This nonsense Valve and Bethesda aggresive marketing complex gave me the motivation I needed to upload my latest version of Whiterun.
There is no major change, except improved performance (Lower district still here) Here is a brief changelog:
-Removed many useless NPCs -Removed lots of useless clutters -Improved the Library interior, like, a lot
If you see any major bug, please leave me a comment on this section (not a reply to this post please).
My mod will always remain free. If you want to encourage a modder, please make a donation so he can earn 100% of it, not a pathetic 25%. I only speak on my behalf, of course.
You should reach out to Missjennabee and Take over Expanded Towns and Cities since she is leaving it. With some community help you can keep even more of this awesomeness evolving and improving.
Please help her!
I love all these mods and consider them essentials!!
I think its a bug but I could be wrong...there seems to be a lot of invisible walls and such surrounding the lower district....is that the unfinished peices or is that a bug?
Hey all! The final exterior Windhelm update is out, with a video walkthrough being uploaded now. Take a look and let me know what you think!
Also worth noting; bjs_336 of Windhelm Exterior Altered has graciously allowed us to integrate his mod! It will now be included in all Better Cities- Windhelm updates from now on.
Please read the installation instructions carefully- you MUST have City Interiors places BEFORE City Exteriors in the load order, or the new entrances to the city will not work properly.
That is awesome. Hope you can convince him to join with you guys on some collaborative projects.
Are you also thinking about including his Windhelm bridge Overhaul? I run the Light version with Windhelm exterior, and the Radioactive Windhelm docks - which looks awesome together.
Hi I'm having a small problem. The Solitude file says that the original unofficial skyrim patch, although that version is unsupported and incompatible with the legendary edition patch (the supported, current version). Whenever I try to launch Skyrim, it crashes. I believe there may be a correlation between the two. Are you planning on updating this so that it supports the current patch?
you are correct that there is a correlation. this is indeed due to this mod. i will see if the transfer is easy enough to do this weekend. I will inform you.
This has still not been updated. No one is using the old Unofficial Skyrim Patches anymore. Everyone has converted to USLEEP. Please consider removing the dependencies from your mod for an outdated mod.
Replaying Skyrim after years, I never modded before. I should of done this ages ago. Great work, mod works perfectly and I love that dude with the accent lol.
I think Better Solitude needs a patch or an update for USLEEP, the unofficial patch for legendary edition. I also find some sort of invisible walls on the stairs on Windhelm, but the stairs work as a 1 way down kind of stairs but you can't use them to go up, I have uploaded the 2 screenshots.
The link to the Unofficial Skyrim Patch goes to a page that says the mod doesn't exist, and the mod itself apparently doesn't work with the Legendary Edition Patch.
Only the solitude mod crashes, it doesnt work and it tells that i dont have unofficial skyrim legendary edition patch and my others mod dont have this problem
I am having the same problem. It reports that I need the Unofficial Skyrim Patch, even though I already have USLEEP, apparently it specifically wants USKP. I hope the developers of the mod can provide a fix for this. Shouldn't be too difficult to do.
EDIT: Whiterun is pretty broken for me, too. The mod will technically load, but most of the lower district is bugged out. Very disappointing. I may just go back to using "Real Cities." While not as fleshed out as what these mods promise to do, it actually delivers on its promises.
Random user years later review I want to start by saying I haven't played the SE version of the mod so some of the things I noticed in this seemingly now dead version might have been fixed there (from screenshots it seems my biggest issue with it has been fixed) and since the Solitude portion requires an outdated Unofficial Patch I can't cover it either. How I Found The Mod. I have played with a good number of the city overhauls and while I liked them all quite a bit I felt none "fixed" Whiterun the way I wanted it to be fixed the other cities could be made to feel big and like Oblivions Masterpieces but Whiterun always felt small to save you the rest of the story I had ideas about how Skyrim could be better that were similar to the "What if Skyrim was good" video series eventually I wondered if Skyrim had city mods that went to the scope of Better Cities for Oblivion imagine my surprise when I found the answer was not only yes but one that created an impoverished district for Whiterun. The Mod itself As I've mentioned before the Mod fixes the issue I've felt Whiterun suffers from more than any other city it finally gets a proper amount of buildings and thankfully unique named NPCs to fill them. The Elder Scrolls philosophy I've noticed is that every NPC (that isn't a guard or default enemy) is a person which leads to every house needing a person or family to fill it this (on top of tech) leads to a smaller amount of people and buildings than other Open World franchises but a noticeable problem for Skyrim is that it couldn't measure up to the previous game that truly embodied this philosophy Oblivion which had both more people and places to house them even accounting for families/couples the Better Cities team seems to have recognized this and has at least attempted (not everything can be done at once things were left for future updates) to avoid the generic "Citizen" each of the inhabitants of the lower district has their own history and even if not all are implemented yet, personality. For the architecture itself keen eyes will notice that the ramparts displayed when outside Whiterun are nowhere to be found inside it this mod not only fixes that but it does so by introducing what I'd call it's best feature, adding Guard Towers. The Guard Towers of Oblivion provided a place for separate regiments of Guards a place to sleep in the large and fragmented Imperial City and I'd have to say the Southern Guard Barrack in Whiterun that extends across the city and allows you access into a cool sewer and the upper parts of the city were an excellent inclusion unfortunately the also lead to one of the more noticeable issues of this mod landscaping. This mod started in the modding boom of 2013 and since then a lot of techniques have been discovered and refined the most prominent being better ways of landscaping there is prominent clipping in this mod sometimes unnecessarily so with fake doors being placed over actual doors of the same type. I can think of one instance of a trapdoor being placed over another type of trap door because it's texture was preferred but presumably the author didn't know how to make that door the entrance to the area on its own so they resorted to "duck typing over it" so to speak but by far the worst example of landscaping has to be in the lower district area where two types of floor are used and the one on the right actually breaks at a section allowing you to see "under the world" and makes the entrance to the district from the outside float (this bug seems to be fixed in the SE version judging by screenshots). The second biggest problem with the Whiterun part is the Half-Orc character whom is both so annoying and immersion destroying that he ranks with the landscape breaking. The Windhelm component of this mod I am not so keen on and commits the cardinal sin of city mods, doors that go nowhere LOTS of doors that go nowhere to the point that it quite humorously added a small bridge from Candleharth hall to a wall that is connected to...a door that goes nowhere (proudly displayed in the screenshots here) the other such doors are at least understandable from the perspective that they make the city feel bigger and some are even connected to buildings that just haven't been filled out yet one pro this mod has is it's Grey Quarter ramparts that lead you to the upper parts of the city and a cramped in that really gets the atmosphere of desperation and destitution across but I admit what attracted me to the Windhelm portion was The Pit I'm sure we've all hear and know about the Pit by now so I won't bore anyone with the original plans but rather talk about how it was implemented here at the entrance two of the characters cut from it greet the player and cycle through their dialogue it's clear who the bookkeeper is the arena is recreated perfectly with the only problem being that the combatants in it are hostile the script that made them non hostile in oblivion is missed but not to much because lucky what has been retained from Oblivion is the invisible wall between combatants and spectators. while there is no way to take part in the fights yourself it is a nice inclusion but ultimately far from tipping the scales in its favor Comparison with other mods Other mods have had similar ideas to this one weather by virtue of serendipity or due to taking direct interspersion the most noteworthy being the JK series and the Dawn of series I personally prefer the JK series to Dawn in every single instance but your mileage may very. Similar ideas between those mods and this include upgrading the ramparts/having player access to them (JK, obvious improvement most would think of), adding Merchants and stalls everywhere (Dawn of whiterun, obvious it's called the trade capital) adding a Ysgramor statue in the exact same area that this mod puts one (Dawn of Whiterun less obvious), adding an east empire company at the guards barracks right around the entrance (both mods, less obvious) JKs Whiterun was released 2016 around the time this mod stopped being developed and Dawn of Whiterun started in the same year as this mod and seems to have completed in the same year as this mod. As I've said before I'm generally not a fan of the Dawn of series so even with it's doors that lead to nowhere I'd prefer this mod over it if for nothing else than the inclusion of the Pit and Motel. However I would still recommend JKs Windhelm over it any day (it includes not only a similar upper grey quarter area but many other secret alternate routes). I've just seen the Solitude version on Youtube and I'd recommend JK's Solitude over that too. and to reiterate I generally prefer this mods version of whiterun (that has been fixed in SE) except for a few areas such as the Skyforge which I believe is better in JK's. I would like some mod that combines this version of whiterun with JK's and either removes the Ysgramor statue or copies his implementation in Dawn of Whiterun with the small shrine and displayed Jorrvaskr shields
815 comments
This nonsense Valve and Bethesda aggresive marketing complex gave me the motivation I needed to upload my latest version of Whiterun.
There is no major change, except improved performance (Lower district still here)
Here is a brief changelog:
-Removed many useless NPCs
-Removed lots of useless clutters
-Improved the Library interior, like, a lot
If you see any major bug, please leave me a comment on this section (not a reply to this post please).
My mod will always remain free. If you want to encourage a modder, please make a donation so he can earn 100% of it, not a pathetic 25%. I only speak on my behalf, of course.
With some community help you can keep even more of this awesomeness evolving and improving.
Please help her!
I love all these mods and consider them essentials!!
Also worth noting; bjs_336 of Windhelm Exterior Altered has graciously allowed us to integrate his mod! It will now be included in all Better Cities- Windhelm updates from now on.
Please read the installation instructions carefully- you MUST have City Interiors places BEFORE City Exteriors in the load order, or the new entrances to the city will not work properly.
Are you also thinking about including his Windhelm bridge Overhaul? I run the Light version with Windhelm exterior, and the Radioactive Windhelm docks - which looks awesome together.
Can someome tell me how to fix this please??
Would be great if this problem was resolved, really love the life this mod brings to the game.
I also find some sort of invisible walls on the stairs on Windhelm, but the stairs work as a 1 way down kind of stairs but you can't use them to go up, I have uploaded the 2 screenshots.
Follow Artmoors guide down the page
EDIT: Whiterun is pretty broken for me, too. The mod will technically load, but most of the lower district is bugged out. Very disappointing. I may just go back to using "Real Cities." While not as fleshed out as what these mods promise to do, it actually delivers on its promises.
How I Found The Mod.
I have played with a good number of the city overhauls and while I liked them all quite a bit I felt none "fixed" Whiterun the way I wanted it to be fixed the other cities could be made to feel big and like Oblivions Masterpieces but Whiterun always felt small to save you the rest of the story I had ideas about how Skyrim could be better that were similar to the "What if Skyrim was good" video series eventually I wondered if Skyrim had city mods that went to the scope of Better Cities for Oblivion imagine my surprise when I found the answer was not only yes but one that created an impoverished district for Whiterun.
The Mod itself
As I've mentioned before the Mod fixes the issue I've felt Whiterun suffers from more than any other city it finally gets a proper amount of buildings and thankfully unique named NPCs to fill them. The Elder Scrolls philosophy I've noticed is that every NPC (that isn't a guard or default enemy) is a person which leads to every house needing a person or family to fill it this (on top of tech) leads to a smaller amount of people and buildings than other Open World franchises but a noticeable problem for Skyrim is that it couldn't measure up to the previous game that truly embodied this philosophy Oblivion which had both more people and places to house them even accounting for families/couples the Better Cities team seems to have recognized this and has at least attempted (not everything can be done at once things were left for future updates) to avoid the generic "Citizen" each of the inhabitants of the lower district has their own history and even if not all are implemented yet, personality. For the architecture itself keen eyes will notice that the ramparts displayed when outside Whiterun are nowhere to be found inside it this mod not only fixes that but it does so by introducing what I'd call it's best feature, adding Guard Towers. The Guard Towers of Oblivion provided a place for separate regiments of Guards a place to sleep in the large and fragmented Imperial City and I'd have to say the Southern Guard Barrack in Whiterun that extends across the city and allows you access into a cool sewer and the upper parts of the city were an excellent inclusion unfortunately the also lead to one of the more noticeable issues of this mod landscaping. This mod started in the modding boom of 2013 and since then a lot of techniques have been discovered and refined the most prominent being better ways of landscaping there is prominent clipping in this mod sometimes unnecessarily so with fake doors being placed over actual doors of the same type. I can think of one instance of a trapdoor being placed over another type of trap door because it's texture was preferred but presumably the author didn't know how to make that door the entrance to the area on its own so they resorted to "duck typing over it" so to speak but by far the worst example of landscaping has to be in the lower district area where two types of floor are used and the one on the right actually breaks at a section allowing you to see "under the world" and makes the entrance to the district from the outside float (this bug seems to be fixed in the SE version judging by screenshots). The second biggest problem with the Whiterun part is the Half-Orc character whom is both so annoying and immersion destroying that he ranks with the landscape breaking. The Windhelm component of this mod I am not so keen on and commits the cardinal sin of city mods, doors that go nowhere LOTS of doors that go nowhere to the point that it quite humorously added a small bridge from Candleharth hall to a wall that is connected to...a door that goes nowhere (proudly displayed in the screenshots here) the other such doors are at least understandable from the perspective that they make the city feel bigger and some are even connected to buildings that just haven't been filled out yet one pro this mod has is it's Grey Quarter ramparts that lead you to the upper parts of the city and a cramped in that really gets the atmosphere of desperation and destitution across but I admit what attracted me to the Windhelm portion was The Pit I'm sure we've all hear and know about the Pit by now so I won't bore anyone with the original plans but rather talk about how it was implemented here at the entrance two of the characters cut from it greet the player and cycle through their dialogue it's clear who the bookkeeper is the arena is recreated perfectly with the only problem being that the combatants in it are hostile the script that made them non hostile in oblivion is missed but not to much because lucky what has been retained from Oblivion is the invisible wall between combatants and spectators. while there is no way to take part in the fights yourself it is a nice inclusion but ultimately far from tipping the scales in its favor
Comparison with other mods
Other mods have had similar ideas to this one weather by virtue of serendipity or due to taking direct interspersion the most noteworthy being the JK series and the Dawn of series I personally prefer the JK series to Dawn in every single instance but your mileage may very. Similar ideas between those mods and this include upgrading the ramparts/having player access to them (JK, obvious improvement most would think of), adding Merchants and stalls everywhere (Dawn of whiterun, obvious it's called the trade capital) adding a Ysgramor statue in the exact same area that this mod puts one (Dawn of Whiterun less obvious), adding an east empire company at the guards barracks right around the entrance (both mods, less obvious) JKs Whiterun was released 2016 around the time this mod stopped being developed and Dawn of Whiterun started in the same year as this mod and seems to have completed in the same year as this mod. As I've said before I'm generally not a fan of the Dawn of series so even with it's doors that lead to nowhere I'd prefer this mod over it if for nothing else than the inclusion of the Pit and Motel. However I would still recommend JKs Windhelm over it any day (it includes not only a similar upper grey quarter area but many other secret alternate routes). I've just seen the Solitude version on Youtube and I'd recommend JK's Solitude over that too. and to reiterate I generally prefer this mods version of whiterun (that has been fixed in SE) except for a few areas such as the Skyforge which I believe is better in JK's. I would like some mod that combines this version of whiterun with JK's and either removes the Ysgramor statue or copies his implementation in Dawn of Whiterun with the small shrine and displayed Jorrvaskr shields