Skyrim Special Edition

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Created by

EEK

Uploaded by

EvilEyedKyo

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About this mod

This mod overhauls Warmaidens in Whiterun using various resources from around the Nexus and from community favourite mods. There are also patches/versions available for Open Cities Skyrim, ICAIO and JS Armored Circlets.

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This mod overhauls Warmaidens in Whiterun using various mod resource packs found on the Nexus as well as assets from community favourite mods Bandoliers - Bags and Pouches, Winter is Coming SSE, HD Photorealistic Ivy, Heavy Armor - New Weapons, JS Armored Circlets, KD Circlets Redone and the High Poly Project.

Considering the nature of the store if I was to make everything stealable it would cause game balance issues, so whilst I have increased thieving potential I have kept a lot of the items as statics.

The mod also comes with a new building mesh that adds a new window to the exterior to match the one added on the interior. There is also a new wrintroofcorr01a mesh which has had it's shader properties tweaked to fix a blurring issue on the roof slats.





Thanks again for a new video Hodilton


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This mod is compatible with all Whiterun City overhauls as it's only editing Warmaidens interior cell.

Any mods that makes changes to the same interior as this one will be incompatible. Some mods such as Distinct Interiors are un patchable and need to have the Warmaidens entry deleted through SSE edit. Also some mods are not worth patching as I would delete everything anyway. To do this only takes 30 seconds and is well worth learning as it will make your life so much easier.

Using ELFX as an example:

  • Open ELFX in SSE Edit
  • Navigate to Cell - Block 8 - Sub-block 7
  • Right click Warmaidens and remove
  • Yes you are sure
  • Save and exit

The following mods need to have the Warmaidens entry (Cell - Block8 - Sub-block7) deleted from them:


In an effort to reduce the amount of patch esps I have implemented my own lighting and effects. It is done very much in the style of ELFX and RLO and copies the lighting colours from RLO (with permission from Sydney666). You willl need to remove Warmaidens from any lighting mod using the method mentioned above. If you don't you will have extra lightbulbs and effects present that will cause lighting and perfromance issues.

As with my other interiors I have provided several esp versions with integrated patches. Only use the one related to your load order.

The Open Cities Skyrim versions just forwards the teleport destination records for travelling between Warmaidens and Whiterun.

The Immersive Citizens versions moves X and idle marks to better suit the new store layout. It also forwards the new nav-mesh and fog settings.

The JS Armored Circlets patch lets Erdna take over the jewelry counter upsatirs, moves his stash and deletes some crockery. I have also given him a new AI package that sets him to work 8:00-20:00, 20:00-23:00 Drunken Hunstman then 23:00-8:00 in the Bannered Mare. Whilst the ownership of the new counter is set to him he will still sandbox around.

To allow this patch to work you will need to change the name of the main esp to EEKs Warmaidens SSE as this is the required master for the patch to work. Doing it this way saves me having to upload/update several different versions.




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Install in your preferred manner as usual. Whilst the mod is safe (won't break anything) to install mid play through a new game is recommended to stop anything appearing that is baked into your save. You will need to disable through the console if you come across such things.

LOOT should sort things fine but just in case you will need to load mods in this order:

JS Armored Circlets
Open Cities Skyrim
Immersive Citizens
EEKs Warmaidens
EEKs Patches 


If you are just using the standard version (non patched) then load order won't matter.





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NPC's tend to gather in the center of the store. I think this is related to the way AI was set up in vanilla Skyrim with the old store layout. There is a marker where they gather and I think their AI says go here and hang around within a certain radius of that marker.

This knocks onto Populated Cities who's NPC's appear to be set up the same way. Also ICAIO does something similar with it's own marker. The store is fully navmeshed with plenty of idle markers but they still don't seem to interact with anything. Using Multiple Floors Sandboxing will help this, I recommend the ini option.

I am reluctant to patch Ai as it's potential to conflict with other mods is significant so you'll probably be best asking the other mod author for a patch, as they will have a better understanding of how they set it up.

If you find the glass appears all cloudy it means that something else in your load order has turned fog back on in the cell. This mod disables fog for that express reason and it can be solved with a load order tweak.

I use Noble Skyrim and have changed/remapped quite a few meshes with these textures in mind. I mainly used wrwoodbeamint01 so if your textures change this to stone for example things might look a bit funky

Lightbulbs are maxed out so introducing another light source may cause some flickering.

Let me know in the comments if your having any problems with this mod and I'll see what I can do to help. Please provide as much infomation as possible to help speed things along.




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Without these folk's hard work and talent a lot of mods would never happen so a big thanks to them for not only their assets but their tutorials as well.


Whilst I think this is everybody I still may have missed someone or got names jumbled. If that is the case please let me know and I will make the necessary ammendments.