Welcome to my Temple of Kynareth overhaul. Now go explore, there's a little more to see than shown in the images! The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit. Big kudos to Teabag86, DrMonops, Janquel and Czasior for testing and fixes
Regarding an All in one file There’s no plans at the moment for a merged all in one file. With the exception of The Blue Palace and The College of Winterhold all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
Does this remove the book USSEP adds to the temple?
The script for removing unwanted magic effects has been moved to a book object which will be given to the player upon loading the game. Use the new book object to get rid of anything stuck on your character. The shrine object and table that were inside the Temple of Kynareth have been removed from the game.
Ongoing reports, which we have NOT been able to validate in any way, about the unwanted effects book not being added to your inventory have been addressed. That book will now be found leaning against the bookshelf in the Temple of Kynareth. We feel this strikes a balance between having a second shrine object in there with the normal one and the fact that people don't want clutter on their lesser powers menu. This will be the last time we deal with this. If this solution offends your sense of immersion, too bad. If you think we should have been dicks and forced this in via an MCM, too bad, that cuts out too many people who could otherwise benefit from this being here. Any further reports on this subject will be ignored as this solution is as benign as it's going to get.
I don't see any flying fur in the picture, but if you take a look at the comments on this page (the second comment below yours, Janquel's answer in particular), you'll probably find the answers to the question you probably want to ask.
Thank you. He is right, probably because Immersive Citizen mod. It's fixed after I installed his the patch. https://www.nexusmods.com/skyrimspecialedition/mods/35910
LOVE LOVE LOVE all your mods. I don't need to look at pictures or read anything -- as soon as I see "JK's." I grab it. It's clear how much work you put into each and every area you approach. Thank you SO much for all your hard work, and your fantastic eye for making places look lived in and decorated, and unique. I could never stand to go back to a Skyrim without your fantastic touches!
Just noticed this in the Temple of Kynareth. A floating fur in front of the shrine, where the NPCs kneel. I copied one of the other healing altar beds, and moved it under the fur, but the kneeling NPC clipped through it. Perhaps that's why you removed it, but its fur is still floating there.
Other way around, actually - JK keeps the bed, adds the fur. Something else is removing the bed and probably shifting the pray marker. My guess would be Immersive Citizens - check the patch page.
Both the prayer marker and the bed are persistent references, so their locations are baked into your save if you added it mid-game.
Also this made me double check and I see that a few of the prayer markers need to be moved a smidge more. I'll upload an update tonight.
Having the same floating pelt problem, even with immersive citizens patch. I installed the mod on a fresh save before reaching whiterun (lvl 3). The invisible bed and the floating pelt seems to cause pathing issues with the priests of the temple and the citizens of whiterun who come here to pray. Maybe a better version for the users of immersive citizens would be to remove that bed (Jk's already added two of them). It's a pity. The mod, like all the interiors of JK's is fantastic but i had to remove it because of that problem.
do you know when it will be patched? edit: my fault because I joined 3 Immersive Citizens pacths for JK's Whiterun but MO2 activated 1 out of 3. now activating the one for Temple of Kynareth I no longer have flying skins.
I download every mod you make they're all so amazing!! Any guesses on how many more you're planning to make? I'm rebuilding my mod list for (hopefully) the last time and I'd like to have all of these before I start my playthrough (as sometimes when I install these types of mods mid playthrough there are building issues like floating furniture that's not supposed to be there and stuff).
Wonderful job Jk, yet another must have mod for my Skyrim. I can only imagine what you have in mind for The Temple of the divines in Solitude, I can't wait.
51 comments
Welcome to my Temple of Kynareth overhaul. Now go explore, there's a little more to see than shown in the images! The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit.
Big kudos to Teabag86, DrMonops, Janquel and Czasior for testing and fixes
There’s no plans at the moment for a merged all in one file. With the exception of The Blue Palace and The College of Winterhold all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
Basically it fixes navmeshes, that's it.
jkrojmal, you might want to add it to the patches collection.
And thank you for the mod, by the way. The interior is gorgeous, as always.
Does anyone notice the flying fur in the front of the shrine?
He is right, probably because Immersive Citizen mod.
It's fixed after I installed his the patch.
https://www.nexusmods.com/skyrimspecialedition/mods/35910
Just noticed this in the Temple of Kynareth. A floating fur in front of the shrine, where the NPCs kneel. I copied one of the other healing altar beds, and moved it under the fur, but the kneeling NPC clipped through it. Perhaps that's why you removed it, but its fur is still floating there.
https://imgur.com/SSIQKzz
Both the prayer marker and the bed are persistent references, so their locations are baked into your save if you added it mid-game.
Also this made me double check and I see that a few of the prayer markers need to be moved a smidge more. I'll upload an update tonight.
edit: my fault because I joined 3 Immersive Citizens pacths for JK's Whiterun but MO2 activated 1 out of 3. now activating the one for Temple of Kynareth I no longer have flying skins.