Welcome to my Jorrvaskr 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.
do the weapons on the display cases and racks respawn? otherwise I just screw up big time, especially since there are no way to reassign those weapons.
Did you ever think that might be a different problem on your end since none of among 350k users who downloaded this mod ever reported such an issue? Teabag responded to you thoroughly on the JK's Radiant Raiment page about what could cause this. I suggest performing more detailed testing before you leave silly comments.
And what patch is that? If you mean : JK's Jorrvaskr - Persistent Reference Fix That doesn't work for me JK's Jorrvaskr - Persistent Reference Fix --- installed-- new game --- door is not there
Does anyone know if this is compatible with ESF - Companions ? (oldrim converted.) Probably some easy edits in xEdit but more curious if it causes any gamebreaking bugs. Thanks.
also honestly wish you just combined all of them and put them into one mod including the cottage because they're probably the most patched upon mods on the face of nexus but I can see the benefits of not doing this and that is something is something I would do without a doubt so there's no complaining here.
We actually literally hit a database cap from the patch pages getting too large for Nexus at one point :)
In truth, maintaining giant pages is something of a PITA, and hindsight being 20:20, we'd probably have split the interior pages by city, but it's a bit late for that reorganizing now.
well as far as I can say, it's great that these collections automatically detect mods you already have or else I might end up being here all day just to patch up a single mod. These patches also help me find other compatible mods and incompatible ones. I've abandoned ELFX for Lux, I've abandoned immersive citizens and ai overhauls for other mods, I've abandoned all other town overhauls due to the incompatibilities and it's just JK mods are compatible with more mods, I've abandoned all other tree mods except city trees and the mods that exist with patches for that mods specifically that involve JKs Skyrim, and a plethora of other changes...
By chance would you recommend any tree overhaul mods that are fully compatible with JK skyrim and outskirts with patches of course? I feel like there is not one tree overhaul mod that is compatible with every JK addition and it's very annoying.
I usually make patches for Aspens Ablaze, and recently started to add ones for Happy Little Trees and Ulvenwald. Not all interiors are covered yet, but slowly the patch base is growing.
my set up is City Trees, 3d plants and trees, Ulvenwald, Blubbos Aspen Replacer Base Object Variation Mix, Blubbos PineTreeReplacer V3, Blubbos whiterun, Blubbos solitude, and a few other smaller replacers. For grass I have a whole other big set up for green grass using Skoglendi and a few others but that is grass only. I have a pretty good set up though.
Only reason I went this big cluster of trees is because of Ulvenwald clipping, blubbos fixing, blubbos aspens creating more color, 3d plants and trees being a no exception mod for anything in skyrim. Blubbos city mods only filled in the gaps and more that seemed to work with JK mods unlike city trees being a little buggy.
I had the door issue and while the console commands in the new sticky posts helped, there was still an issue when using the door to transfer from the living quarters to the main hall.
What properly fixed the issue is reinstalling 'JK Interiors Patch Collection' and the other JK patch collection mods. Can't express how thankful I am to the original mod's author and the people maintaining the patch collections.
So I've had this issue for several play throughs now, and I can't quite figure out what is causing it. No one else seems to be having it so must be a me problem but any insight would be great. The bench/ table when you first enter the basement won't load textures. From the MCM it looks like the only edit to it outside of vanilla is jk's. That being said I have a lot of texture mods including all of Pfuscher's IDK if that would show up in the MCM. (I do have mode that pulls up info on an object if you click on it) I've mid playthrough so I haven't updated skyrim yet. I know it is likely a load order or missing patch but for the life of me I can;t figure out were to start. Thanks
I would guess it's a mesh replacer issue and not something related to this mod, which doesn't change the textures used by those furnishings. I think a lot Pfuscher's stuff includes new meshes, so I'd suggest checking if you have any mesh replacers for those pieces, and, if so, checking their textures paths and confirming you have the required textures enabled.
If the textures are working elsewhere, then it's hard to say for sure what's going on. Your best bet would be to use More Informative Console (which it sounds you already have) to look up the IDs and have a look at them in SSEEdit to see what's going happening.
To install this mod and Immersive Citizens, put it under the Immersive Citizens in the loot list, but top of Lux, then start a new game. If it's during the game, do not need to change the loot, because it doesn't change anything, to fix the missing door problem, follow the step: 1.Visit this mod page and download JK's Guild HQ Interiors Patch Collection (1.2MB): https://www.nexusmods.com/skyrimspecialedition/mods/61416 2.Use Mod Organizer 2 to install it (You can use other mod manager you like), select "I'VE READ AND UNDERSTAND", click Next 3.Only select "JK's Jorrvaskr" (You can click Next button directly if you need other patch), click Next, it can detect the mod you have already installed, so you don't need to change any options, just click Install 4.Select the new patch just install in the loot list of Mod Organizer 2, drag it to the right place: under Immersive Citizens, but top of Lux ( Include the left and the right side of the loot list) 5.Start the game, go to Jorrvaskr, stand in front of the quarters entrance, the door is still missing. Press ~, type this code and enter: prid 77FA2 6.There is a number name 00077FA2 show in the middle of screen, which mean the missing door is selected. Type this code and enter: recycleactor 7.The door should show up in the right place again, if you quit the game without saving then you have to do it again Lux is a Lighting Mod, do not have to download it for this door problem, if you didn't install this mod, just focus on Immersive Citizens.
Also, removing the mod for me broke my save (stuck in the loading screen,) best advice for Skyrim modding is to never invest too much time in a character/save and then decide to add/remove mods mid-save. Game breaking issues like this may happen, we're lucky there's a fix.
Removing JK's Jorrvaskr should not break the save, I tried that before, because I read many imformation to fix this door problem and didn't work, so I download HS's Jorrvaskr to instead JK's, and it work well. But I do not like the great hall's design, so I didn't use that mod. I always install new mod or delete mod mid game, because I have to see the quality it is. Just have to do some safty job first, before install a new mod, save the game, back to desktop, click the backup button of MO2 (Both lefr and right side), start the game, see whether the new mod works well, and is it good enough to stay, if not, back to desktop, unselect it and delete it, then click the restore button (Both the left and right side). But if you install some mod and save the game, after few days you want to remove it, have to read the mod's page, to see whether the author mention how to remove it safely. But the issua about stucking in the loading screen, are you sure you just remove JK's Jorrvaskr and it happen? Load the game then it stuck or start the game and it stuck (The right bottom of the screen is a loading icon) ? But I do not suggest remove the mod directly, save the game, backup the loot list, then unselect it by MO2, start the game, to see whether removing it cause any problem, if it does, use the backup file. Especially some mod with complicated install option, should consider more before remove it.
Thanks for the reply. JK's version is working fine for me now because of the fix, so I wouldn't need to remove it. I, for sure, only removed Jorrvaskr, it caused the save to be stuck on load. Maybe something else is affecting, for now I'm glad its working, and I don't have to remove it. I like the save I have now and don't plan to start anew.
Generally, I should delete this entire convo, taking Janquel's statement above into consideration. But I will leave it, let it be the last time of a soft heart. kanbime's suggestions on the top of the topic are just duct tape placed on the leaking tank - they still don't cover every issue and every problem. Because ICAIO patch not only solves a door issue, it also affects some NPCpackages-related markers or furniture elements (yeah, this will be less noticeable in the game, but maybe you will wonder and try to report a bug about weird NPC behaviours), or a placement of a few important objects (but who cares about the sword laying in a weird place?). Other ideas - uninstalling mods mid-save! Yeah, this is great! Imagine a situation - a mod adds a persistent reference (which means its data is baked into your save immediately after you press a "new game" button and stays there even if you uninstall the mod) connected with another element available only in this mod. After you uninstall the mod, the data reference stored in your save tries (at some point) to reach the linked reference, which isn't available anymore. Effect? Stuck on loading a save or CTD if you were lucky enough to load it. And you will have no idea why this happened...
Guys, one piece of advice: DO NOT INSTALL/UNINSTALL MODS MID-SAVE!
Thank you VERY MUCH for giving the "recycleactor" tip, it works just fine and you spared me from having to become a true modder, from A to Z, to pretend the acticle gives clear instructions on how to solve this
PS : it also works for people who have the door issue and do use Lux or Immersive Citizens (a myself)
Thanks, I fixed the missing door error thanks to this mod. I was quite bewildered when I installed it and entered a door that looked like a black hole. Now it feels great that everything is normal.
I know you want to teach people the correct way to install mods. But you must know the door's problem is different. Why? Because it's diffcult to know that Immersive Citizens will move the door back, so it cause a conflict with them. When player realize this problem, it's already during the game. So what can they do? Give up everything and start a new game? No, it's too cruel. That's why I said people should know the loot that JK's Jorrvaskr need to put under Immersive Citizens (ESP files), if they don't want to give up everything and start a new game then there is another way to "solve" it. Didn't mean people can ignore the loot list.
If anyone started a game already shouldn't install new mods, especially those which significantly alter some areas. If the JK's mod was installed before starting a new game, the user should also install all necessary patches simultaneously - we're providing the patches the same day when the JK's mod is published (Immersive Citizens patch was one of the first we've made). Where's the difficulty?
We're trying to explain to you all (Janquel in his great article, and me in the comments) that the door isn't the only problem. That Immersive Citizens isn't the only problematic mod. That such compatibility issues aren't restricted only to JK's Jorrvarskr. We're sharing our experience so that you don't repeat our mistakes from our early modding days. But it seems to me it's a stupid quixotry from our side...
You are right about player should alos install the patch when they install JK‘s Interiors / Guild mod, and it's not difficult. Player should read description carefully before install the mod, especially there is a patch link on that page. But not every patch is good enough (Meaning some patch, not yours), for example, Lanterns of Skyrim SE has a patch of JK's Skyrim, but it will delete a lot of thing of DragonBridge's large area, some changing is good, but removing a whole watch tower in front of the bridge...it's too far. Although, patch is necessary, and it's a great effort that making patch for many mods, I know it's a hard work, and sometimes the payment is not praise but scold.
Thanks! I moved JK'sJorrvaskr to the end of my load order (I don't use LUX) and then used the console as you described to recycleactor on the black void. That worked great!
1000% a load order issue. Unfortunately, the recycleactor method didn't work for me since I was already too deep into my current playthrough, so based on in information in Janquels article(s), decided to just start a new game using the recommended (read: CORRECT) load order.
355 comments
HAPPY NEW YEAR EVERYBODY!
Welcome to my Jorrvaskr 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.
(It's a new one, less tongue in cheek. Old article still available in spoiler)
https://www.nexusmods.com/skyrimspecialedition/articles/3917
If you mean : JK's Jorrvaskr - Persistent Reference Fix
That doesn't work for me
JK's Jorrvaskr - Persistent Reference Fix --- installed-- new game --- door is not there
I have floating dungeon bowls in the basement in the bathing room and I can't figure out why.. very confusing
I think I found it... may have done the stupido and spelled Jorr by joor or something or I'm just stupid JK's Guild HQ Interiors Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)I have a suspicion its SFCO because I found absolutely no patch for it and that's all I can think of. Is there an existing patch of it?
Turns out I only did exterior.
I happened to go on a manhunt for a bunch of different collections and now I have all of these
JK's Interiors Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
JK's Riften Outskirts Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
JK's Solitude Outskirts Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
JK's Markarth Outskirts Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
JK's Windhelm Outskirts Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
JK's Guild HQ Interiors Patch Collection at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
considering I have every single mod you have made involving a remake of a town/city/interior, it helped lol
also honestly wish you just combined all of them and put them into one mod including the cottage because they're probably the most patched upon mods on the face of nexus but I can see the benefits of not doing this and that is something is something I would do without a doubt so there's no complaining here.
In truth, maintaining giant pages is something of a PITA, and hindsight being 20:20, we'd probably have split the interior pages by city, but it's a bit late for that reorganizing now.
The only other mod that I'm have slight issues with atm is Whiterun Has Walls at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) because there are some clipping and floating objects with JKs and I can't seem to find the perfect patches and theres just floating objects I have to deal with.
The only other mod that exists that seems to have a little more support which I dislike but has been around longer is Fortified Whiterun at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) but I do like Whiterun Has Walls more since it fits my game better.
Only reason I went this big cluster of trees is because of Ulvenwald clipping, blubbos fixing, blubbos aspens creating more color, 3d plants and trees being a no exception mod for anything in skyrim. Blubbos city mods only filled in the gaps and more that seemed to work with JK mods unlike city trees being a little buggy.
What properly fixed the issue is reinstalling 'JK Interiors Patch Collection' and the other JK patch collection mods. Can't express how thankful I am to the original mod's author and the people maintaining the patch collections.
If it's during the game, do not need to change the loot, because it doesn't change anything, to fix the missing door problem, follow the step:
1.Visit this mod page and download JK's Guild HQ Interiors Patch Collection (1.2MB): https://www.nexusmods.com/skyrimspecialedition/mods/61416
2.Use Mod Organizer 2 to install it (You can use other mod manager you like), select "I'VE READ AND UNDERSTAND", click Next
3.Only select "JK's Jorrvaskr" (You can click Next button directly if you need other patch), click Next, it can detect the mod you have already installed, so you don't need to change any options, just click Install
4.Select the new patch just install in the loot list of Mod Organizer 2, drag it to the right place: under Immersive Citizens, but top of Lux ( Include the left and the right side of the loot list)
5.Start the game, go to Jorrvaskr, stand in front of the quarters entrance, the door is still missing. Press ~, type this code and enter: prid 77FA2
6.There is a number name 00077FA2 show in the middle of screen, which mean the missing door is selected. Type this code and enter: recycleactor
7.The door should show up in the right place again, if you quit the game without saving then you have to do it again
Lux is a Lighting Mod, do not have to download it for this door problem, if you didn't install this mod, just focus on Immersive Citizens.
I found this Reddit thread first with the same advice but did not include the patch you recommended: (5) Jorrvaskr living quarters door gone? : skyrimmods (reddit.com)
Also, removing the mod for me broke my save (stuck in the loading screen,) best advice for Skyrim modding is to never invest too much time in a character/save and then decide to add/remove mods mid-save. Game breaking issues like this may happen, we're lucky there's a fix.
I always install new mod or delete mod mid game, because I have to see the quality it is. Just have to do some safty job first, before install a new mod, save the game, back to desktop, click the backup button of MO2 (Both lefr and right side), start the game, see whether the new mod works well, and is it good enough to stay, if not, back to desktop, unselect it and delete it, then click the restore button (Both the left and right side). But if you install some mod and save the game, after few days you want to remove it, have to read the mod's page, to see whether the author mention how to remove it safely.
But the issua about stucking in the loading screen, are you sure you just remove JK's Jorrvaskr and it happen? Load the game then it stuck or start the game and it stuck (The right bottom of the screen is a loading icon) ? But I do not suggest remove the mod directly, save the game, backup the loot list, then unselect it by MO2, start the game, to see whether removing it cause any problem, if it does, use the backup file. Especially some mod with complicated install option, should consider more before remove it.
Anyway, I hope you find a fix for yours.
Guys, one piece of advice: DO NOT INSTALL/UNINSTALL MODS MID-SAVE!
PS : it also works for people who have the door issue and do use Lux or Immersive Citizens (a myself)
*Sigh*
We're trying to explain to you all (Janquel in his great article, and me in the comments) that the door isn't the only problem. That Immersive Citizens isn't the only problematic mod. That such compatibility issues aren't restricted only to JK's Jorrvarskr. We're sharing our experience so that you don't repeat our mistakes from our early modding days. But it seems to me it's a stupid quixotry from our side...