Jurgholm
87 Comments
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Sierain  [author] Jul 21 @ 10:17am 
@steve
Thanks for the feedback!

@kennywaterbury
The entrance is there, but it's frozen shut. Try hitting the wall which the marker points at.
kennywaterbury Jul 20 @ 2:17pm 
Have unsubsribed and re-subsribed . still stuck
kennywaterbury Jul 20 @ 2:13pm 
Sierain , At the cave to find the key to Jurgholm. Have a marker but no entrance to cave. Any help or ideas.?
steve Jul 17 @ 5:21pm 
Impressive, immersive - thoroughly enjoyed it.
Sierain  [author] Jul 8 @ 11:48am 
@Nemo Stone
@skunki ghoti

Thanks for playing and the comments. It's great to hear the mod managed to deliver what it was meant to.
skunk ghoti Jun 28 @ 6:37am 
Great mod! Manages to seem unique while still being lore friendly. Quite challenging too.highly recommended.
Nemo Stone Jun 21 @ 2:45pm 
Fantastic mod! One of the most extensive mods in the workshop, and certainly one of the best built. Lots of details make the experience unique in skyrim, not just a rehash of other quests. Thanks for the contribution and I hope this becomes one of the highest rated mods -- it deserves it.
Sierain  [author] May 29 @ 12:06pm 
You can also reset the dungeon cells via console using the resetinterior command paired with the cell name or id. If you were to reset the main dungeon in the mod, the commands would be like this:

resetinterior Jurgholm
resetinterior Jurgholm2
resetinterior JurgholmDeadEnd
resetinterior JurgholmDepths
resetinterior JurgholmFinal
resetinterior JurgholmFortress
resetinterior JurgholmGardens
resetinterior JurgholmMage
resetinterior JurgholmMain
resetinterior JurgholmMid
resetinterior JurgholmMidFirst
resetinterior JurgholmMidSlaves
resetinterior JurgholmRelics
resetinterior JurgholmTraps

The UESPWiki also tells you this: "If you reset a cell you have just been to, you'll need to use pcb command (purge cell buffer) as well, or the game will reload the buffered version of the cell, with all the modifications you've made to it."
Momcat May 27 @ 8:43pm 
Can you just unsuscribe and resuscribe to the mod to reset the dungeon?
Scowl Committee May 27 @ 7:54pm 
I see. The reason I asked was because I wanted to fight the enemies again. I thought there was some console command for resetting cells but I'm not sure.
Sierain  [author] May 27 @ 7:27am 
@Levi,

all the cells besides the hideout for the questgiver have the "never reset"-flag, meaning the main dungeon will never reset. I think that also means you can store loot there and it never goes away, but I'm not a hundred percent sure of that.
Scowl Committee May 26 @ 4:58pm 
Will the dungeon reset after a certain period of time?
Sierain  [author] Feb 6 @ 7:56am 
Thanks Momcat! I spent tons of time cluttering the cells and went through pretty much all the meshes multiple times to cram in the details.
Momcat Feb 3 @ 9:06pm 
Well worth the time! I enjoyed it immensly. Well written and well crafted.
Momcat Jan 22 @ 1:16am 
I am thoroughly enjoying this mod. Love the details you put in. It was really cool to see your trail of fire ants. Something I'd never seen in a mod before, the only ant trail I've seen is behind Lakeridge.
Sierain  [author] Jan 12 @ 10:46pm 
Thanks a lot, I'm glad to hear that! Thanks for the mod info as well, I'm starting to think the load screen hang may be caused by SMIM, others have mentioned it too.
USA Jan 12 @ 10:36pm 
Enjoyed the mod...very nice work and much appreciated. Shall encourage other players to play it.
USA Jan 12 @ 7:39pm 
Very High end system, but I turned off High Res texture packs, Floral Overhaul and Static Mesh Improvement mods and that got me through....thanks for the help.
Sierain  [author] Jan 12 @ 10:58am 
@USA

Some users used to have this problem with the earlier cells (it was a single cell at that time), but I've never heard anyone to have the load screen hang in the Depths cell. It is currently the biggest cell there is and I'm afraid there's no reasonable way to split it further.

Do you have a low-end system and/or are you using heavy HD texture or model mods?
USA Jan 11 @ 8:15pm 
Cannot pass through to Jurgholm Depths...load screen stays on...anyone encountered that problem? Uninstalled...reinstalled and started mod over...same problem.
Sierain  [author] Dec 13, 2013 @ 11:37pm 
@meganoob41

The questgiver is northwest of Markarth, southwest of Ragnvald, by the mountains.
meganoob41 Dec 13, 2013 @ 10:09pm 
were can I start the quest! I found the dungeon but i made it to the key stone pedestal and cant pass the gate!
Sierain  [author] Dec 11, 2013 @ 6:24am 
Yeah, I thought it worked fine in Skyrim until I hit high skill levels with some additional stealth gear, you can practically stand on the enemies and they won't notice you.
gnomeicecream Dec 10, 2013 @ 12:17pm 
Perfectly resonable stealth has always been a niggly thing for the series.
Sierain  [author] Dec 10, 2013 @ 1:33am 
The stealth detection seems to be a pretty complex system and the Creation Kit doesn't offer many tools to affect it. Even setting up an ambush or making the enemies attack the player via script can be avoided by high stealth levels. I've tried various approaches with different mobs and I've never been completely happy with the results. Either the enemies don't see the player at all or detect them from any distance ignoring walls and alerting the whole cell. The summoner room is a bit of an exception though, since the enemies are special and unique in many ways. I've tried adjusting their detection many times, but I'll look into it again. At least the summoned creatures should be safe to mess with. I'll test it out, but probably won't be updating the mod for this single change alone.
gnomeicecream Dec 9, 2013 @ 7:23pm 
Great work so nice to see modders keep polishing stuff. Ran the problem sections again, all appears well. A perhaps not feasable suggestion. in the room in the relic path with the summoners and the barriers you may wanna adjust the mobs stealth detection. Feels funny to me that i could stealth kill that room from the entrance given its size and shape. The summoned whatevers seem particuarly dense in this regard. admitadly the toon in question is max stealth but stuff shouldnt need to walk into me first either.
Sierain  [author] Dec 9, 2013 @ 7:32am 
Updated. I modified the navmeshes and NPC markers in the mine area and couldn't make any corpses fall through the floor anymore, though I only managed to do so once before changing anything. The ingots seemed to be the main issue with the items in the room: The collision area near the smelter was a mess and the ingots were actually set inside the floor to make them look better, I had to add some boards under them to make them not float in the air.. I adjusted some other items as well, but there will always be problems with Havok.

There was a clear problem with the conjured creatures before the Relic Guardian room, apparently the closed gate does not count as floor so I added a collision plane and the summon started to work fine.

I also changed the magic-immune enemies to be simply highly resistant to magic damage instead of complete immunity.
Sierain  [author] Dec 8, 2013 @ 12:08pm 
Thanks again! The corpses and items dropping might have something to do with the weird angle of the room. The summon issue sounds like it's related to the gaps in the navmesh, I'll test the mod and try to duplicate the problems.
gnomeicecream Dec 8, 2013 @ 4:35am 
The summoning thing could be navmesh related. The only areas that do it with any regularity are the relic path and the mines. In the relic path all the summons i attepted went off to annoy the boss. In the mines they displaced into the straight tunnel before the drop down a round hole into the main area with the smelter.
gnomeicecream Dec 8, 2013 @ 4:35am 
Okay so the thing in the mines occured the first time when i tried to loot the stack of silver/gold ingots on the base of the smelter. I grabed one of them and the rest then fell through the floor and landed on something leaveing some the end of the bars sticking through the base of the smelter. Reloaded a few times same result. Later on the minemaster did the same thing. I poked around a little with collision off and eventauly found everything that fell through wedged into corners under the map. Also a book in that room was wedged part way through a shelf. My guess is that there are some collision issues in the that room with objects being set slightly inside other surfaces which allows them to clip through when the object havoks. Why this is happeing to corpses too i have no idea.


Sierain  [author] Dec 8, 2013 @ 3:50am 
The last one sounds like a navmesh problem. What were the spots you encountered this at? Some of the terrain is pretty complex, especially in the "Depths" cell, and I could imagine the summoned creatures often try to appear in spots that have no navmesh, mainly under small ledges. Then again, this is also the first time I hear about this issue and it might have something to do with the first problem you mentioned.

Thanks a lot for the feedback and I'm glad you like it! I'll try to figure out what's causing the problems you mentioned.
Sierain  [author] Dec 8, 2013 @ 3:50am 
There are enemies nearly immune to either magic or physical damage. It's intended and the boss is basically the only enemy of those, that you're required to kill. I guess it's bad design, but I have no intention of changing it, since the boss isn't that hard to beat in my opinion.

I haven't encountered the first issue you mentioned, and this is the firrst time I hear about it. I could understand that havok could have placed the objects in a way that they've gone a bit under the ground, but corpses falling through the floor sounds really strange. Can you give more details about this?
gnomeicecream Dec 6, 2013 @ 10:05pm 
Well i gatta say this one impressive peice of work. The castle is really something to look at. The mod as a whole is pretty damn good. I have only 3 minor issues. One: the area with the minemaster has objects vanish through the floor if it is disturbed. Corpses fall through as well in places. Only minorly annoying since nothing in that room is of particular high value. Two: The final boss appears immune to magic. Is this intended? I unloaded lighting storm on him for 30ish seconds i feel it should do something. Three: A goodly number of places have that annonying thing where summoned creatures displace off to some other part of the area. Otherwise this is a pretty awesome mod. Love the views and all the custome stuff is great.
clalar Oct 31, 2013 @ 1:56pm 
Hence using magic does not seem to be possible if you want to kill the beast.
clalar Oct 31, 2013 @ 1:56pm 
I managed to kill him when using just "ordniary" weapons, togheter with my summend dragon.
However, I did think there would be some kind of really huge reward, but I seem to have missed that is there was one.
clalar Oct 31, 2013 @ 1:24pm 
I used magic tocgehter with Durnheviir and the living dead he rised.

I will certenly try to kill the beast again!
clalar Oct 31, 2013 @ 1:23pm 
No he did not die properly, He was dons to almost nothing in health, I punded him toghetr with Durnheviir that I summoned thorugh a shout. He just lay down panting and looked dead but the red dot was still there (indicating enemy) and then he rose up and had 100% health.
Sierain  [author] Oct 31, 2013 @ 12:08pm 
@clalar

You have to kill him to get the key, yeah. I haven't had him respawn, he does have a perk to heal when injured, but it should be minor and only happen once.

I will probably need quite accurate details to know what's going on. Did he die properly, with animations and everything and then get back to full health or was he simply at low health and got healed? What kind of weapons did you use to kill him? I've had a similar thing reported before but I haven't been able to figure out what happened. If possible, could you try to kill him again and see if it happens again?
clalar Oct 31, 2013 @ 10:43am 
HI
I have now met the Relic Guaridan, I have triedsneaked pased him(?) but I do not have the key to the door. Is it supposed to be up here?
Since I couldnt find it I tried to kill the guradian. Right, after a heavy fight using all my stock og healt potions, he/she died. But hten was rvived again with full health. Is this supposed to happen?
lightningarchon Oct 28, 2013 @ 3:35pm 
UR welcome - great mod - felt just like a questline from original Skyrim. Keep up the good work!
Sierain  [author] Oct 28, 2013 @ 1:53am 
The armor issue has been fixed, thanks again!
Sierain  [author] Oct 28, 2013 @ 1:22am 
Thanks for the additional testing! I'll check what's wrong with the Grunts. It's very strange how there could have been two of them when opening the door, there is only one in that cell and he appears once you pull the lever.

For the key issue: The key to the cellar prison is dropped by a mage in the Mage Quarters (Isolation Key).
lightningarchon Oct 27, 2013 @ 9:45pm 
So I went back to a previous save and only chose the right lever (no Jurgholm grunt to fight) and made it through the rest of the quest with no armor problems.
lightningarchon Oct 27, 2013 @ 3:40pm 
Hey Sierain, started Jurgholm again and had 2 issues. In the fortress - the room with the slave cage set into the floor there is a cage door needing a key. The jailer above had the key the first I went through but this time he didn't. I searched all over but didn't find it. Then in the Relic path when you get to the room with 3 levers - the left opens a secret room, first time through there were 2 grunts - now there was 1 and after killing him my armor dropped to -770. I think this is the point it happened the first time through. Thanks.
Sierain  [author] Oct 21, 2013 @ 11:20am 
Yeah, you can't enter the first part of the dungeon with followers. You can get them back by coming back to the key room via a shortcut that can be accessed later.
clalar Oct 21, 2013 @ 10:28am 
I have another question though... Is my companipn supposed to be teleported away when activating the key?
clalar Oct 21, 2013 @ 10:02am 
Sorry. forgett my stupid question. I just figured it out.
clalar Oct 21, 2013 @ 10:01am 
Hi
I have been able to find the quest start, but finging the "spare key" has so far turned out to be inpossible.
Anyone wanna help me out please?
lightningarchon Oct 15, 2013 @ 12:26pm 
Ok thanks - definately will try again. I'll let you know what happens.
Sierain  [author] Oct 15, 2013 @ 7:10am 
I couldn't duplicate the armor problem you were encountering. It was originally caused by a custom spell: the red projectile that the Dremora cast at you. However, when I tested the Workshop version now, it had weird issues such as NPCs missing. I tried again with the local version of the mod and it worked fine. I have a feeling the Workshop version hasn't updated properly.

So, I've made a small update, mainly just regenerating the SEQ- and BSA-files which were actually pretty dated (though is shouldn't have made any difference) and reuploading everything. I even changed the paths to lowercase since the Workshop upload seemed to do that to the main files. I tried removing all the original files from the game and subscribing the mod and it worked fine.

If you decide to play the mod again, please try to keep an eye at the armor and tell me if you see it dropping permanently and what's causing it.