Welcome to my Castle Dour 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.
I don't know if it's worth writing this in the bugs section, but I'll ask you here in the comments. When you enter the castle and go to the table where Tullius and two legates are standing, there is a carpet under the table and the floor shimmers as if the texture is superimposed on top of the texture. The same situation is seen in the Elisif Palace. Has anyone encountered this and how to fix it? RLO, LUX don't use.
I'm surprised nobody has mentioned this - I've found that after getting some ways into the Legion quest line, the Castle Dour Tower load door moves right next to the normal door at Tullius's bedroom.
Near the top, where it should be, the load door is then labeled "Solitude" which takes you to the top of the tower exterior. When you go BACK through, it spits you out in the seperate tower interior cell, then back at Tullius's room.
I've loaded up all plugins. Others that make changes to this cell are: Book Covers, Cut Content Restoration(CC), and Alternate Start. These seem like staple mods, things that everybody uses. So I have no idea how or why these could affect objects and load doors. Definitely outside my scope of knowledge. Any insights?
Edit: It turns out "Castle Dour Tower" Was a cell added by cut content restoration. Now I remember reading about it in that mod's description - for a minute I thought it was from this one. Anyway, I placed JK's below it in the load order and that solved the issue. Leaving this comment here in case anyone else encounters the same and wonders why.
so i have a little problem with this mod and Lux and Skyrim the wall with nif SlgFWalSol03.nif is replacing SlgFtraCon05.nif from Lux . Loading Lux after this mod make the wall disappear from the castle do we have a patch for it ? or just make this mod load after Lux ?
Great! By the way, could I please have permission for my buddy groovykick24 to make an aio for Xbox of JK’s solitude interiors...not including the palace and castle dour
1 imperial soldier respawns even after solitude is taken by stormcloaks. There is no problem with other characters. the console shows the master as JK Castle Dour. Also, it cannot be disabled with console command.
Hello first off I wanted to say I love your mods, they are my favorite overhauls for cities, buildings and interiors, they are the only ones I have used for years now. However I am having a problem with the interiors of Castle Dour, The Temple of the Divines and The Blue Palace, were a segment of a wall consistently doesn't load in, its just blank greenish gray void. I have the JK's Interiors Patch Collection installed and I am using RLO. If anyone knows how to fix it would be much appreciated!
RDO is one we typically didn't patch for unless someone pointed out a specific occlusion problem (Temple of Dibella had one). So I'd say 95% chance this is a Room Marker conflict with RDO, and could be verified by trying to move the JKs mods below RDO in your load order (on a new game, room markers tend to be persistent references) and see if it's fixed.
https://imgur.com/a/asnSRca I'm getting this sort of issue, so far, just in Castle Dour and The Bard's College even after adding patches for things such as ELFX. The only thing without patch options I can think of that even remotely touches them, the College at least, is "Khajiit Will Follow" but that just adds Nanak and a single book spawning into the place which still appears just fine on the upper floors. Short of reinstalling stuff through Vortex again and hoping something changes, are their other possible causes I should check for?
There's one important question - did you check the changes on a new save? Because, if you have installed patches mid-play, the room markers changes won't apply. These are persistent records and their position and size are baked into your save right after you hit the "new game" button, so any patch installed later can't change it.
Yeah this is on a new save. After finally getting the patches to work through Vortex cause of the bannered mare issues, I just made a new character to start over since you said that was needed. A lot of the locations that did have problems before are working perfectly now with no weird voids between rooms. I haven't checked ALL the locations again but Dour Castle and the Bard's College are the only ones I've seen still having problems.
Well, I can't replicate your issues on my testing setup. Can you share your plugins list? Just don't paste it here, use pastebin or another external page.
https://pastebin.com/hjWBcsVN this should be everything
Edit: Nevermind. I found there is a whole different patch collection for Dour Castle and the Bard's college among other things. I must have kept mixing up the Blue Palace and Dour castle in my mind cause I thought it was in the interior patch collection. Another self inflicted problem from messing with mods while tired
Is this compatible with bear beats dragon? Or is there a way to make it so the stormcloak banners replace the imperial ones at the end of the civil war?
Let me start with love your mods and always hit download! xD
I was fixing some errors in SSEEDit for another mod I did a redownload of and noticed your new Castle Dour is throwing this error:
[[REFR:FE039ED8] (places [01003165] < Error: Could not be resolved > in GRUP Cell Temporary Children of SolitudeCastleDour "Castle Dour" [CELL:000213A0]) REFR \ NAME - Base -> [01003165] < Error: Could not be resolved >
Not sure but seems to be a placement issue? Just wanted to report in case it is something that needs fixing.
Thanks again for all your hard work and great mods!
Exe version doesn't matter, it works with either. However, one of the references uses a base which is defined in update.esm which came out with the AE release. So if you revert using best of both worlds, you're fine. But if you're intentionally preventing an update from a year and a half ago, it's up. To you too adjust the esp accordingly :)
thanks so much for the clarification - I had not done the update and revert because I have not played for a while - I will do more research how to do so!
Honestly, since you're using xEdit, it's just a barrel if memory serves - if you're comfortable enough changing the base to a normal barrel (or removing the barrel altogether) it should probably be fine.
But you didn't hear that from me and it's not an officially recommended fix :V
Hi JKrojmal! Your mods are a staple in my load order and I thank you for making some amazing upgrades to the game! I came here hoping to find a solution to this problem as it was causing me to CTD. Per your instructions, I removed the barrel in SSEEdit and I am no longer CTD'ing! May I send you the esp file I edited so you can provide it as an optional file for this mod, for those of us choosing not to upgrade at this time?
Understood. May I release it as a stand-alone patch, still requiring users to download your mod with the expressed permissions that you will not support it?
150 comments
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.
Near the top, where it should be, the load door is then labeled "Solitude" which takes you to the top of the tower exterior. When you go BACK through, it spits you out in the seperate tower interior cell, then back at Tullius's room.
I've loaded up all plugins. Others that make changes to this cell are: Book Covers, Cut Content Restoration(CC), and Alternate Start. These seem like staple mods, things that everybody uses. So I have no idea how or why these could affect objects and load doors. Definitely outside my scope of knowledge. Any insights?
Edit: It turns out "Castle Dour Tower" Was a cell added by cut content restoration. Now I remember reading about it in that mod's description - for a minute I thought it was from this one. Anyway, I placed JK's below it in the load order and that solved the issue. Leaving this comment here in case anyone else encounters the same and wonders why.
the wall with nif SlgFWalSol03.nif is replacing SlgFtraCon05.nif from Lux . Loading Lux after this mod make the wall disappear from the castle
do we have a patch for it ? or just make this mod load after Lux ?
Edit: Nevermind. I found there is a whole different patch collection for Dour Castle and the Bard's college among other things. I must have kept mixing up the Blue Palace and Dour castle in my mind cause I thought it was in the interior patch collection. Another self inflicted problem from messing with mods while tired
I was fixing some errors in SSEEDit for another mod I did a redownload of and noticed your new Castle Dour is throwing this error:
[[REFR:FE039ED8] (places [01003165] < Error: Could not be resolved > in GRUP Cell Temporary Children of SolitudeCastleDour "Castle Dour" [CELL:000213A0])
REFR \ NAME - Base -> [01003165] < Error: Could not be resolved >
Not sure but seems to be a placement issue? Just wanted to report in case it is something that needs fixing.
Thanks again for all your hard work and great mods!
But you didn't hear that from me and it's not an officially recommended fix :V