Welcome to my Sky Haven Temple 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.
A note on compatibility with my other mods My JK's Sky Haven Forge standalone mod is included and no longer needed, please uninstall if used. JK's Skyrim also includes the forge, if you use JK's Skyrim, a patch that disables the duplicated references can be found in the link bellow: JK's Guild HQ Interiors Patch Collection by Janquel, Czasior, Teabag86, and DrMonops.
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.
Needs better navmesh - NPCs inside the temple would just walk towards walls, especially since the new enchanting station is blocking their normal path, and many other cases. Also how they keep getting blocked by furniture in Dragonborn's room in order to look out at the ledges... though they shouldn't be invading our personal space in the first place.
Additional idle markers would be nice, too. For instance, the newly added terrace that has a bath has no one populating there, either someone walking through there or sitting around, and that's a huge waste. And perhaps more beds for those with mods that adds more Blades (currently there are only 6: 2 for Delphine and Esbern, 3 for your normally recruited ones, 1 for the 3DNPC cleaner - so need more for extra Blades).
Is there some way to test this location before the actual playthrough? coc command put you in a half-empty temple, the way, I assume, it supposed to look first time you enter. SetStage for various related quests do not appear to change it. Still gating pushed out from the exterior part of the temple as well. Tried caqs, and the game proceed to load me in different story areas for ten minutes and then, of course, crashed.
Exterior has a giant collision marker over it, you need to be done with quest....201? I think it is, for the collision marker to be gone. If you have tcl active you can wander around, though.
Interior, yeah - if memory serves you need to progress far enough
Thanks. I did not think of using tcl for the terrace issue. On the other hand, I should still check interior, make sure patches and merge worked properly. I will try completing all main quests via console up to the end of Blades quest line. I wonder if you also need to bring Esbern along and properly open the temple blood seal for interiors to change later?
Another beautiful JK mod. I was progressing through the game and decided to install this before visiting Sky Haven Temple for the first time. I was impressed at how the mod updated from the abandoned look when you first arrive to the cleaned up version the next time you visit the temple.
Endorsed and thanks again for another wonderful contribution to Skyrim.
I stored all my pelts/ingots/dragon bones, etc. in their respective containers at the Sky Haven forge, saved and exited the game, came back and they were all replaced by the few items that were in each of those storages by default. Not sure what I would have done to have that happen...
The storage containers aren't flagged to respawn, so they should be safe storage. The fact that they reset after exiting and reloading suggests something at play other than the vanilla respawn mechanics, but I'm not sure what that could be.
Thanks for the input, Rob. I can certainly update to set the encounter zone to NoReset for those containers, but I still don't think that explains the containers resetting on a save and reload, does it?
Heads up JK, someone just posted a merged file of all the interiors, guessing you didnt give permission for that so just incase its not been taken down before you see this.
Given that it has nothing to do with the mod, I debated whether to delete this comment or reply to it. I guess I'm replying to it.
While I believe it was taken down before any of us saw it, bigdeano89's heads up was very much appreciated, as the file had indeed been uploaded without permission. I'm not sure what you're trying to achieve by calling out his comment six months after the fact, but your comment says far more about you than anything else; it radiates the same vibes as an edgy pre-teen trying to make themselves feel big by diminishing others.
I don't tolerate rudeness on my mod pages (or mod pages I support, as in this instance), regardless of whether it's directed at me, other mod authors, or other users.
129 comments
Welcome to my Sky Haven Temple 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.
My JK's Sky Haven Forge standalone mod is included and no longer needed, please uninstall if used.
JK's Skyrim also includes the forge, if you use JK's Skyrim, a patch that disables the duplicated references can be found in the link bellow:
JK's Guild HQ Interiors Patch Collection by Janquel, Czasior, Teabag86, and DrMonops.
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.
Warning: Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]Warning: Property not found wrackbow in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackgreatsword in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackmace in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackshield in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackstaff in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wracksword in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackwaraxe in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Warning: Property not found wrackwarhammer in scripts\weaponrackactivatescript.pex JK's Sky Haven Temple.esp XJKSHTWeaponRackPlaqueACTIVATORPlayerHouse "Blades Sword Stand" [ACTI:FE0CCA04]
Additional idle markers would be nice, too. For instance, the newly added terrace that has a bath has no one populating there, either someone walking through there or sitting around, and that's a huge waste. And perhaps more beds for those with mods that adds more Blades (currently there are only 6: 2 for Delphine and Esbern, 3 for your normally recruited ones, 1 for the 3DNPC cleaner - so need more for extra Blades).
Quick question does the Temple start all pretty like this? I like the idea of it being a dark dank mess until Delphine gets in there and fixes it up.
Interior, yeah - if memory serves you need to progress far enough
Endorsed and thanks again for another wonderful contribution to Skyrim.
While I believe it was taken down before any of us saw it, bigdeano89's heads up was very much appreciated, as the file had indeed been uploaded without permission. I'm not sure what you're trying to achieve by calling out his comment six months after the fact, but your comment says far more about you than anything else; it radiates the same vibes as an edgy pre-teen trying to make themselves feel big by diminishing others.
I don't tolerate rudeness on my mod pages (or mod pages I support, as in this instance), regardless of whether it's directed at me, other mod authors, or other users.