the game, and load your save. After enabling or disabling anything, it is best to exit and re-enter the cell before interacting with any of those things.
This mod is highly compatible by design. Most mods are compatible without the need for any patching at all. In many cases the mod is compatible from the start. In other cases, you only need to activate a few activators to obtain compatibility. You will, however, lose some features when doing so. In some cases the incompatibilities between the features of this mod and other mods is just clipping due to plants, trees, or other objects. If you want to have the features without the clipping, mods such as Jaxonz Positioner, Dylbill's Positioner, or Decorator Helper can be use to move or remove the objects that clip. Even weapon racks and plaques can be moved. Those mods can also be used to place weapons, shields, or other object to decorate your home.
This Is Jorrvaskr - KASA (Kids And Spouse Add-on) only adds activity markers to the Living Quarters and not the Mead Hall nor exteriors. This is for performance and compatibility reasons. Too many idle markers can affect performance. All the exterior markers are already provide by the vanilla game. If you are using Open cities, they will be provided by Open cities. Jorrvaskr isn't an ideal place for kids. Initially, I had no intentions of adding this feature. However, upon further thoughts, it does seem to be a better place for children than outside in the cold. In the time of knights, knights would take young boys on as squires. Having kids stay and train in Jorrvaskr doesn't seem to be any different. The children's room is a makeshift room which fits in with the military style of Jorrvaskr and also reemphasizes the fact that Jorrvaskr isn't an ideal place for kids. In earlier versions of this add-on, the kids can go through the wall when using the practice dummy in the children's room. This caused issues with the AI and lead to some stuttering. I've made some changes to prevent this. However, if this still occurs, the practice dummy may need to be relocated. If you marry one of the Companions, you can choose to move to your spouse's place or "Our new home." Both places will be Jorrvaskr, but your spouse's daily routine will be different. Depending on the mods you are using, you may want to keep the more elaborate daily routine that comes with your spouse's place. While version 2.201026 allows you to sleep in the same bed as your Circle-member spouse, it does not add any extra storage. This is to avoid possible compatibility issues and also because the hallway storage area is far more efficient. All sleeping bonuses will work with KASA as long as you are not a werewolf. If you are using the mod Storefront, you may need to move your spouse to Breezehome first to get the stall to appear. You can afterwards move back to Jorrvaskr.
If you fast travel from Dustman's Cairn using Jorrvaskr's map marker during the Proving Honor quest, it will bypass the trigger for the initiation ceremony and you will not be able to continue. This issue also occurs with most map marker mods. To fix this, fast travel again using the Dragonsreach or Whiterun map marker and go to the back of Jorrvaskr to complete the ceremony. This issue has been fixed in version 2.200909. Also note that the map marker will be disabled during the Battle for Whiterun.
The Tamriel World map markers are meant for use with Open Cities Skyrim. Skyrim can cause a glitch in which both the Tamriel World and Whiterun World Jorrvaskr map markers appear at the same time. This can occur when references from both worlds are rendered at the same time. When this occurs, you will see low resolution LODs overlapping with the ground and with structures. If you notice this happening, quickly save and exit the game. Restart Skyrim and check for issues. If there are issues, discard the save and go back to an earlier save. If you noticed this too late and don't want to lose your progress, you can simply disable the map marker and switch to the other map marker. This is not recommended, however, because the map marker may not be the only thing that got corrupted. If you fast travel using the Tamriel World map markers without Open Cities Skyrim, you will end up underground. A workaround to avoid this issue has already been implemented in the next version.
When using the map portal to travel to Whiterun's exterior with a follower, the follower may not use the portal and take the long way instead. This is a vanilla limitation. This occurs because the follower chose to use one of the other doors instead. If you don't want to wait for your follower, simply fast travel to Whiterun Stables after using the map portal. If you are using Open Cities, your follower may not show up unless you fast travel again or go through another load door. The follower mod you are using may also affect this. If this does occurs, it may be best to not use the Whiterun map portal if you are traveling with a follower. All other portals are fine. There shouldn't be any visitors going into your closet to use the portal. If there are, just put the map portal away when you are not using it.
DT Warriors of Jorrvaskr added a really nice bar area to the main hall. Unfortunately, that mod is currently hidden. I've added a smaller similar bar for those that don't have that mod. Do not enable the bar if you are also using that mod.
Most house mods do not give you the option to disable weapon and shield displays in-game. This is because it is much easier to do so with a patch. If you need to disable any display, you need to read and understand the procedures. If you are using USSEP, all displays will enable and disable properly. The displays in the trophy room will require you to exit and re-enter the cell. If you are NOT using USSEP, the displays will be properly disabled, but the activators will not. The weapons rack by the chopping block can be properly disable the first time. If it is re-enabled, it will then also require the following method to disable. To properly disable the left and right weapons racks in the main hall, the plaques and display cases in the trophy room, and the re-enabled weapons rack by the chopping block, you first need to put an item on the displays. This will remove the activators. Next, remove the displays using the Decisions Boards. Last, pick up all the items that were on display. Needless to say, it is much easier if you just use USSEP. Items that are originally on display, should not be taken down and placed on other displays in the same cell. They will return to their original displays upon re-entering the cell and cause issues with the display scripts. You should NEVER drop them on the floor and leave the cell. If you wish to take them down and put up your own items, it is best to just stick the old items in a container. All the displays are setup properly, but you may still have issues if you're not using USSEP. With racks that have side by side weapon displays, you may have to remove the larger weapon before you can interact with the display next to it. In those cases, place the smaller weapon first before placing the larger weapon, and remove the larger weapon before removing the smaller weapon. Some displays require you to have the weapon in your right hand. Some vertical display plaques can hold a weapon or a shield. If you are using USSEP, they can hold both. The shield activator is placed a little off to the side to avoid issues with weapons. With the new Wuuthrad display, Wuuthrad will be properly positioned, properly flush, and properly lit in the display. Activating the candles by the display will put the display in a lock or unlock position. In the lock position, weapons will be flush in the display but will not be retrievable. The unlock position will accommodate larger weapons and will allow you to retrieve any weapon. While you can put any weapon on the display, some weapons may not be suitable for the display. This is true of other displays as well. You can not interact with the Wuuthrad display until the shards are gone. If you want to use the display while the shards are still there, hop onto the ledge in front of the display. This will put you inside the noncollidable bounding box and allow you to access the display and candles. This mod does not make any edits to the shards. If you use the display while they shards are still there, you may get some clipping. This mod does not edit the the two weapons racks in the main hall. It instead places invisible weapons racks at the same spot. If a mod was to move the vanilla racks, there won't be any visual issues as long as you don't use the invisible racks. Version 2 allows you to disable the invisible racks. This will not disable the visible vanilla racks. The four weapons plaques above the doors of the Circle members can be access after the changeover. They will also have random weapons if you have not been to the cell prior to adding the mod. Another thing to be aware of is that mods that replaces the display meshes, display scripts, or even displays items can cause issues with the displays. This means that mods that replaces the racks, plaques, displays cases, display scripts, shields, and weapons can all possibly cause issues. If an item doesn't display properly on a display that's facing north or south, try it on a display that's facing east or west. If that doesn't work, put it in a display case. If that doesn't work, you'll have to use a mod such as Jaxonz Positioner to display the item. I've tested various display angles with various weapons. My conclusion is that while angles that are not 90 degrees and angles that are not whole angles are better, they still won't fix everything. Some items work fine at a certain 90 degree angle or a certain whole angle, but not at any other angle. This means that there isn't a solution that will work for every weapon. Weapons such as the woodcutter's axe may not work on any display without USSEP. The best solution currently for display issues is to use USSEP. If that doesn't work, use Jaxonz Positioner to display the item or just store it in a container. Another thing to be aware of is that weapons and shields on display can become bugged. A particular weapon or shield may not display properly on any display or become irretrievable, but another weapon or shield of the same BaseID will work just fine. In cases such as this, drop that item on the floor, exit the cell, save, and exit the game. Then restart the game and load the save. The item should now display properly. Displays can also become bugged. If the activator of a display doesn't show after you removed the display item, try using Fus Ro Dah on the display. You can also try Fus, Fus Ro, or punching the display, but Fus Ro Dah will have the greatest success.
If you use the replacer version of Snazzy Furniture and Clutter Overhaul with USSEP, the Shield of Ysgramor can not be placed properly on any shield rack, and the script will get messed up if you try to place it. This only occurs with the Shield of Ysgramor. All other shields will work fine. In regards to the Shield of Ysgramor, USSEP will only work properly with the wrplaqueshield01.nif it comes with. Even the vanilla wrplaqueshield01.nif will not work. When using the replacer version of Snazzy Furniture and Clutter Overhaul with USSEP, choose None for the Weapons Plaques option. When using the Mix-n-Match Plugin versions, place the Shield of Ysgramor only on vanilla shield racks. A workaround is to disable the Snazzy Furniture and Clutter Overhaul mod, place the Shield of Ysgramor, and then re-enable the mod. Remember to first exit and re-enter the cell before interacting with the displays when adding or removing mods. If you are using the Mix-n-Match Plugin versions, shields should not be placed on a wall that has a painting. The shield racks were made invisible specifically so that they won't cause clipping issues with mods that add paintings and decorations.
The amulet display in the Harbinger's bedroom was originally intended to allow you to put up your own amulets. However, the script that I thought was a vanilla script that allow that to happen was not a vanilla script. Unless there is a vanilla script that I overlooked, this is the best that can be done with the vanilla scripts. While it would be pretty easy to include the script, my goal is to keep the main mod asset free. If you are using ElSopa - Glorious HD Amulets SE version 1.0, delete the file "zenitharamulet_go.nif" from the meshes subfolders. This mesh doesn't show in the game and will make it appears as though the Amulet of Zenithar Display isn't working. You can also use Cathedral Assets Optimizer on the mesh to get it to show.
If you have read the above paragraphs, you should understand by now that some mesh replacers can cause positioning issues. This is not just limited to weapons and armor, but includes all meshes. For example, Snowberries by Mari will cause snowberries to not be properly centered in the planters and some items from High Poly Project will also cause positioning issues. These issues are not compatibility issues, but are issues with the meshes themselves.
The way to gain access to the cavern has been changed and the trapdoor has been relocated from version one. Originally, the idea was that once the player joined and claimed a bed access would be granted. Unfortunately, you have to claim a bed again every time the mod gets updated. Not only was this tedious, but it didn't make sense for the Harbinger to be claiming a welp's bed. Cavern and Skyrim Sewers trapdoor restrictions have been removed to avoid confusion and to also allow users to access the Cavern Decisions Board without having to join the Companions.
The six beds in the community sleeping quarter, the six optional loft beds, and the 16 beds in the guest quarter added by this mod do not have any ownership. This is so that NPCs and followers that are not in the Companions faction from other mods can use them. Two of the beds can be claimed. One is on the northeast corner and the other is on the southeast corner. Claim the bed of your choice by activating the marker underneath the shelf by the bed. Claiming a bed sets the ownership of the bed to the player so that no NPC will use the bed. Both beds can be claim/unclaim with the markers underneath the shelves. You should unclaim the beds when you move out of the community sleeping quarters to allow NPCs to use them. The guest quarter does not have any idles or usable chairs by default. This is to keep NPCs in the main living areas where they can be seen rather than hidden in the bedrooms. The idles and chairs can be enable using the Cavern Decisions Board. NPCs will occasionally sleep in one of the free beds rather than their own beds. This is normal behavior. In some cases, it is due to the beds close proximity to the NPC's editor location. In other cases, it is due to the randomness of the NPC's AI package.
Some features of this mod require some common sense on the mod user's part. Only enable one bed in Skjor's room. Build the loft before adding the bed or lounge options. Do not enable both those options at the same time. Do not disable the loft with either of those options enabled. Setup the children's room before adding beds 3 and 4 and beds 5 and 6. If removing the children's room, also remove the beds. Disable any feature that conflicts with other mods. Do not enable any feature that obviously conflicts. If you want to use these features with a conflicting mod, you will have to create a patch for that mod. Do not use the Harbinger-owned containers in the Harbinger's quarters or take the Harbinger Master Key before becoming the Harbinger.
This mod has been cleverly and painstakingly designed to be compatible with Enhanced Lights and FX without the need for a patch. However, it does require the player to use activators to disable and enable objects in-game. First, use the Cavern Decisions board to block off the lounge area. This will prevent the wall sconce candle from floating. Second, activate the chandelier in the kitchen to dim it. Third, activate the marker underneath the shelf on the north side of the group sleeping quarter to restore the table. Last, activate the chandelier by the hallway benches to remove it. Light flickering can still occur when using ELFX because ELFX will cause this on its own.
All the storage added by the main mod are safe. Vanilla storage that were not safe remain so since there are already plenty of safe storage. Most of the containers in the Harbinger quarters are safe to use once you become the Harbinger. The only containers that are not safe in the Harbinger quarters are the barrel in the study and the chest atop the cupboard in the bedroom. Allowing the barrel to respawn gives the impression that Tilma is restocking the barrel. The chest appears to be a boss chest for Jorrvaskr and thus was left alone. Simply think of the chest as your share of Jorrvaskr's profits. Anything that you don't keep, Tilma will sell for mead money.
Remove vanilla items from bookshelves before using them or you'll have clipping. All items in functional bookshelves have been set to not respawn. It it best to remove books by activating the bookshelves rather than taking the books directly. You can put other stuff in the bookshelves besides books by using Unlimited Bookshelves or Put anything in the Bookshelves. You can also use Jaxonz Positioner, Dylbill's Positioner, or Decorator Helper with or without these mods to do the same thing. If you do use Unlimited Bookshelves or Put anything in the Bookshelves, there are a few things to be aware of. Most importantly, ALWAYS remove items by activating the bookshelves rather than taking the items directly. The items display on the shelf are not the original items which are still in the container attached to the bookshelf. While some may be tempted to use the bookshelf to cheat and duplicate items, these duplicates are very buggy. They won't show on displays or mannequins and may cause other issues. The other thing to be aware of is that the headboard bookshelf in the Harbinger's bedroom is unconventional. If you are not using those mods, you can put five books in the headboard. If you are using those mods, you should only put in one book or nothing at all.
Those who are in the Thieves Guild or who plan on joining should not enable the Gold Bath Decor option. While it won't cause any issues, it will diminish the experience. This option was provided because most honorable warrior types won't ever join the Thieves Guild and would never get to see any of these items.
The extra room that isn't in any of the screenshots is meant to be a small surprise for those who downloaded this mod. In version 2, it's twice as large and more interactive. If you hadn't figure it out by now, you can put up the chandeliers by grabbing the torch. This will also enable the rest of the idles in the room, and NPCs will visit the room more often.
This mod only makes minimal changes to the Circle members' rooms. The only edits were to Skjor's bed and chest, a few light bulbs, some invisible beds, and some weapons plaques above the doors. If you have issues in these areas, it's not likely from this mod. The reason for not overhauling these areas is that the purpose of this mod is to overhaul the living space of the player. The rooms of the Circle members are not really part of that unless you marry one of them. The light bulbs were edited to fix light flickering issues. Skjor's bed and chest were edited so that the room would not go to waste for the rest of the game. The reason for not overhauling the entire room is allow for other mods to do so. Overhauls of the Circle members' rooms are better left for a Companions overhaul mod. One of the best idea would be to have Njada promoted and take over Skjor's room. This can be done while Kodlak is still Harbinger and he could oversee the initiation ceremony. There should be enough voiced dialogue to do this. While this would be great if ever such a mod were to be created, it is outside the scope of this mod. What this mod can do is not to hinder those type of mods by making unnecessary edit to areas that it doesn't need to.
Most follower mods that add followers to Jorrvaskr do not give them a full AI package. These followers simply move about in the cell, do not sleep, and do not go anywhere else. This can be remedied by using My Home is Your Home to set their home, sleep, and work areas. This will greatly improve the immersion and atmosphere in Jorrvaskr. The guard option can cause unwanted behavior, so use caution or avoid it altogether. This Is Jorrvaskr has a maximum of 32 free beds for followers. There are 16 beds in the guest quarter, nine free beds in the group sleeping quarter (the other five beds are used), six beds in the loft, and one more bed in Skjor's old room. This means you can comfortably add 32 followers to Jorrvaskr. Although it is possible to add more followers by having them sleep in shifts, it isn't recommended. Jorrvaskr's hallways aren't large enough to house that many NPC's without congestion. Even 32 followers can be an issue if you don't properly divide them between the two interior cells. The exterior cells with the deck option should be fine.
This mod is highly optimized, and you should get great performance even on a weaker system. However, there are some performance related things to be aware of. Putting too many items in a container can cause slow downs when using the container. Putting too many NPCs in a cell will cause slowdowns and traffic issues. Using high resolution textures and high polygon meshes can reduce performance. This will come into play when putting a lot of items on display. Having a lot of scripts running in the background can reduce performance. One poorly written script can create a greater performance loss than a lot of well written scripts. Lights that cast shadows will have a greater performance hit than lights with no shadow. Using Enhanced Lights and FX with the "Improved Chandeliers (Recommended)" option from Static Mesh Improvement Mod will reduce performance. When using those two mods together, choose the "Improved Chandeliers No 3D Chains" option or use a patch that replaces the shadow casting lights from Enhanced Lights and FX. Mods that remove the room bounds in Jorrvaskr's Living Quarters will reduce performance. Unnecessary Windows apps running in the background can reduce performance. Running Skyrim in borderless window mode will have greater performance than in full-screen mode. This is counter-intuitive, but it is likely that Windows can provide a better gaming environment for Skyrim than it can provide for itself in full-screen mode. Overall, the performance that you get will be determined by your PC's hardware and the mods that you are using.
There are a lot of confusion about esl and mod limits, so here is a brief summary.
There are a total of 256 slots in the game. This is the case with Morrowind and Oblivion as well. Of the 256 slots, one is reserved for the ess file. This leaves 255 slots for esm/esp files. 255 is the esm/esp limit, not the mod limit. Some mods do not take up any slots. The five official masters are part of the game and shouldn't be consider mods. Therefore, the esm/esp mod limit is actually 250. It has often been stated that esl and esl flagged esp files do not take up a slot. That is incorrect. Using one or more esl or esl flagged esp file will reduce the 255 esm/esp slot limit to 254.
Here are some things to keep in mind when adding, removing, or updating mods. First, you should always make a clean save. There are some myths about clean saves. Some thinks that clean saves don't do anything. Others believe that they will corrupt your game. Neither is true. A clean save is nothing more than a regular save. The only requirements that makes it a clean save is that it must be inside an interior cell that isn't edited by the mod you are adding, removing, or updating. The purpose of the clean save method is to minimize issues when adding, removing, or updating mods. It can not perform miracles. In some cases, mods can't be added, removed, or even updated midplaythrough. In those cases, a previous save or a new game is required. Making a save does not actually clean anything. The cleaning is done on load. Clean saves are not actually totally clean. Again, the purpose of the clean save method is to minimize issues. Data that has been "baked" into the save can not be clean with the clean save method. If you want to clean any baked data, you need to use Fallrim Tools, and you do so at your own risk. Whenever you add, remove, or update mods midplaythrough, you are also doing it at your own risk. Whether or not a mod can be safely added, removed, or updated midplaythrough will depend on the mod itself, the other mods you are using, your current location, where you have been, and your progression in any related quest. If your save becomes corrupt after using the clean save method, it is not due to the clean save method. It is due to you adding, removing, or updating a mod that you shouldn't have. You should add, update, or remove mods one at a time whenever possible. Mods with patches may require those patches to be updated at the same time. Some mods should not be added until after the first save to avoid issues with the opening sequence. The first save (001 Skyrim) is the automatic save the game makes right before character generation. Certain types of mods can break the opening sequence. Creature or encounter mods that spawn hostiles on the path to Helgen will cause NPCs to run off. These NPCs will then not be present at Helgen to play out their sequences. This will cause the game to come to a dead end. Heavily scripted mods or too many scripted mods that fire at the start of the game can break the carriage ride by causing the carriage to go wild. In a game with many scripted mods that fire at start, most should only be added after first save. For example, mods such as Immersive Armors and USSEP should be added at the start, but mods such as Convenient Horses, Frostfall, Immersive College of Winterhold, Immersive Weapons, iNeed, Wet and Cold, and Winterhold Restored can be added after first save. When updating a mod that has had its filename changed, the mod must be treated as a new mod. Update Method Two from above should be used in cases like this. This is the equivalent of uninstalling the old mod and installing the new mod. If the mod happens to be a follower mod or a quest mod, you will lose your follower or the quest will be broken. Ideally, mod authors should pick a good name and stick with it. Names with the word Jorrvaskr are poor names. Any mod with the word Jorrvaskr will get twenty-five to fifty percent less downloads and endorsements regardless of how good the mod is. The name of the mod, the plugin, and the archive should be consistent. If the name of the mod is "A something", the other names could be "A something.esp" and "A something.7z". Names such as "A something by someone", "A something something", and "A something more" are also fine. Names such as "Main.7z", "Option.7z", and "CRF patch.7z" are poor names. Names such as "A something Main.7z", "A something Option.7z", and "A something CRF patch.7z" are better. If the names are "A by Awesome", "Awesome's mod.esp", and "Bubba.7z", it can be difficult and even frustrating to deal with when troubleshooting. Imagine opening the Creation Kit and trying to find "A by Awesome.esp" among the 200+ plugins. Then thinking that it wasn't installed, imagine trying to find "A by Awesome.7z" among 2000+ archive files. When that fails and it most likely will, you will end up redownloading the mod even though it is already in your archive folder. If you are in a situation in which the name of a mod has changed, there is a method that can be used to keep from losing your progress. Install the new updated mod with the new name without uninstalling the old mod. Position the new mod right below the old mod in the load order. Do not enable the new mod. Make two saves before updating. The first save will be your fallback save. Run Wrye Smash and go to the Saves tab. Click on the second save. In the right panel, right click on the old mod. Choose "Change to" and choose the new mod and click "Open". On the right panel click the save button that is right below the mod list. Right click again on the second save and choose "Load Masters". This will disable the old mod and enable the new mod. The save should now be purple in color and is ready for playing. Exit Wrye Smash and test out the save. If the save is working fine you can now uninstall the old mod. This method only works if the new mod maintains the same reference numbers as the old mod. For example, this method will work if the new mod was simply updated and renamed. It will not work if the new mod was actually remade from the ground up. Here are real mod examples. This method can be used to update from Blues Skyrim.esp to Dawn of Skyrim.esp. It can't be used to update from KS Dragon Overhaul.esp to KS Dragon Overhaul 2.esp.
One of the best tip for playing Skyrim is to NEVER reload. What you should always do instead is to do what I call a "clean load". Clean loading is first exiting the game, restarting the game, then loading a save. Reloading will contaminate your save. This is not an opinion. It is a fact. Unfortunately, the majority of mod users are not aware of this. Reloading has actually been an issue since Morrowind. Sadly, the majority of Morrowind players are just as ignorant about reloading as Skyrim players are. You may be wondering why a game such as Skyrim SE can have the same issues as the older game of Morrowind, especially since they use different engines. It is likely because the programmers were trying to save time by using the same faulty programming codes. This happens more often than people are aware of. After I first started playing Morrowind, I started to suspect that Morrowind had this reloading issue. I did a search on the issue and found that just one other person had documented this issue. I did some tests using Enchanted Editor to examine reloaded and clean loaded saves. The tests were conclusive and proved that reloading corrupted saves. One of my guess is that the quicksave issues that most people complained about were actually not the fault of quicksaving, but were instead caused by quickloading, which is also reloading. When I started suspecting that Skyrim LE had the same issue, I did a search and found that someone else had already documented this reloading issue for Skyrim LE. Once again I did some tests which proved that Skyrim LE also had the reloading issue. When Skyrim SE came out, it was far more stable that Skyrim LE. While I didn't suspect it to have the reloading issue, I tested it anyway. Sure enough, it did. This advice to not reload should be on every single Skyrim guide, but I've only found one that mentioned it. Most guides will tell you to clean the Skyrim master files. Reloading is more harmful than having unclean master files, yet most guides don't mention it. My goal here is to better inform players of the issue so that they can have a better gaming experience with less issues. My mods aren't that popular so I didn't believe that this information would reach enough people to make a difference. That is why I haven't bother to mention it before now. Before anyone starts to panic and think that their current game is no longer valid, don't worry. Most of the time the contamination cause by reloading is harmless. When it isn't harmless, you'll definitely know. For those that want proof that reloading causes savegame contamination, here is a simple test you can do. In the Miscellaneous section, I've include a vanilla save file. While the purpose of the save file is to allow players who are not yet Harbinger to test out the mod, it can also be use to test the reloading issue. Extract the save file and put it in your Skyrim SE Saves directory. Install and enable This Is Jorvaskr. Start the game and clean load the save "700 Breezehome". Go to Jorrvaskr's Living Quarters and take a look around. You should notice that the items on the shelves in the kitchen area are not on the floor. Use Unrelenting Force or spark to knock the coin purse off the shelf. Exit to the Main Menu. Reload the save "700 Breezehome". Go back to the Living Quarters. You'll notice that coin purse is on the floor and not on the self. Exit the game. Restart the game and clean load the save "700 Breezehome". This time the coin purse is where it is suppose to be on the self. No matter how many times you do this test, the results are the same. Clean loading results in a clean save and reloading results in a dirty save. In this particular case, having a coin purse in the wrong location is pretty harmless. In other cases, it can be bad. This is especially true for Morrowind, Skyrim LE, and maybe Oblivion too. In the case of Morrowind, reloading a save of a different character or the same character at a much earlier level can result in a CTD or corrupt quest data thus preventing continuation of quests. For those having trouble understanding this, here is a simpler explanation. When you reload, the game is suppose to clear out the data from the previous game and put the data from the save file in its place. That isn't what is completely happening. It appears that not all the previous data were cleared out. The data from the save file is then place on top of what is left over from the previous game. While most data remnants are overwritten, some will bleed through and contaminate the current game. When you save this game, those contaminates become a permanent part of the save file. In the above test, it was only the position of the coin purse that bled through. In worse cases, NPC data, script data, or quest data can bleed though and ruin your save. With this knowledge, you should now understand that many of the issues that players have with mods, especially scripted mods, isn't due to just bad luck.
These notes will be updated as needed, so it is in your best interest to reread this section occasionally. If You didn't get a +10 to your intelligence after reading all of this, you may be under some resist magicaka effect, or it may be that making you more intelligent is beyond my skill level. (FYI, dancing along to "Never Gonna Give You Up" on a daily basis can give a +10 to your health. For maximum benefit, you should sing along as well. Don't do it at work though. Management won't to like it very much.)
RECOMMENDED MODS FOR USE WITH THIS MODDreogan's Skyforge weapons and shields mods (adds additional variety of Skyforge weapons and shields)
Enhanced Skyrim Factions - The Companions Guild (adds better AI packages and improves quests, see Articles tab on how to port)
Jaxonz Positioner, Dylbill's Positioner, or Decorator Helper (allows you to place and move items in you home)
Jenna - Redguard Mercenary (a SFW follower that can be recruited if you are the Harbinger)
Hearthfire multiple adoptions (allows your family to live in Jorrvaskr)
Holidays (adds decorations to the front of Jorrvaskr during holidays)
iNeed, iNeed - Food Water and Sleep - Continued (adds eating animations and needs)
Keep It Clean (adds bathing animation and allows you to bathe in the bath or underground pool)
Lockable Locks (allows you to lock locks that have keys)
My Home is Your Home, My Home is Your Home (MHiYH 2plus), or MHIYH 4 In 1
Put anything in the Bookshelves or Unlimited Bookshelves (allows you to put more books and other stuff in bookshelves)
QueenAcademe's Placeable Paintings and Notes (use with Jaxonz Positioner, Dylbill's Positioner, or Decorator Helper)
Rise of the legend - Ysgramor (adds Ysgramor's armor into the game)
Skyshade - Create Your Own Paintings (create and place your own paintings in-game)
Tidy Up (allows you to put items that can be move back at their editor locations)
Unofficial Skyrim Special Edition Patch (fixes weapon display and mannequin issues)
CHANGE LOGSpoiler:
Show
v2.201026
Added map travel. Added more weapon and shield displays. Improved Harbinger's bedroom. The display cases in the trophy room are now locked and can be unlock with the Harbinger Master Key. Minor NavMesh tweaks. Added feature to allow sleeping in the same bed as your Circle-member spouse to the KASA add-on. Improved compatibility with Snazzy Furniture and Clutter Overhaul. Improved compatibility with Royal Armory - New Artifacts. Added General Stores features via add-on. Other minor features, improvements, and optimizations.
v2.200925
Added kids and spouse features via add-on. Reworked dining table in the lounge to accommodate children. Moved the Skyforge Express Crate to a more compatible location. Improved support for Open Cities. The fast travel point of the lodge map marker is now by the front doors. Other minor features and improvements.
v2.200909
Fixed the map marker issue of the initiation ceremony not triggering during the Proving Honor quest. Fixed the Trophy room weapon displays that were broken since version 2.200628. Added optional bar to main hall. Added Express Crates. Other minor features and improvements.
v2.200711
Fixed the exterior weapon rack that was broken in version 2.200628. Fix the issue of black panel hiding door exits on the local map. Reworked bookshelves in the walk-in closet and a few other references to make updating easier. Added an optional loft to the main hall. Added an optional deck to the back porch. Added an optional tower to the exterior stone wall.
v2.200630
Fixed the two weapons racks in the main hall that were broken in version 2.200628. Removed cavern and Skyrim Sewers trapdoor restrictions to avoid confusion.
v2.200628
Added apiaries, a bath, customization, more displays, fountains, a guest quarter, more idles, a lounge, and other stuff you can find out for yourself
v1.200515
Fixed shield display issues with hide shields. Fixed the the three rugs with two left ends. Replace the extra alchemy lab with a writing chair. Other minor improvements.
v1.200511
Improved lighting and compatibility.
v1.191030
Initial release
CREDITS AND THANKS
Harvey2112 and Draco1122 for General Stores
Linthar for More Informative Console
LOOT Team for LOOT
Mark Fairchild for FallrimTools
MO2 Team for Mod Organizer 2
Nukem for SSE CreationKit Fixes
Rick Astley and Stock Aitken Waterman for Never Gonna Give You Up
SKSE Team for Skyrim Script Extender
TMPhoenix for Hearthfire multiple adoptions
Wrye Bash Team for Wrye Bash
xEdit team for SSEEdit
Bethesda for the game and Creation Kit
Also a thank you to the following 30 people for recognizing how good version one of the mod was and endorsing it:
9Zo9zO, alexei182, AlphaBlazeWolf, andreagaines, coreypikes, crfleo, DasPuter, diamondhead, DigitalCabbage, Ellierel, ganicustitan, Ghost2018, hinaisnew, infernalredpen, Kalr3nth, Mayuyu48, mjstee, msanders3434, naomis8329, NinjaYeti, optical34, OstrixTheOstrich, PiperCat1031, rick0307, Rosehla, SeanNaicker, Shahariel, Thiudareiks, Uchihamadara98765431, wazdah
MY MODS
Jorrvaskr Holidays (allows you to decorate Jorrvasker for the holidays)
Jorrvaskr Trapdoor (adds trap doors between the main hall and living quarters)
Jorrvaskr Wuuthrad Display (allows weapons and shields to be mounted on the display)
Karthwasten The Silver Anvil (adds a blacksmith/inn)
Kolskeggr Miner's Hall (adds a blacksmith and more miners)
Morthal Where's Wares (adds a general store)
No Grassias (a universal grass mod fix that works well with Landscape Fixes and No Grass In Objects)
Skyforge Complete (adds missing blacksmith stations)
This Is Jorrvaskr (the very underrated Jorrvaskr overhaul whose mod page you are on right now)
Whiterun Watchtowers (minor improvements to Western Watchtower and Whitewatch Tower)
PERMISSIONPatches and translations for This Is Jorrvaskr and add-ons have open permission. Jorrvaskr Holidays and Jorrvaskr Trapdoor have open permission. You can use Jorrvaskr Holidays and Jorrvaskr Trapdoor however you like as long as it isn't for profit or in violation of Bethesda's EULA.