The patch file for JK's doesn't fix JK's AIO, the problems are Riverwood/whiterun having 2 smelters, it only complains of missing master files. My workaround, as I don't have permission to edit the patch file from here. I deleted the patch from here. In Riverwood ( I haven't checked Whiterun yet.. but it'll be the same ), I ended up with 2 smelters, one from this mod, one from JK's AIO. I opened the console ( ` ) , and CAREFULLY selected the left smelter, make sure the number doesn't say 00000014 which is YOU. Then typed in "markfordelete" , without the "", hit enter. I saved the game, exited to desktop, reloaded my most current save, and the second smelter, the one on the left, not attached to the chimney, was gone. Now only one smelter in Riverwood, off to Whiterun next :) Hope this helps some of you with a great mod.
To the people who are reluctant to download this mod because of the Solitude smelter bug (->smiths keep dying): I have been using this mod for quite a while and have never had any issues in Solitude. Beirand is alive and kickin' :)
This might be because I am using the mod 'Protect your people' alongside with this one. It marks most NPCs as 'protected' (including Beirand), which means that only you can kill them. They still take damage and will fall to the ground (if their health bar is empty) when attacked by someone (or something) else than yourself, but they won't die.
If you are afraid of your smiths (or any NPCs acutally) dying, I recommend this mod. It is great! It's also highly compatible and doesn't require patches.
I'm curious about this, too. The bug report has me very nervous about installing even though I don't know of any other mod that performs this near-essential job.
When using survival mode, I don't see any other way to play the game if you want to have the best armor and weapons in the game. However, if they just flagged the two smiths in Solitude with non-killable status then the mod would work perfectly fine in my opinion.
This mod breaks Companions quest at Kodlak's funeral. I think some of the added stuff at Skyforge blocks npc's from taking their place. For me everything went well to the point where Aela says that circle members should gather at Underforge, after that everyone just stood still doing nothing. After I disabled this mod and reloaded save before I entered the Skyforge, quest continued normally after Aelas speech.
I had a similar problem, with Eorlund not going to sleep when he's supposed to (at least if you have USSEP installed).
If you're comfortable using SSE Edit/xEdit, you can fix the problem by opening up the mod, then climbing down to: Worldspace / WhiterunWorld / Block 0, -1 / Subblock 0, -1 / Temporary. Right-click on WhiterunWindDistrict03 and select Remove. Hit Ctrl-S to save the file, then exit. Reload the problem game (or you may need to go to a save from before that), and things *should* be fixed. (Note: looking at the changes to that cell, it may also be beneficial to remove the change to 000BBCFD in WhiterunSkyforge, but I didn't find that was necessary in my game, so I left it as is.)
Fair warning: I'm not familiar with Skyrim's Navmesh system, so I can't diagnose exactly what the issue is or what side-effects of this change might be. Worst case, though, would be that someone might try to path through the smelter. I figure it's better they do that than not being able to get to and from the Skyforge at all.
Krassimir6444: I don't do a lot of modding, but I do do a lot of CK research for UESP, and it looks to me like you've got a few "dirty" records in your mod that don't need to be there or, possibly, *shouldn't* be there. You may want to go through it with SSE Edit/xEdit and clean out any unnecessary changes.
I noticed that this mod creates an ugly water seam near Riverwood. Now that I think about it, I may have noticed it in Markarth too, which would makes sense. Evidently any mod ported from Oldrim that alters a cell containing water will cause visual bugs. I asked a modder [fiskin1] about this and he mentioned "the azzendix water fix script", so hopefully we could get an update to this mod with that fix added.
Any chance of a JK's Skyrim AIO patch instead of JK's Whiterun specifically? It got released last month. https://www.nexusmods.com/skyrimspecialedition/mods/6289
I'm wondering that myself. About to download JK's AIO mod for the first time. Do you know if JK's AIO mod adds smelters to the locations, beside Riverwood and Whiterun, to which this mod also adds smelters?
The esp for the update for jk's city doesnt show up in the load order and i dont know what to do(its in the data folder and even loot registers it) edit: its not a problem with this mod but with skyrim se cuz it happened with another mod 2 edit2: so i think it happens because i only have whiterun and the patch needs the other city too but im not too sure someone pls confirm/deny this
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My workaround, as I don't have permission to edit the patch file from here.
I deleted the patch from here.
In Riverwood ( I haven't checked Whiterun yet.. but it'll be the same ), I ended up with 2 smelters, one from this mod, one from JK's AIO.
I opened the console ( ` ) , and CAREFULLY selected the left smelter, make sure the number doesn't say 00000014 which is YOU.
Then typed in "markfordelete" , without the "", hit enter.
I saved the game, exited to desktop, reloaded my most current save, and the second smelter, the one on the left, not attached to the chimney, was gone.
Now only one smelter in Riverwood, off to Whiterun next :)
Hope this helps some of you with a great mod.
I have been using this mod for quite a while and have never had any issues in Solitude. Beirand is alive and kickin' :)
This might be because I am using the mod 'Protect your people' alongside with this one. It marks most NPCs as 'protected' (including Beirand), which means that only you can kill them. They still take damage and will fall to the ground (if their health bar is empty) when attacked by someone (or something) else than yourself, but they won't die.
If you are afraid of your smiths (or any NPCs acutally) dying, I recommend this mod. It is great! It's also highly compatible and doesn't require patches.
Also, this may be bad form but then check out Trivial Smelters: https://www.nexusmods.com/skyrimspecialedition/mods/27511?tab=posts&BH=0
Moon is correct,it is absolutely essential for a crafting warrior.
Does anyone have a fix for this?
Appreciate the work done on the mod though!.
If you're comfortable using SSE Edit/xEdit, you can fix the problem by opening up the mod, then climbing down to: Worldspace / WhiterunWorld / Block 0, -1 / Subblock 0, -1 / Temporary. Right-click on WhiterunWindDistrict03 and select Remove. Hit Ctrl-S to save the file, then exit. Reload the problem game (or you may need to go to a save from before that), and things *should* be fixed. (Note: looking at the changes to that cell, it may also be beneficial to remove the change to 000BBCFD in WhiterunSkyforge, but I didn't find that was necessary in my game, so I left it as is.)
Fair warning: I'm not familiar with Skyrim's Navmesh system, so I can't diagnose exactly what the issue is or what side-effects of this change might be. Worst case, though, would be that someone might try to path through the smelter. I figure it's better they do that than not being able to get to and from the Skyforge at all.
Krassimir6444: I don't do a lot of modding, but I do do a lot of CK research for UESP, and it looks to me like you've got a few "dirty" records in your mod that don't need to be there or, possibly, *shouldn't* be there. You may want to go through it with SSE Edit/xEdit and clean out any unnecessary changes.
It got released last month. https://www.nexusmods.com/skyrimspecialedition/mods/6289
edit: its not a problem with this mod but with skyrim se cuz it happened with another mod 2
edit2: so i think it happens because i only have whiterun and the patch needs the other city too but im not too sure someone pls confirm/deny this