Skyrim Special Edition

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ClefJ and jknjb

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nojyr

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46 comments

  1. jknjb
    jknjb
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    Thanks for porting the Priory and Monks add-on as well

    EDIT: It's possible the monks' issues with getting around have to do with their packages rather than the navmesh.  I didn't know a lot about packages when I made the monks add-on.  If I have some time, I'll take a look at it and let you know what I find out.
    1. nojyr
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      Thank you for your work on the mod and for giving open permissions!! 
  2. Lizcer
    Lizcer
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    Thanks for the port, it looks really good ^^
    Did the NPCs just not work without the ESM flag ?
    1. nojyr
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      Thank you! And yeah the game wouldn't launch without the ESM flag. It took me a while to figure this out on my own and then I looked at the original mod's posts tab and found out someone else had already discovered this.
      https://forums.nexusmods.com/index.php?showtopic=4149820/#entry57448576

      I think if I can merge the two plugins then in theory the ESM shouldn't be necessary anymore.
    2. Lizcer
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      Removed the ESM flag in XEdit and it works fine for me. Might've only been a necessary step while porting.
      Currently I can fast travel to the location as I spawn in if that matters to anyone.
    3. nojyr
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      OK, thanks for doing this. I'll change it back to ESP and reupload.
  3. skyfall515
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    LOVE the Oblivion vibes with this mod. I’ve endorsed your SE port and ClefJ’s original LE mod!

    Thanks for porting this to SE. With the open permissions I’ve merged the two .esp’s and also ported this to Xbox. Here’s the Xbox link if you want to add that to the description. Thank you!!

    https://bethesda.net/en/mods/skyrim/mod-detail/4185382
  4. Beas7i3
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    Maybe a stupid question but does this conflict with some of the other more popular Riverwood expansion and home mods such as JK's and Riverside Lodge?  
  5. Fkemman11
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    Thank you. I always enjoyed this simple little addition on the hill-  like it should have been there all along.
  6. RVAWolfman
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    This adds a quest involving the Amulet of Kings? 

    Does that mess up with Legacy of the Dragonborn or are the items different named enough the formIDS don't conflict?
  7. bernardtp
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    Was there a reason the Alternate Start scenario wasn't ported with the rest of the mod? I can port it myself, but I'm just wondering if say, it's not compatible with the SE version due to Alternate Start receiving updates or something.
  8. chandeliermon
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    I'm so happy I found this! Been looking for a backstory for my new character and this works perfectly--- baby boy left mysteriously at the priory one night who is raised by the monks and turns out to be the dragonborn. Love that the chapel has a shrine to Akatosh. Thank you for porting this!!
  9. Punch3r
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    Did you find the error that caused the note not to be given to the player?
    1. jknjb
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      I probably overlooked something in the script on that dialogue.  I'll try to take a look at it this weekend.

      EDIT:  I found the problem.  The scripts weren't included in the merged version of the mod.  The fastest way to fix the problem you're having is as follows:
      - Download the monks patch and unzip it.
      - There are a number of folders and files in the patch's Data directory, delete all of them but the Scripts folder
      - Re-zip the patch's Data directory
      - Install the new zip file with your mod manager.  If you use MO2 you can merge it with your White River Priory installation or install it separately, it's just scripts and sources so it won't overwrite anything.  I'm not familiar with Vortex, but there's probably a similar way to merge the scripts into the existing mod folder there.

      If the monk dialogue doesn't work after installing the scripts, you'll need to regenerate the SEQ file.  To do this, open White River Priory in xEdit, right-click on the mod and select OTHER > CREATE SEQ FILE.  That should do the trick.
  10. Punch3r
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    Thanks alot for porting, didn't expect it to be so good. Fits really well into the place and the dialogue is well done.

    One big (kinda) issue though. When I talk to the one priestess she says she gives me a note, but I never actually get the note. The same goes when I donate, she says "take this" but I don't get anything.
    1. nojyr
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      I noticed this as well. I'll take a look at it and see if I can fix this. Thanks for the reminder!
    2. Punch3r
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      No problem, thanks for your support of the mod! I ran into a different monk today in Riverwood and he also did not give me the note.
  11. sutekki
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    This is in such a great location, from both a visual and practical standpoint. As a fledgling explorer you can stay at the Priory, make a donation in exchange for using the storage chest, spend the night on one of the benches etc. - it all just fits into the starting area so well. Thanks for the port!
    1. nojyr
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      You're welcome! I'm glad you like it too :)
  12. peter4real
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    Hi nojyr,

    Nice to see this mod ported and published in SE, this is such a great addition that i used back in LE, and have used in my SE playthroughs. It's one of those mods that gives great atmosphere and i always wished that some experienced quest modder could expand with some quest around it, it's really begging for it . I remember checking the mod in Xedit in the past, and seeing a deleted navmesh, and while i don't know if it's intended (probably it isn't), since i always heard that they can be the cause of crashes i used this guide to fix it. I have to see if i still have the fixed esp around.

    Kind regards
    1. nojyr
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      I completely agree. A few quests for the White River Priory would be amazing. I'm pretty sure this LE quest mod uses the priory as an asset, but not sure how much they changed the original priory, if at all.
  13. Oblivionplayer437
    Oblivionplayer437
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    I installed the version with the monks. This is very beautiful indeed, thank you for bringing it to SE. I also downloaded the LE original to give it an endorse.
    1. nojyr
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      You're welcome and thank you for endorsing the original too!