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Jkrojmal and Teabag86

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jkrojmal

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  1. jkrojmal
    jkrojmal
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    An enhanced cities and towns overhaul, all in one. Includes all the latest versions of all my overhauls to date. Big thanks to Teabag86 for the porting and bugfixes!!!
  2. Teabag86
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    The Description page answers most compatibility questions. Please check it before asking.... Thank you :)

    Troubleshooting
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  3. Ridugame
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    Is this compatible with Noble Skyrim or do they overwrite themselves?
    Sorry if it has been asked before
    1. Teabag86
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      Yes. As per the Description and the sticky above. "JK's Skyrim doesn't add / change textures or meshes and will use whatever texture overhauls you have installed."
  4. Robbie4746
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    Did this mod remove all chopping blocks in the cities? Where they used to be theres just a fireaxe either floating or on the ground.
    1. Teabag86
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      No. Sounds like you have incorrectly installed a chopping block mesh.
    2. Robbie4746
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      Well there are chopping blocks everywhere else, just not in the cities. Also I used NMM so how would it install incorrectly? This is the only mod other than "Open Cities" that affects cities.
    3. Teabag86
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      Your floating axes suggests to me that they are resting on an invisible chopping block, hence you have incorrectly installed something in your game. JK's Skyrim doesn't change textures or meshes and just places vanilla objects. Please refer to the troubleshooting sticky for help.
  5. glowaru
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    JK's Skyrim as well as The Great Cities - Minor Cities and Towns SSE Edition are two of my favorite city overhaul mods, and it would be amazing to use these two together. I don't suppose you could make a patch that removes Dawnstar, Falkreath, Morthal, Winterhold, Dragon Bridge and Rorikstead from JK's Skyrim similarly to the Expanded Towns and Cities patch?
    1. Teabag86
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      No sorry. See my comment below to Teytame about patches. I am prepared to do this for ETaC and will create 7 different patches to support it because Miss Jenna Bee is amazing. But I have too many other projects on the go to customise for every individual setup. Just use Great Cities for one playthrough and JK's Skryim for the next.
    2. glowaru
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      Ah alright, that's fine. Also pardon me for not looking at the description hard enough to notice the video for removing certain cities individually; I'll give that a shot when I have the time.

      By the way, JK's Skyrim to my knowledge is the only city mod that supports Open Cities, Skyrim Sewers and Outlaws Refuges all at once with the right patches; I was pretty blown away when testing Solitude with these mods (plus The Great City of Solitude which extends the "grand city" feel of Solitude to the nearby areas beyond the main Solitude city walls). This mod on its own looks and feels great already, but having all of these complementary mods alongside it with them all fitting together seamlessly is what more than solidified my choice to go with JK's Skyrim.

      I just recently got my first real and future-proof gaming rig (my previous PC ran vanilla Skyrim at like 15 FPS, which didn't stop me from playing modded Skyrim on it though for the few months that I did) and I'm basically in the process of making Skyrim the best I possibly can before starting an actual playthrough. I've gotta say, jumping back into the Skyrim modding scene a few years later now (testing each individual mod that I think would fit, making sure the mods work with each other and whatnot) requires a surprisingly huge amount of work. But I guess that's inevitably what reaching for perfection is like.

      Anyway, thanks for the mod and all the patches. The fact that I'm able to experience greatly overhauled Skyrim cities with other mods that I consider to be essential improvements like Open Cities is one of the things that really makes me excited to play modded Skyrim again.
  6. Halekev
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    Love this mod to death, thanks for your work!
    Anyone have success using this mod with Relighting Skyrim + ELE? It alters the way lights work, I believe, but not sure if it would count as an overhaul as the description page mentions.
  7. Mythrindir
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    This is a fantastic mod, lots of love was obviously put into it. I found a small bug however, I've loaded only this, started a new save. I think it is a collision issue, if you try to steal the horse in the stable that was added to the Sleeping Giant(Riverwood), you will get an instant CTD with just before being thrust in an unusual manner. I have reproduced this everytime I try it. Maybe move the stable a bit or just move the horse out?
    1. Teabag86
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      Glad you are enjoying the mod. I don't have any issues with the horse. It is an owned horse so you will receive bounty for stealing it. Perhaps you have a bug in your crime / bounty system.
      Spoiler:  
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    2. Mythrindir
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      Thank you for replying, and I'll have to do some digging then! I disabled all my mods so maybe I have to do an ini tweak somewhere, but thank you for confirming it!
    3. Mythrindir
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      Found the issue, I didn't get the issue to go away when I turned off all of them in MO2 because I had some left of residual files in the real SE install directory that I forgot about! Got rid of em, and everything is working fine!
  8. Teytame
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    This is a truly amazing mod. So much work and astonishing attention to detail. Thank you.
    Tell me please, is it possible to make FOMOD for it, so it would be possible to handpick places desired?
    I can't have the entire pack & for now, only Whiterun & Riverwood are available for me.
    1. Teabag86
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      I'm glad you are enjoying the mod. Making 16 individual cities isn't the issue. JK's Skyrim is well supported with patches for awesome compatibility with almost every mod that conflicts. So I would need to break down the patches for each city so users don't have CTD's and then issues like floating Holiday decorations, mis-aligned water troughs, clipping laundry, rogue blowing lanterns, random snow piles, etc. Rough count I would need to make and maintain 87 different individual patches for this to work. Novice users have enough trouble managing conflicts with an all-in one install which is why I have disabled bugs because 99% of the time it is user error. Could you image the chaos with individually selected towns?! I hope that helps explain why this isn't happening.

      The alternative is to read the article and view the video on how to remove individual towns from JK's Skyrim. Users can tailor their file to precisely what they want. Saves me taking requests like; can you make a file without Winterhold and Markarth but with Dawn of Skyrim compatibility, etc.....
    2. Teytame
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      Thank you for detailed answer. I was not aware of the tailoring option, will definitely look into it.
      Thank you guys for all your work, do stay inspired.
  9. PMSS
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    Could you make a patch for "Blacksmith Forge Water Fix - Special Edition"?
    1. Teabag86
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      Patch is done. It fixes alignment of the blacksmith water troughs in Solitude and Markarth and adds animated water to 18 locations in JKs Skyrim (blacksmith forges and horse troughs). The patch is a .esp/ESL flagged file. I've posted a link on the Blacksmith Forge Water Fix mod page and AmaroqOkami is welcome to host it if he wishes. Cheers.
    2. Phoenix Flame
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      How about a version with Blacksmith Forge Water Fix USSEP?
    3. Teabag86
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      That's up to the mod author. If he wants to make multiple versions of patches and host them that is his decision. The patch I made has the ESL flag so it doesn't take up a spot in your load order.

      Edit* Ok, I see what you are asking for now. He has two versions of his mod with different esp names. Simply open up the patch in Wrye bash and in the right hand box click change master. Select the USSEP version and save. Check for errors just in case. But I expect it will be fine.
  10. Yamnyak
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    Strangely enough - I have JK's patch for Blowing in the Wind but still have the floating lanterns. I merged BITW patch with the bunch of other JK patches though, but I've checked this patch separately as well - still got the problem...

    ===

    My bad, guys. The reason was "No lights patch" which I also included in merge (without being sure if it was needed). Now I removed it - everything is perfect.
    Thank you guys. I will leave my report here just in case, maybe it will help someone in the future.

    I just thought that "No lights" is needed because I have Lanterns of Skyrim. Maybe it is true in some way, but probably it turns out that "No lights" contradicts with BITW and it's patch...

    Also, thank you for your mod, dear JK and other people who contributed! It works so good on SE and looks amazing.
  11. Teabag86
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    I've updated most of the patches to .esp/ESL flagged files so they won't take up a spot in your load order. Some required compacting the FormID's so I recommend only updating when you are ready to start a new game. There are updated patch notes in all the downloads. I want to do some work on Outlaws Refuge and see if 3D trees needs an update prior to posting ESL flagged versions. Cheers.
  12. Teabag86
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    I've updated the Holidays patch reworking the Dawnstar Festival of Lights by adding new lights and fixing any clipping issues. I've also added an ESL flag so it won't take up a spot in the load order. It's probably best to update when you are ready to start a new game.
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