Skyrim Special Edition

About this mod

This is a small, lore-friendly, and immersive expansion to Kolskeggr Mine. It adds a miner's hall with a blacksmith, a food vendor, and two random miners. This mod is a light plugin (ESPFE/esl flagged).

Requirements
Permissions and credits
Changelogs
DESCRIPTION

Kolskeggr Mine is the only gold mine in Skyrim. However, it is one of the least interesting places to come across. Once the related quest is completed, the area is likely forgotten and ignored for the rest of the game. This mod will add some beauty, life, activity, and interest to the area. It is customizable. You can have the area looking very vanilla or looking great with the new tree and fountain. It also addresses some inconsistencies in the lore. Both Gat gro-Shargakh and Pavo state that they are the only ones that made it out alive and that everyone else was killed. Did all those people live inside Pavo's tiny house that only has two beds, three chairs, and a bench? If Pavo hires new people, where are they going to live? Kolskeggr Mine is too large of a mine for two miners. Anyone who has a gold mine can certainly hire more miners. This mod adds two random miners to help with the mining and a miner's hall for them to stay at. The two miners will be randomly chosen from a pool of twelve NPCs of various sex and races each time you start the game. This will give the impression of miners coming to work for Pavo and then leaving when they have earned enough gold. The Miner's Hall is also home to the local blacksmith and food vendor. While a blacksmith isn't really needed because Kolskeggr Mine is close enough to Markarth, having a blacksmith does liven up the area. The food vendor will offer drinks for the thirsty and food for the hungry. Random travellers will stop by the area during the evening hours and travel the road during the day. There's even a guard dog to help keep watch. All the new NPC's have immersive AI packages which will greatly improve immersion. Even the AI packages of Gat gro-Shargakh and Pavo have been tweaked to randomly visit the Miner's Hall. Every area is properly NavMeshed and new idles have been added. The area across from Pavo's house has been turned into a small rest area where weary travellers can take a break. Travellers can relax on the bench underneath the tree or get some water from the fountain. The rest area is also available as a standalone mod. The guard at the mine entrance will now also patrol inside the mine, and two additional guards have been added to patrol the roads. Kolskeggr is a gold mine and should have the level of security that shows it. Even with three guards, casualties can still occur. While the new unique NPCs are essential, the random NPCs are meant to be expendable. A NPC protection mod is highly recommended to protect Gat gro-Shargakh and Pavo. Starting with version 2.211008, the new NPCs will not show up right after the quest. They will now only show up after, Pavo returns to Kolskeggr and enters the smelter area. If Pavo doesn't survive the trip and start up the mining, the new NPCs will not show up. It doesn't make sense to have the new employees arrive there when there isn't a boss to give them instructions and to pay them. With the new NPCs and services, Kolskeggr is now a place worth stopping by when you're in the area. This mod will complement any mod in the Reach including Soljund's Sinkhole, Karthwasten, Karthwasten - Let The Silver Flow, Karthwasten The Silver Anvil, and WiZkiD Pavo's House. The standalone options can be use to complement Settlements Expanded, WiZkiD Pavo's House, or other mods, if you prefer not to use the main mod. This mod and its options are designed to give you the best available Kolskeggr regardless of which mods you use. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It is a clean and stable mod that can be added or removed at anytime.


FEATURES

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  • One new building
  • 15 new unique NPCs including a blacksmith, a food vendor, and a dog
  • Three Guards that patrol the inside of the mine and the roads. They will use the mine as their barrack.
  • Guards are Civil War appropriate
  • Travellers that travel the road between Karthwasten and Markarth
  • Most NPCs will wear a different random outfit each time you load the game
  • NPCs have immersive AI packages
  • Pavo and Gat gro-Shargakh will visit the Miner's Hall
  • Pavo's house can be made into a suitable player home for a spouse (with KolskeggrMinersHall-KOPH add-on)
  • NPCs are quest aware (NPCs do not appear in Kolskeggr until after related quest)
  • NPC casualties to accurately support lore
  • Changes unused space by the bridge into a small rest area
  • Optional changes to the interior and exterior of Pavo's house (makes Pavo's house into a proper home)
  • Optional better looking tree in the rest area (activate the saw on the crate in the blacksmith area to toggle)
  • Optional fountain in the rest area (activate the bucket on the crate in the blacksmith area to toggle, water in fountain is compatible with needs mods)
  • Optional exterior chimney (activate the candle on the right at the fireplace to toggle)
  • Optional patch to prevent the Forsworn from respawning
  • Custom forge (no need for a blacksmith water fix)
  • Interior lighting is design to blend in with lighting overhauls
  • A subtle memorial for the victims of the Forsworn
  • Lore-friendly and lightweight
  • esl flagged (won't require an extra slot)
  • Clean, customizable, compatible, optimized, and stable



REQUIREMENTS


Farmhouse Chimneys is required for KolskeggrMH-FC
Sounds of Skyrim Complete SE is required for KolskeggrMinersHall-SOS


INSTALLATION AND USAGE


Add the contents of archive to the Data directory manually or with a mod manager. Make a clean save before enabling the mod if you are adding the mod midplaythrough. Sort your load order. Enable the mod and play. Click the spoiler tag below for more detailed instructions for each plugin.

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KolskeggrMinersHall-KOPH (Kolskeggr Overhaul Pavo's House)
This is a minor and lore-friendly overhaul to Pavo's house. This add-on plugin turns the place into a suitable home rather than just a messy warehouse. This mod moves Pavo's bed into the main floor and adds a few safe storage containers. Some clutter were moved and food items were added to make it look like an actual home. A guest bed has been added to where Pavo's old bed was and can be used by the player after the quest. The house will have the messy look until you completed the quest and enter the Miner's Hall. This will clean up some mess and enable the bucket activator. Activating the side of the bucket by the broom and crates will remove the cobwebs and the ferns, replace the log pile with a bench, and enable the deer skull activator. Activating the front of the deer skull will enable the strong box, chest, and weapon racks. If you like to (cough) dig gold (KOPH) and marry Pavo or Gat gro-Shargakh, you can now stay in your own home without a third wheel in the room at night. Also, you no longer need to trespass in the Miner's Hall at night because your own home is such a dump. The miners work hard and need their sleep. Even landlords shouldn't trespass in other people's home at night. The changes to the house are very modest to keep Pavo's miserly style. It is likely that after someone from Markarth convinced (KOPH) swindle (KOPH) Pavo into building a fancy fountain instead of a regular well, Pavo ran into some financial difficulties and adopted his current "live poor" way of life. While KOLF won't turn Pavo's house into a mansion, it does turn it into an acceptable player home for those that marry Pavo. The chest, end table, strong box, wardrobe, and sack added by this mod are all safe to use if you are married. If you use them or the weapons rack without being married, the items you place in them may get mark as stolen. Pavo's bed is now a double bed. Extra seating has been added to accommodate followers. There is a cooking pot and a guest bed downstairs. There is a weapons rack for five of your weapons. Lastly, there is a complete set of blacksmith crafting stations outside. To uninstall the mod, activate the bucket and the head of the pick axe by the guest bed in that order. Read the uninstalling procedures before doing this. This mod requires Kolskeggr Miner's Hall and must load after it. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots.

KolskeggrMH-FC
This optional patch will give Kolskeggr Miner's Hall a chimney from Farmhouse Chimneys and disable the Miner's Hall chimney. This is done to give the Miner's Hall a more consistent appearance if you are using Farmhouse Chimneys. This patch requires both mods and must load after them. 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.

KolskeggrMinersHall-SOS
This add-on adds sound markers from Sounds Of Skyrim to Kolskeggr Miners Hall. Requires Kolskeggr Miners Hall and Sounds Of Skyrim and should load after them. 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.

KolskeggrForswornFix
This standalone mod will prevent the Forsworn from respawning inside and outside the mine. It is not needed if you are using USSEP. This patch 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. This patch will work with any mod.

KolskeggrPatrolGuard
This standalone mod adds a Civil War appropriate guard to patrol the road by Pavo's House. Just like the guard that guards the entrance of Kolskeggr Mine, this guard will only show up after the quest. Note that the Forsworn will respawn unless you are using USSEP. At higher levels the guards won't be a match for the Forsworn, and the Forsworn will likely finish off Pavo and Gat gro-Shargakh. A NPC protection mod is highly recommended if you want to keep Kolskeggr lively. This is a standalone mode and can be used on its own or with any other mod. Version 1.1 allows the other guard to enter and patrol the mine. It is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. This mod is not needed with version 2.210924 or later of the main mod, but it can be use with it to increase the number of guards. It can be use alone or to complement other mods such as Settlements Expanded, Kolskeggr Mine - A Great Towns and Villages of the Reach Addon, or WiZkiD Pavo's House.

KolskeggrRestArea
This is a standalone mod of the rest area from Kolskeggr Miner's Hall. This is essentially a very small park where travelers and residents can sit down on the bench and relax or get some water from the fountain. 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. Do not use this with the main mod. It can be use alone or to complement other mods such as Settlements Expanded, Kolskeggr Mine - A Great Towns and Villages of the Reach Addon, or WiZkiD Pavo's House.

Kolskeggr-LuxVia
This patch disables the juniper tree in the rest area for compatibility with Lux Via. It can be use with either KolskeggrMinersHall.esp or KolskeggrRestArea.esp. It only needs to load after Lux Via. It 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:
General updating procedure for mods with minor updates (reference additions, but no reference changes). Make a clean save. Note the load order position of the old mod. Uninstall the old mod. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

Method Two:
General updating procedure for mods with major updates (reference changes, switching to esl/ESPFE or compacted mods). Remove all personal items that are in containers from the mod. Remove all personal items that are in the new areas from the mod. Remove any unique item from the mod from your inventory if possible. Make a clean save. Exit the game. Note the load order position of the old mod. Uninstall the old mod. Start the game without the new mod and make another save. Exit the game. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

If you are updating from v2.211008 or later, use method one. Use the second method for everything else. See the Notes section about patches. When updating patches or files from the optional section, it's best to use method one. However, for minor updates, you can simply replace the old plugin with the new.


UNINSTALLING

Remove any personal items that are in containers added by the mod. Remove any personal items that are in new areas added by the mod. Remove any unique item added by the mod from your inventory if possible. Activate the saw in the blacksmith area to toggle the tree in the rest area back to the Reach tree. If you are using KolskeggrMinersHall-KOPH, follow the direction for that plugin as well. Make a clean save. Remove the contents that were in the archive manually or with a mod manager.


COMPATIBILITY


The following are compatible unless otherwise stated. Click the spoiler tag below for list.

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  • AI Overhaul
  • All lighting mods (no patches needed)
  • All NPC overhauls
  • Animated Carriage, Animated Carriage Additional Route
  • Blowing in the Wind
  • Blowing in the Wind Lite (moveable lanterns with Base Object Swapper)
  • Covered Bridges of Skyrim
  • Dibella statue by Mandragorasprouts (remove Dibella fountain or turn water off)
  • Dibella Statue Replacer
  • Environs - Kolskeggr (Environs - Kolskeggr is NOT compatible with KolskeggrMinersHall.esp, but IS compatible with KolskeggrRestArea.esp and KolskeggrPatrolGuard.esp.)
  • Expanded Towns and Cities SE (ETaC does not affect Kolskeggr)
  • Farm Animals and Co. SE, Farm Animals and Co. Extended Version SE
  • Farmhouse Chimneys (use and load KolskeggrMH-FC patch after Kolskeggr Miner's Hall)
  • Hold Riders
  • Houses Shops and Inns SE (compatible with main mod, not compatible with KolskeggrMinersHall-KOPH)
  • Immersive Citizens - AI Overhaul
  • Immersive Fallen Trees SSE
  • Immersive Laundry
  • Improved Bridges of Skyrim
  • JK's Markarth Outskirts
  • JKs Skyrim (JKs Skyrim does not affect Kolskeggr)
  • Kolskeggr Mine - A Great Towns and Villages of the Reach Addon (This should load before Kolskeggr Miner's Hall. You can toggle off the changes to the house made by Kolskeggr Miner's Hall by activating the hammer on the crate in the blacksmith area. You could also choose to use only KolskeggrRestArea.esp and KolskeggrPatrolGuard.esp instead of the main mod. The KolskeggrMinersHall-KOPH option is not compatible.)
  • Kolskeggr Mining Hamlet is NOT compatible with KolskeggrMinersHall.esp, but IS compatible with KolskeggrPatrolGuard.esp.
  • KSHair for Kolskeggr Miner's Hall
  • Lanterns of Skyrim SE, Lanterns Of Skyrim II
  • Lux (patch available in Lux installer thanks to GGUNIT)
  • Lux Via (use Kolskeggr-LuxVia patch)
  • Markarth Outskirts
  • New Dibella Statues SE 2.0 (minor visual issue, remove Dibella fountain or turn water off if noticable)
  • Northern Roads
  • Not compatible with any mods that alters the NavMesh or places anything where the building is. Should be compatible with everything else. Mods that edit the Navmesh for the bridge should be fine as long as it is loaded before this mod.
  • Reach Tree Replacer SSE
  • Settlements Expanded is NOT compatible with KolskeggrMinersHall.esp, but IS compatible with KolskeggrRestArea.esp and KolskeggrPatrolGuard.esp. Using those options with Settlements Expanded will give you nearly the equivalent of Kolskeggr Miner's Hall.)
  • Shurrashi's Den - Tribal Styled Player Home SSE
  • Simply Knock
  • Skyrim AE, Skyrim SE
  • Skyrim Bridges
  • Skyrim Landscape and Water Fixes
  • The People Of Skyrim 2 (load before Kolskeggr Miner's Hall)
  • The People Of Skyrim Complete SSE
  • THE PEOPLE OF SKYRIM V10 AE
  • True beauty for Dibella
  • Unofficial Skyrim Special Edition Patch (all relevant cell data have been checked with USSEP)
  • WiZkiD Pavo's House (You can toggle off the changes to the house made by Kolskeggr Miner's Hall by activating the hammer on the crate in the blacksmith area. This option is mainly for aesthetics and is not needed for compatibility. You could also choose to use only KolskeggrRestArea.esp and KolskeggrPatrolGuard.esp instead of the main mod.)



NOTES

Click the spoiler tag and read what's below if you're having issues or just want to be smarter. Most of your questions related to the mod are probably already answered here.

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With v2.221204, Kolskeggr Miner's Hall works as intended and without issue. There will be no more updates. Those wanting a greater Kolskeggr experience should switch over to Kolskeggr Mining Hamlet.

KolskeggrMinersHall-PG.esp has been renamed to KolskeggrPatrolGuard.esp and KolskeggrMinersHall-FSF.esp has been renamed to KolskeggrForswornFix.esp to reduce confusion.

Until the related quest is completed, the miners will be inside Left Hand Mine, the dog will be at Markarth Stables, and the two merchants will be hidden.

The two merchants and the dog are essential. The guards, random miners, and travelers are not. This will allow for casualties without losing services.

The blacksmith will only buy and sell when he is near the blacksmith area. This is intentional. He will also sell gold ores.

The hall is open to the public from noon to midnight if you want some food or a drink. It's not an inn. If you want a place to sleep, go to an inn or sleep in the hay pile in the mine.

Pavo's house looked too much like a shack next to the Miner's Hall, so it got a little upgrade. It's not that the Miner's Hall is extremely great looking, it's more because Pavo's house doesn't look like a house befitting the owner of a gold mine. The changes to the house made by Kolskeggr Miner's Hall can be toggled off by activating the hammer on the crate in the blacksmith area. The KolskeggrMinersHall-KOPH add-on will make more improvements to Pavo's house.

Both the tree and fountain in the rest area can be toggle. Toggle the tree on or off by activating the saw on the crate in the blacksmith area. Toggle the fountain by activating the bucket on the crate in the blacksmith area.

Save your game after toggling anything, as Skyrim can occasionally crash after something is disabled. This is a Skyrim issue and not a mod issue. If it does crash, it will occur within the first few seconds the player is in range of the cell where the objects were disabled. If it doesn't crash within that time, it will not crash later. This type of crash will not be passed on to your save, so there's no need to worry that your game will crash upon loading the save.

In version one of the mod, if you break into the Miner's Hall prior to completing the quest, the new NPCs may not appear until the cell resets. Also, NPCs will sometimes prefer the safety of the inn and not move to Kolskeggr mine until the cell resets. These issues do not occur in version two.

If You are not using The Unofficial Skyrim Special Edition Patch, the three mighty chicken slayers (Forsworn) will return again and again. This can cause Gat gro-Shargakh and Pavo to possibly be killed. They can also be killed by the local mud crabs. A NPC protection mod is highly recommended. You can used the optional KolskeggrForswornFix patch to prevent the Forsworn from appearing if you are not using USSEP. The patch will disable the Forsworn outside and inside the mine, but won't prevent forsworn attacks added by other mods. The new NPCs have combat packages that have been carefully tweaked to be fair and balanced. In battles with the vanilla Forsworn, the residents and guards have a greater than 90 percent chance of winning and a greater than 75 percent of Gat gro-Shargakh or Pavo not dying even if you don't help out. Their frost spells should slow down the Forsworn and their greater number should give them the advantage. However, Gat gro-Shargakh and Pavo can fight stupidly at times and get themselves kill. The miners are meant to be expendable because they will respawn.

The two mud crabs spawning at the forge is cause by poor placement of the spawn points. This causes them to teleport to a nearby NavMesh. In version two, the spawn point have been moved. This should prevent them from appearing by the building.

The guard by the mine doesn't always show up after the quest. This is a vanilla issue. The guard will appear after the cell resets.

The issues with the door being unlock at the wrong time and NPC's telling you to leave the cell have been fixed in version two.

Use No Grassias and/or No Grass In Objects if you have grass clipping issues around the bench by the bridge when using a grass mod.

The new NPCs have random outfits. The blacksmith will randomly wear the white or red blacksmith's outfit. The miners will randomly wear the white or brownish miner's outfit. The food vendor will randomly wear merchant's or cook's outfits. In version two, the food vendor's random hats has been replaced with random jewelry. This is to avoid the bald look with hair mods.

Version two is still compatible with KSHair for Kolskeggr Miner's Hall by Herowynne.

The interior lighting of this mod is designed to blend in and work with the lighting mod that is being used. For example, if you use Enhanced Lights and FX with ELFXEnhancer, the lighting will be darker and warmer. If you use Window Shadows, shadows will be more evident.

This mod was inspired in part by Settlements Expanded. If this mod isn't to your liking, try that mod instead. This mod wouldn't have been created if that mod was modular. The Miner's Hall is place at the same location as the blacksmith's house from Settlements Expanded. This was done for compatibility reasons. If new mods are created to be compatible with one mod, there is a higher chance that they will be compatible with the other mods as well. While the main mod is not compatible with Settlements Expanded, the standalone options are. This was by design. This way, you can have the best modded Kolskeggr regardless of which mod you use.

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.



CHANGE LOG

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v2.8
Minor tweaks and improvements. Carry over some updates from Kolskeggr Mining Hamlet.

v2.6
Minor tweaks and improvements. Carry over some updates from Kolskeggr Mining Hamlet.

v2.5
Prevent Miners Hall NPCs from being chosen for radiant quests. Prevent fountain from being toggle off if the fountain is running. Changed housekeeper's voice to female commoner. Housekeeper will now offer rumours and bounty quests just like innkeepers. Improved food vendor's menu. Tweaked AI packages. Other minor tweaks and improvements.

v2.221210
Minor update to match changes in Kolskeggr Mining Hamlet. Fountain can now be activated to turn on/off water. This will allow compatibility with more Dibella statue replacers.

v2.221204
Gat gro-Shargakh can now also trigger the changes to the settlement. Improve NPC navigation. Lowered mudcrab spawns. Added more flowers to rest area.

v2.221122
Minor tweaks and improvements.

v2.220404
Changed all visitors to travellers to fix respawning issue. Fixed visual glitch with the smelter. Fixed landscape gap behind Miner's Hall. Added fix to prevent static bucket from moving. Added dead bodies to match dialogue. Improved food vendor's menu. Tweaked AI packages. Other minor tweaks and improvements.

v2.211020
Windows now have proper emittance. Other minor tweaks and improvements. Unless new issues are found, this will be the final version.

v2.211008
Added visitors. Added a second patrolling guard. Added drinking idle to the fountain. Reworked AI packages and combat behavior. Increased blacksmith's selling radius. Tweaked lighting. Improved compatibility with Simply Knock (NPCs will no longer answer the door before completion of the quest). Other minor tweaks and improvements.

v2.210924
Added patrolling guard to the main mod. Tweaked exterior NavMesh. Covered visual glitch by the fountain with a rock. Other minor tweaks and improvements.

v2.210920
Fixed the flickering that can sometimes occur on one of the building sections. Moved a few things and tweak NavMesh to improve traffic.

v2.210918
Add ownership to a few idles. Improve compatibility with Dibella statue mods. Lowered mudcrab spawn points. Minor NavMesh tweaks. Other minor tweaks and improvements.

v2.210514
Reworked mod to avoid issues cause by esl flag. Reworked lighting and NavMesh. Added a dog to give more life to the area. Tweaked AI packages. Added option to toggle changes to Pavo's house. Added new tree option for the tree by the bridge. Added a fountain option in the rest area. Added chimney option. Removed hats from the food vendor's outfit. Other minor tweaks and improvements.

v1.200612
Added ownership to a few items. Added NavCut to the boulders by the bridge. Compacted form IDs and flagged mod as an esl.

v1.190814
Initial release



RELATED MODS

KSHair for Kolskeggr Miner's Hall (Thanks to Herowynne)


CREDITS AND THANKS

Linthar for More Informative Console
LOOT Team for LOOT
MO2 Team for Mod Organizer 2
Nukem for SSE CreationKit Fixes
SKSE Team for Skyrim Script Extender
Wrye Bash Team for Wrye Bash
xEdit team for SSEEdit

Bethesda for the game and Creation Kit


MY MODS

Animated Mounted Casting (allows you to cast one-handed spells while on horseback and to dismiss your horse)
Breezehome Oarrvaskr Fish Aquarium (Adds 2K-4K CC Fishing fish tanks and plaques to Breezehome and Jorrvaskr)
Ebony Armor Male Neck Fix SE (fix for neck gap and neck clipping in the male ebony armor)
Jorrvaskr Holidays (allows you to decorate Jorrvaskr for the holidays)
Jorrvaskr Tavern And Companions NPCs (turns Jorrvaskr into a lively tavern and adds new NPCs to Jorrvaskr)
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)
Kolskeggr Mining Hamlet (a great Kolskeggr settlement overhaul with services)
Morthal Where's Wares (adds a much needed general store)
Morthal Quartermaster (adds a blacksmith to the Guardhouse)
No Grassias (a universal grass mod fix that works well with Landscape Fixes and No Grass In Objects)
SICKM - Skyrim Interface Controller Keyboard Mouse
Skyforge Complete (adds missing blacksmith stations and a blacksmith sign)
SMIM Upper Furniture Fix (2K-4K texture fix for SMIM's mismatched upper furnitures)
This Is Jorrvaskr (a great and customizable Jorrvaskr overhaul, turns Jorrvaskr into an awesome player home)
Whiterun Watchtowers (minor improvements to Western Watchtower and Whitewatch Tower)


PERMISSION

Patches and translations have open permission. You may port Whiterun Watchtowers to Skyrim LE, PlayStation, or Xbox as long as you include this description page in its entirety or a link to it. Only uploads to Nexusmods.com and Bethesda.net are permitted. No support will be provided by the mod author for ports.