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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
    Spoiler:  
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  3. cbolin
    cbolin
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    Thanks for all you've done... amazing stuff.
  4. steelfiredragon
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    https://www.nexusmods.com/skyrimspecialedition/mods/10727
    is there a patch for this???

    the only one I see required jk's winterhold which is a oldrim mod.....
  5. CageyPower8619
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    Is there any patch that fixes the issue in Solitude mark where the old stands are directly in front of the new stands? it's getting on my nerves cause you just see NPCs getting stuck and a cow floating. Also, could you add a Kaidan patch since there is a stall in Solitude for his mod
  6. george79
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    Hi there,

    Can you please help me install Somber ENB with Skyrim SE as you have done in these screenshots? I know it doesn't have much to do with this page but I can't seem to make it work..... I was so fond of that ENB back in Skyrim LE days...
  7. rik2236
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    i need some help, im having a loot issue with 2 mods, i cant seem to manually change them in the load order, i get the below error.


    Cyclic interaction detected between "JKs Skyrim.esp" and "Clockwork.esp":

    JKs Skyrim.esp
    [Masterlist Load After]
    Clockwork.esp
    [Master Flag]
    JKs Skyrim.esp
    1. Grasmilbe
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      Did you make changes to those mods in ck or sseedit? Either way you can fix this by re-installing both mods.
    2. rik2236
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      Thanks for the help Grasmilbe.
      Re-installing both mods fixed it, strange i dont think i altered either mods is SSEDIT, but i did sort masters for a few mods awhile ago, maybe that was the issue.

      edit: oh ye i remember i went on a ESM-i-fying rampage to fix my string count and might have changed clockwork to ESM.
  8. AssassinRayJay
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    Could someone make a compatibility patch for immersive citizens that removes the camp and and fire in dawnstar or just move it to different place.
  9. jonarlin
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    There's a clipping issue when using both the open cities patch and Legacy of the Dragonborn. The museum is clipping with the rest of the city.
     
    Edit: Nevermind, it was me installing legacy incorrectly
  10. rebornfighter98
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    Anyone else think the chicken pens in rorikstead are a little bit high off the ground? They're still attached to the ground but they seem a bit high
  11. Grasmilbe
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    I hope this wasnt asked before, but would you consider the implementation of a lighting system similar to lanterns of skyrim? Like enabling the lantern light at a specific time for example. Would be cool.
    1. Teabag86
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      It won't happen in JK's Skyrim because Javier wants to keep the mod script free. I did include timed food and merchant displays in my JK's Skyrim - Dawn of Skyrim Patch. I looked at doing the lights but decided against it. The empty braziers in Whiterun just didn't look right to me.
    2. novastark
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      Open Cities Skyrim does have a system to turn the exterior lights on and off during the day/night. I don't know if that will affect JK's added lights though.
    3. Teabag86
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      Yes it does and from memory the JKS lights in the OCS patch are tied to the OCS light marker so they will also enable and disable.
    4. Grasmilbe
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      Hmm, ok. I am actually not using ocs. But i am reworking my city lighting actually anyway so i will just enable parents for jk lights. Whiterun is a mess, especially with lanterns of skyrim and blowing in the wind patches. I needed like 5 hours just to fully light up solitude without exceeding light limit, which is another pain in the a**. But thanks for the fast reply.
    5. Grasmilbe
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      Almost forgot to ask: Since the main plugin is not a master it suffers from large references bug noticeable when walking towards whiterun outskirts. Is it possible to mark it as a master and introduce a second usual esp to overwrite the necessary changes later in the load order?
  12. novastark
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    Trying out the Open Cities Skyrim patch (thanks for it BTW). After I rebuild my Smash Patch I will usually check it for errors in xEdit. Noticed it forwarded an error from the OCS JK patch:
    [00:00] Checking for Errors in [91] JKs Skyrim_Open Cities_Patch.esp
    [00:00] RiftenSouthGateRef002 [REFR:3B000DC5] (places RTMainGate01 "Door" [DOOR:0008A1F9] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 42,-25)
    [00:00] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E0BEE] (in GRUP Cell Temporary Children of RiftenCitySouthGateExterior [CELL:0000BCF1] (in Tamriel "Skyrim" [WRLD:0000003C] at 42,-25))">
    [00:02] Done: Checking for Errors, Processed Records: 10089, Errors found: 1, Elapsed Time: 00:02

    I know the patch is a beta. Just thought I'd let you know about this in case it's something you didn't already know about.
    1. Teabag86
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      Are you using CRF? The Riften South Gate marker would be tied to the navmesh in CRF or the JKS/CRF patch which is probably why you are seeing that error.

      *Edit. It could be that it requires a specific OCS CRF patch. Not sure.
    2. novastark
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      I am indeed using CRF along with your AiO Arthmoor patch. Is this something I could just fix by adjusting my load order? Is it a problem I can just ignore? THanks for the quick response btw.
    3. Teabag86
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      I don't believe there is an error in the file. However smash works it is not picking up the CRF patch which links the door marker to the patched navmesh. Not sure whether you can include it or whether this is a false positive. Does the gate work ok in game?
    4. novastark
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      I just tried it (Alt Started in Bee and Barb) and I'm able to use all the gates in the city. However, I noticed there is a gap in the ground next to the south gate. Looks like one piece of ground mesh isn't welded with another piece of ground mesh. I'm able to walk around the area just fine. Not sure if NPCs were able to navigate the area.
    5. Teabag86
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      Actually, thinking about it some more. Can you test what happens when you don't use the JKS CRF patch with OCS?
    6. novastark
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      Just tried it without the JK/CRF patch. Puts a Riften Guard inside the the wall next to the gate. Also noticed that the gap in the ground is actually the entire section of ground surrounding the keep, extending from one gate to the other. It's basically sunken down about... six inches or so. That ground issue is there with and without the CRF patch. Maybe something else in my load order is causing that though, but the only other thing that's touching the area is Immersive City Gates and that just adds gate attendants that lock and unlock the gates.
    7. Teabag86
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      Thanks for checking. This can probably be fixed in the JKS OCS patch. Cheers.
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