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.
If the door is not showing up try using this mod suggested by a commenter by the name of MibuK https://www.nexusmods.com/skyrimspecialedition/mods/85565 Worked for me so i hope it works for you, Now if you'll excuse me i have to go do the companions questline for the 3rd time this year and Millionth time over the past decade...
Mercis fonctionne parfaitement. si quelqu'un connais un mod avec un peut d'ambience....ils ont l'aire triste, tous a table sans faire de bruit ni parler.
For those of you who are experiencing the missing infamous door, and the fix isn't working, check your load order. some mods like immersive citizens will move the door back to it's ORIGINAL position even after JK's moves it to it's new one. simple fix, just double click JK's jorrvaskr in the plugins section of vortex and tag the jorrvaskr mod as "late loaders". immersive citizens will move it to the position they want it in, then JK's will load after they do it, and move it to the correct place. happy modding!
Hello, i have this barrel clipping with the Display Case - https://imgur.com/a/Dm776v3 and this Elven Warhammer clipping with another Display Case - https://imgur.com/a/Zp9IS6l I started a new game, i didn't start using the mod mid-game, don't know what im doing wrong, both Screenshots are from Kodlak Whitemane's room, oh and i have Weapon armor and Clutter Fixes, can that mod cause this?
It's possible. Did you install all the patches? You can check the clipping elements with More Informative Console - it will tell you which mod adds/modifies them as the last one.
I have every patch for interior mods, im not missing any patch last thing edits the barrel and the hammer is Weapon armor and Clutter Fixes but i don't think that mod cause this, i think it's this mod itself
omg i forgot to activate the patch.. the barrel is gone now but that hammer still sticks out of the box with every patch enabled, i double checked, it's vanilla size just textures
FOR ANYONE HAVING THE DOOR BUG READ THIS IT'S MORE CLEAR THAN THE ARTICLE AND WORKED FOR ME MID PLAYTHROUGH :
So if like me despite the persistence fix, the whole command process of : - Prid 00077fa2 then Recycleactor or Recycleactor 00077fa2 doesn't work HERE IS WHAT YOU NEED TO DO :
FIRST AND MOST IMPORTANT, Your Jk's Jorrvaskr.esp plugins needs to be after ANY MODS that touches the navmesh of the companions INSIDE Jorrvaskr. It doesn't matter for outside only inside. So if you use Immersive citizens overhaul or any mods that change the navmesh of inside Jorrvaskr THIS MOD NEEDS TO BE LOADED AFTER THOSE MODS.
TYPE IN THE CONSOLE "TCL" This will toggle ghost mode and allow you to go through walls. Then go below the stairs you will see the door at it's original location.
Open console command, click on the door you should now see the ref ID 00077fa2 and a base ID. Type in the console "Disable", close console BUT DO NOT CLICK ANYWHERE ELSE IN THE CONSOLE OR ELSE YOU WILL LOOSE THE REF ID.
If you loose the ref ID no worries type Prid 00077fa2 and it will select it again.
Once the door is gone open the console commands again and this time type "Recycleactor" or "Recycleactor 00077fa2" both works the same. this will recycle the actor to the position the door is supposed to be with JK's Jorrvaskr (It will even show you the quest marker moving to the black void door if you have a quest marker requiring you to go in the basement like talking to kodlak for the first time for example).
Then in the console commands still with the ref ID selected you will type "enable" this will respawn the door and this time it will be at the correct location.
This fix makes it work both way, NPC'S and you can now enter through the door and when you leave the basement you do not spawn under the stairs anymore but where the door is.
This fix is permanent I turned off my game and came back and it was still correctly place.
If you installed this mod in a mid save game, it is very likely that the headquarters basement door wont be there, so you'll have to do the nexts two steps:
1. First of all be sure to have JK's Guild HQ Interiors Patch Collection. for any patches you may need using otrher mods : ( https://www.nexusmods.com/skyrimspecialedition/mods/61416?tab=files&file_id=582128&nmm=1)
2. Once you did the first step enter to your game, if you are inside Jorrvaskr go outside, the open your console and put the next two commands:
Prid 77fa2 [enter] recycleactor [enter]
Close de console , now you can enter to Jorrvaskr to check, and the basement door will be there.
In the harbingers bedroom i'm getting the occlusion issue where things and walls disappear when I move the camera around. Is this an issue with the room marker thing like in jk's understone keep? If so, that would just be a fix is SSEEdit correct? Edit: The elfx patch available on the interiors patch page fixes the issue. I only had the ELFX shadows patch but having both isn't causing issues. If I wasn't so invested in my save I'd make the switch to Lux :(
I'm having that same issue right now as I use ELFX shadows and was only using that patch, and I just installed the ELFX patch available on the JK's interiors patch page as well, but I'm still having the problem. What's your load order for the patches? I'm also using sounds of skyrim and immersive citizens patches for JK's jorrvaskr as well.
Thank you for all your works redesigning so many locations and buildings for SSE! I have used your mods for years now and they genuinely feel like an important part of SSE for me personally, thank you JK! You and Ryn have inspired me to give my own shot at my own location/building mod.
PS Simple fix for the famous missing door: Load JK's Jorrvaskr as reasonably close to last as you can in your load order so as to overwrite any mods that may move the door's location. This fixed the problem for me. :)
regarding the hidden door, i have discovered that the Immersive Citizens - Open Cities patch (named "Immersive Citizens - OCS Patch" in files) ends up loading after everything else when using LOOT based load order and uses the vanilla door location loading JKs Jorrvaskr - Immersive Citizens Patch after the aforementioned ICAIO - OCS patch will fix the location load order.
if using vortex: find the plugins in the plugins tab and drag the dependencies icon on the right from the "Immersive Citizens - OCS Patch" to the "JKs Jorrvaskr - Immersive Citizens Patch" add the rule that "Immersive Citizens - OCS Patch" must load after "JKs Jorrvaskr - Immersive Citizens Patch" and this should fix it.
if the door still isn't fixed try either the save unbaker mod here : https://www.nexusmods.com/skyrimspecialedition/mods/85565 or the the commands "prid 77fa2" and then "recycleactor" to reset the door
Update : doing just that put Jorrvaskr into the vanilla Whiterun load area, it seems that JKs Skyrim Opens_Cities patch must load after the ICAIO - OCS patch but before JKs Jorrvaskr - ICAIO patch. will update if i find anything else
I can't understand why the loose items added by the JK's mods aren't considered "owned" in my playthrough. For example, I can just yoink the glass warhammer from this mod without it being considered stolen. Does anyone else have this issue or know of a patch/fix?
You must have something else going on your game. All items are owned when you start. Of course once you progress through the questline and become Harbinger everything is yours for the taking which is vanilla behavior. It's the same for all the other Faction questlines.
Thanks for the reply! Yea I did some testing on a new game, the items are owned at the start, but after joining the sparring with Vilkas they become free for the taking. Definitely some other mod, maybe not accounting for the high quality items this one adds. Could be At Your Own Pace which touches companions questline. I'll just have to exercise restraint haha
415 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
https://www.nexusmods.com/skyrimspecialedition/mods/85565
Worked for me so i hope it works for you,
Now if you'll excuse me i have to go do the companions questline for the 3rd time this year and Millionth time over the past decade...
si quelqu'un connais un mod avec un peut d'ambience....ils ont l'aire triste, tous a table sans faire de bruit ni parler.
Gracias y un saludo.
and this Elven Warhammer clipping with another Display Case - https://imgur.com/a/Zp9IS6l
I started a new game, i didn't start using the mod mid-game, don't know what im doing wrong, both Screenshots are from Kodlak Whitemane's room, oh and i have Weapon armor and Clutter Fixes, can that mod cause this?
So if like me despite the persistence fix, the whole command process of : - Prid 00077fa2 then Recycleactor or Recycleactor 00077fa2 doesn't work
HERE IS WHAT YOU NEED TO DO :
FIRST AND MOST IMPORTANT, Your Jk's Jorrvaskr.esp plugins needs to be after ANY MODS that touches the navmesh of the companions INSIDE Jorrvaskr. It doesn't matter for outside only inside. So if you use Immersive citizens overhaul or any mods that change the navmesh of inside Jorrvaskr THIS MOD NEEDS TO BE LOADED AFTER THOSE MODS.
TYPE IN THE CONSOLE "TCL" This will toggle ghost mode and allow you to go through walls. Then go below the stairs you will see the door at it's original location.
Open console command, click on the door you should now see the ref ID 00077fa2 and a base ID. Type in the console "Disable", close console BUT DO NOT CLICK ANYWHERE ELSE IN THE CONSOLE OR ELSE YOU WILL LOOSE THE REF ID.
If you loose the ref ID no worries type Prid 00077fa2 and it will select it again.
Once the door is gone open the console commands again and this time type "Recycleactor" or "Recycleactor 00077fa2" both works the same.
this will recycle the actor to the position the door is supposed to be with JK's Jorrvaskr (It will even show you the quest marker moving to the black void door if you have a quest marker requiring you to go in the basement like talking to kodlak for the first time for example).
Then in the console commands still with the ref ID selected you will type "enable" this will respawn the door and this time it will be at the correct location.
This fix makes it work both way, NPC'S and you can now enter through the door and when you leave the basement you do not spawn under the stairs anymore but where the door is.
This fix is permanent I turned off my game and came back and it was still correctly place.
1. First of all be sure to have JK's Guild HQ Interiors Patch Collection. for any patches you may need using otrher mods : ( https://www.nexusmods.com/skyrimspecialedition/mods/61416?tab=files&file_id=582128&nmm=1)
2. Once you did the first step enter to your game, if you are inside Jorrvaskr go outside, the open your console and put the next two commands:
Prid 77fa2 [enter]
recycleactor [enter]
Close de console , now you can enter to Jorrvaskr to check, and the basement door will be there.
Edit: The elfx patch available on the interiors patch page fixes the issue. I only had the ELFX shadows patch but having both isn't causing issues. If I wasn't so invested in my save I'd make the switch to Lux :(
PS
Simple fix for the famous missing door: Load JK's Jorrvaskr as reasonably close to last as you can in your load order so as to overwrite any mods that may move the door's location. This fixed the problem for me. :)
loading JKs Jorrvaskr - Immersive Citizens Patch after the aforementioned ICAIO - OCS patch will fix the location load order.
if using vortex:
find the plugins in the plugins tab and drag the dependencies icon on the right from the "Immersive Citizens - OCS Patch" to the "JKs Jorrvaskr - Immersive Citizens Patch"
add the rule that "Immersive Citizens - OCS Patch" must load after "JKs Jorrvaskr - Immersive Citizens Patch" and this should fix it.
if the door still isn't fixed try either the save unbaker mod here : https://www.nexusmods.com/skyrimspecialedition/mods/85565
or the the commands "prid 77fa2" and then "recycleactor" to reset the door
Download this JK's Guild HQ Interiors Patch Collection at Skyrim Special Edition Nexus - Mods and Community
and this Save Unbaker at Skyrim Special Edition Nexus - Mods and Community
Disabled "Ai Overhaul for SE Only 1.8.6"
load this mod JK's Guild HQ Interiors Patch Collection at Skyrim Special Edition Nexus - Mods and Community
Enabled "Ai Overhaul for SE Only 1.8.6"
And Last Load This Save Unbaker at Skyrim Special Edition Nexus - Mods and Community
I'm Using Vortex.
I'm Not Using Console Command too Dumb for That.
If This Still Not Works then I dunno anymore. thx
Could be At Your Own Pace which touches companions questline.
I'll just have to exercise restraint haha