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JJerem

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JJerem

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173 comments

  1. JJerem
    JJerem
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    Had fun making this, It's a nice change from making forts. Was a nice creative session. I took Inspiration from films like Sleepy Hollow and Apostle.
    The Henge design was heavily Inspired by AC Valhalla, Wrath of The Druids. (Though I have yet to play AC Valhalla)

    What should we name the tree? Endergleam maybe?

    Thanks and enjoy :)



    CLEAN INSTALL STEPS

    go to an interior cell, like an inn. away from mod location
    save game.
    exit game.
    uninstall mod
    load game, save and exit.
    install new mod
    load game. save and play. 
  2. JJerem
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    THANK YOU SO MUCH FOR ANOTHER OF MY MOD TO REACH TOP FILES!
    I didn't expect this mod to be recieved so well :) thank u! :D
  3. RooksGambit
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    Anyone know what might be happening here? I have some missing ground textures. This is from hags central area, you can see the portal in the background. I tried rerunning xlodgen thinking that might be do it but no luck

    1. JJerem
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      could be a landscape conflict with another mod... you got northern roads?
    2. RooksGambit
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      Thanks for the reply. No, just Blended Roads. Landscapes are a combination of MystiriousDawn's HD Skyrim Overhaul, Northern Shores and Cathedral. Rocks are ERM. I thought maybe it was a load order thing but no matter where I put it I get the same result
    3. JJerem
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      could be a conflict with Landscape Fix For Grass Mod. not sure if there is a patch
  4. ashleyclark
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    Will this mod work with Lawbringer-Guardsman ?

    https://www.nexusmods.com/skyrimspecialedition/mods/67003

    Please advise
  5. AllstaRawR
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    Any idea why when I teleport through the blood tree I'm left in an empty void?

    Ah. It's a me issue caused by turning this into an ESM.
  6. spike2112
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    Hi JJerem, I think there is an error in the version number for the main mod. MO2 states 1.3.1 is older than the newest 1.3.0. I told this to another mod author and he said he had to change his in 3 different places. Not sure if it is the same for you. I am liking your mods so far. I have 3 and a patch. I just hate the MO2 update messages. LOL. Thanks for your mods
    1. JJerem
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      Thanks for the heads up. I have changed It on the main page now. It's a little anoyying It doesn't automatically change when adding new file versions. I feel you on the M02 message. cheers and enjoy :)
    2. spike2112
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      Hey JJerem, Thanks for fixing it so quickly. I just downloaded 3 more of your mods and their Lux patches. I just wanted to tell you the same issue persists with Largashbur and Dushnikh. Just the main mods, the patches are fine. Mor Khazgur is fine. Not actually playing the game as it take forever to load all these mods, but I do coc location to test them out. All three look great. Trying to find as many .esl mods as possible. It is tuff managing ESP/ESMs. Keep up the good work. Thanks
  7. JJFXVR
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    i just found your mods, this is amazing work 
    1. JJerem
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      Thank you very much :) 
  8. Spacefrisian
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    Just wondering, could a similar thing be done with Glenmoril's Coven location?

    Make it truly something to fear. Large spiders, Witch followers to the coven, corrupted Spriggans besides a overhaul to the location (Probably some Hircine stuff as well).
    1. JJerem
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      Maybe who knows. That would be a cool idea.
    2. JJFXVR
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      Spacefrisian You could add those to that mod as an addon, it's not hard, just placing NPCs and redesigning the place, the ck isn't difficult to manage tbh 
  9. asdfy86
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    Are you planning to redo the imperial forts? Your style of orc fortresses is gorgeous
    1. JJerem
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      Maybe. I have some ideas for the forts :) thank you
  10. dragonrykr
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    I wonder if this would need an eFPS patch
    1. JJerem
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      I Don't think so
  11. hieucyber
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    Need Patch for Landscape Fix For Grass Mod. If i load this after, the area will full of grass. Otherwise, the area landscape is broken.
  12. Surfium
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    Strange. The holes from the first 3 screenshots (in the bugs section) haven't gone away.
    1. JJerem
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      should be fixed in 1.3.1