I'm trying to complete this mod from the idea by myself. There are also some interiors need to be made. I'm trying to replenish more things on the wall defence (at the central wall), the author had added something there but did not set any ladder.
Basically, this is the best mod for me to fortify Whiterun, but there are still too many things need to be solved.
1 year later, I'm re-trying to do something for this mod. The last time I couldn't complete it is because of a serious Navmesh bug. In this time I try not to modify Navmesh first. However, I've combined it with some of the JK's Whiterun elements. It may look more of personal taste from me but in my opinion it is generally the best look of Whiterun.
Not yet. The issue of copyright is very complex if you try to use other people's works... My goal is to combine things to be the Whiterun that I think the best one. Recently I add some elements of JK's Whiterun, because I think his mod is good at adding something good in many corners. But basically I avoid to plant a bunch of trees or other plants like many overhauls did. I found an easy way to fix Navmesh, just use SSEEdit to remove modified broken Navmesh. Whiterun should be a commercial, populated and lively city, but I will not add commoners to expand the population, just roughly remain the new NPCs (about 7-9 people) created by 7K, and the issue about population expansion will be handed over to other mods.
I made the street alchemist's house interior, just near the alchemist's shop. This mod is amazing but lack of many details like someone's residence, NPC balance, stability, etc. I tried to remove some unused contents to make the mod stable. The orientation is to keep only new NPCs, vendors and buildings in the mod, no new quests. However, to improve a city is really difficult and time-consuming, it would be related to many interiors and new NPCs' AI packages. I spent many hours on checking a house's light, also checking whether something is overlapping, whether player will stuck in somewhere, etc. Last month I completed my personal Dovahkiin's Hideout which is smaller than a city, then back to do something for this better Whiterun. I'm not sure when will it be completed, but currently everything looks all right.
Hello guys, I think that I've completed most parts of the project. However, I feel tired again. The remaining part of the tasks is to add Navmesh into the city, maybe also some details. I think my modified version is almost completed, but I need a long rest. I've spent over 2, maybe 3 months on modding the Whiterun. Most of the main modified parts were not originally created by me, but I can say that this combined version is VERY wonderful. I decided to complete the mod first and then get permissions from the authors of the mods I used (7K better Whiterun, JK's Whiterun, Whiterun Outskirts Market, and a statue resource) to upload the mod (if I finally decide to).
@re32767 Cheers man! I really hope that you still continue on working on this mod. I'm still not satisfied with Jk Whiterun, Another Skyrim Whiterun, Better Cities Whiterun, and the like. If you ended up releasing your version, it will be very refreshing to us
Thank you! Recently I restart to do something for this mod. Roughly if you don't mind too much about its details(however, last year I focused on the mod's details very much. For example, trees and leaves should not insert into roofs, and avoid something else which looks weird. Also, I made the new details to fit vanilla game style as possible as I can, you would not find something abrupt, although it might just be my subjective idea.), it has been an almost-completed mod! The last important task is to complete its Navmesh(what leads NPCs to find paths to walk). I personally enjoy this mod and see it as the true Whiterun. Currently you could find some of the mod's content in my image page (7 pictures).
Yep I've done the completed version 3 or 4 years ago. Recently I made just a little change for the Kynareth statue. I call this mod perfect and lore-friendly from my very strict standard. 100% navmesh fluent. No weirdly unwalkable spot. No densely items to make any corner looks no longer like Skyrim (many Skyrim scene builders often do this). Have tested it for huge tons of times that made me vomit. Remains most of things the original 7K Whiterun has. Also several Whiterun mods are referenced or directly added. Plus I created interior homes for NPCs from 7K's Whiterun, such as that old alchemist's house behind his stall, and blacksmith's home, outskirt market vendors' rental room in an inn, etc. All NPCs have a reasonable schedule not just staying at a spot. But I stopped playing Skyrim for about 3 or 4 years. This mod quite consumes my vitality a lot that seems to make me hard to 100% restore my vitality to before. Now I've forgot most details how I made it. Also, my personal version for my playthroughs is merged with my personal Breezehome mod. I'm not sure whether there is still a without Breezehome version in my device. I left some of the mod's pictures in my page when I was still crazily developing it. But unfortunately, Nexus changed the policy in 2021 that discourages many modders to keep sharing things here. As for my modified version, it borrows too many modders' works so I'm lazy to get each of their permission, so roughly I don't plan to upload the mod. I thank to those modders who still keep excellent mods on this site to my convenience, but personally I may stop uploading anything here. Before 2021 there were some people requested me to give them the mod for personal use, but now I may even refuse this request because I think it may involve in many issues. Now I'm unseriously merging all mods from my mod list to be an unified plugin. I may quit it anytime to do other things because the project is much larger than anything I did before.
--
Replenishment: Recently I still find few very minor bugs like I ignored to set ownership on a cabinet of few paper rolls and scrolls. But Bethesda often leaves these minor bugs too, their standard isn't higher than mine. I think the hardest and silliest part of modding a Skyrim scene is navmesh. It is like you cut a piece of cake but if you cut the cake too frequently, the cake gets crushed, then you ruin the cake in which you spent dozens of hours on. Then in game you'd find NPCs act very buggy. Bethesda should develop a better system to navigate NPC behaviors.
I still want to praise 7K. Even in 2024, 7K's concept of Whiterun looks the most commercial city compared to all other Whiterun mods. Nobody else managed to catch this sense of scene during these 12 years. I think the stalls in plain district is the most eye-catching part.
Do you mean you install this mod, get the bug, uninstall the mod, and then still have the bug? If anyone plans to install this mod, I recommend you to use TES5Edit (or SSEEdit for SSE) to simply remove the quest part in this mod first. I think it is the safest way to use the mod. The quest part was probably the author's uncompleted idea. Again, thanks to the author's outstanding idea to make Whiterun better. I think I couldn't find any better idea to be the base of what Whiterun should look like.
For some reason this mod bugs my thieves guild.. a shame cus i liked this mod best of all whiterun improvement mods.. saw someone alse comment on a forum when i tried to fix the bug that this mod was the chase.. when i uninstalled it my bug for the thieves guild also disappeared.. so it must be this mod
I read it also breaks the college questline. Prevents hitting the books from initiating after saarthall when you speak to the archmage. ive never used this mod myself but for some reason my college questline is broken on two different characters. one of them being brand new character too.
wytsejo wrote: For some reason this mod bugs my thieves guild.. a shame cus i liked this mod best of all whiterun improvement mods.. saw someone alse comment on a forum when i tried to fix the bug that this mod was the chase.. when i uninstalled it my bug for the thieves guild also disappeared.. so it must be this mod
EB64 wrote: Read the rest of the posts here and you can have the mod AND fix that issue...
Darkness2591 wrote: I read it also breaks the college questline. Prevents hitting the books from initiating after saarthall when you speak to the archmage. ive never used this mod myself but for some reason my college questline is broken on two different characters. one of them being brand new character too.
This mod SUCKS!! It's broken the college of winterhold quest and also some others. It also adds some really high level NPC's like a Thief in guildmasters armour and Marauders at bleakfalls barrow which makes it near impossible with a starting character... Avoid!
That is not how I would phrase it, but radioactivegary points are valid.
While I like what 7k did with Whiterun, I would highly recommend to at least add some details to the description page describing that high level thugs start to roam the Riverrun area - even at player level 1 - after someone installed this mod. So for now I have deinstalled it.
Theses high level bandits should be optional or - even better - put into a new mod that says to add high level thugs in the title.
Considering the mod is essentially dead, there will be no updates. But for the millionth time...
You can fix the broken quests and get rid of the high-level mobs by simply removing the RRBetterWhiterunInt.esp file as that is what's broken. It minimally impacts the mod, and fixes all those issues.
I would love to see someone take it and fix the problems, but I don't think anyone's going to do that at this point.
Of course, if you guys would actually READ the comments section, you'd see the bunch of times I already tried to explain this to people, but coming here and just making a post whining about it is fine too, I suppose.
EB64 settle down, you can't expect people to search for your posts for an answer to a problem they don't even know they have. As if everyone inherently knows that some pages back a comment you made holds a workaround.
I've checked all contents by SSEEdit. I removed those things that look unrelated to Whiterun itself. I want the mod to be pure as a Whiterun mod as it can. Everything looks clear if you use xEdit to check them. Currently I could merely let the modified version to be my personal Whiterun overhaul mod, since I haven't got all uploading permissions by the original authors of the mods in which I adopted in my modding. I think that to seriously modify Whiterun is a very heavy work since you didn't decide to add trees and then call it "city overhaul". The mod is still alive in some aspects because I'm integrating it to be a completed version. I've created some interiors by myself, combining the three plugins to be one, doing many adjustments, and more. Currently the completion of my version is about 40% by my rough estimating. Stability for vanilla game is one of the most important things in my goal. This may be my last large-scale modding, because after this I want to purely play a playthrough. The others vanilla main cities are good enough in my opinion.
Walls with Murlons need walkways which are accessable from areas where just guards are going. Towers with arrow slits have to be a bit forward so the archers can shoot in all directions while covered. There is a wooden walkway to a tower on the first gate to the cloud district which has no protection from down below. If attackers rush in they'd be able to shoot the guard on the tower because he can't take cover behind ... well ... MURLONS xD you got murlons where they don't make any sense and no murlons where they're necessary But you did very well ! I am impressed that someone went through the hassle and fortified this gem of a city I really couldn't wrap my head around a reason why bethesda fucked up the defences so much.
Been a long time since this mod was updated, but even so, this one is, in my opinion, the best mod for making a better Whiterun. All others only focus on high-traffic areas or add a crapload of vegetation to a location where, honestly, there's no reason for there to be a boatload of trees and flowers and bushes. It also doesn't have as many glitches, very few conflicting issues, and doesn't add a depressing slum like other mods do.
So, yeah, all these years later, still the best Whiterun improvement mod ever. In my not-so-humble opinion.
1089 comments
There are also some interiors need to be made.
I'm trying to replenish more things on the wall defence (at the central wall), the author had added something there but did not set any ladder.
Basically, this is the best mod for me to fortify Whiterun, but there are still too many things need to be solved.
My goal is to combine things to be the Whiterun that I think the best one. Recently I add some elements of JK's Whiterun, because I think his mod is good at adding something good in many corners. But basically I avoid to plant a bunch of trees or other plants like many overhauls did. I found an easy way to fix Navmesh, just use SSEEdit to remove modified broken Navmesh. Whiterun should be a commercial, populated and lively city, but I will not add commoners to expand the population, just roughly remain the new NPCs (about 7-9 people) created by 7K, and the issue about population expansion will be handed over to other mods.
However, to improve a city is really difficult and time-consuming, it would be related to many interiors and new NPCs' AI packages. I spent many hours on checking a house's light, also checking whether something is overlapping, whether player will stuck in somewhere, etc. Last month I completed my personal Dovahkiin's Hideout which is smaller than a city, then back to do something for this better Whiterun. I'm not sure when will it be completed, but currently everything looks all right.
I've spent over 2, maybe 3 months on modding the Whiterun. Most of the main modified parts were not originally created by me, but I can say that this combined version is VERY wonderful. I decided to complete the mod first and then get permissions from the authors of the mods I used (7K better Whiterun, JK's Whiterun, Whiterun Outskirts Market, and a statue resource) to upload the mod (if I finally decide to).
Cheers man! I really hope that you still continue on working on this mod. I'm still not satisfied with Jk Whiterun, Another Skyrim Whiterun, Better Cities Whiterun, and the like. If you ended up releasing your version, it will be very refreshing to us
Also, my personal version for my playthroughs is merged with my personal Breezehome mod. I'm not sure whether there is still a without Breezehome version in my device.
I left some of the mod's pictures in my page when I was still crazily developing it.
But unfortunately, Nexus changed the policy in 2021 that discourages many modders to keep sharing things here. As for my modified version, it borrows too many modders' works so I'm lazy to get each of their permission, so roughly I don't plan to upload the mod. I thank to those modders who still keep excellent mods on this site to my convenience, but personally I may stop uploading anything here.
Before 2021 there were some people requested me to give them the mod for personal use, but now I may even refuse this request because I think it may involve in many issues.
Now I'm unseriously merging all mods from my mod list to be an unified plugin. I may quit it anytime to do other things because the project is much larger than anything I did before.
--
Replenishment: Recently I still find few very minor bugs like I ignored to set ownership on a cabinet of few paper rolls and scrolls. But Bethesda often leaves these minor bugs too, their standard isn't higher than mine. I think the hardest and silliest part of modding a Skyrim scene is navmesh. It is like you cut a piece of cake but if you cut the cake too frequently, the cake gets crushed, then you ruin the cake in which you spent dozens of hours on. Then in game you'd find NPCs act very buggy. Bethesda should develop a better system to navigate NPC behaviors.
I still want to praise 7K. Even in 2024, 7K's concept of Whiterun looks the most commercial city compared to all other Whiterun mods. Nobody else managed to catch this sense of scene during these 12 years. I think the stalls in plain district is the most eye-catching part.
If anyone plans to install this mod, I recommend you to use TES5Edit (or SSEEdit for SSE) to simply remove the quest part in this mod first. I think it is the safest way to use the mod. The quest part was probably the author's uncompleted idea.
Again, thanks to the author's outstanding idea to make Whiterun better. I think I couldn't find any better idea to be the base of what Whiterun should look like.
saw someone alse comment on a forum when i tried to fix the bug that this mod was the chase.. when i uninstalled it my bug for the thieves guild also disappeared.. so it must be this mod
double post
While I like what 7k did with Whiterun, I would highly recommend to at least add some details to the description page describing that high level thugs start to roam the Riverrun area - even at player level 1 - after someone installed this mod.
So for now I have deinstalled it.
Theses high level bandits should be optional or - even better - put into a new mod that says to add high level thugs in the title.
However, what 7k did with Whiterun is great
But for the millionth time...
You can fix the broken quests and get rid of the high-level mobs by simply removing the RRBetterWhiterunInt.esp file as that is what's broken.
It minimally impacts the mod, and fixes all those issues.
I would love to see someone take it and fix the problems, but I don't think anyone's going to do that at this point.
Of course, if you guys would actually READ the comments section, you'd see the bunch of times I already tried to explain this to people, but coming here and just making a post whining about it is fine too, I suppose.
Currently I could merely let the modified version to be my personal Whiterun overhaul mod, since I haven't got all uploading permissions by the original authors of the mods in which I adopted in my modding. I think that to seriously modify Whiterun is a very heavy work since you didn't decide to add trees and then call it "city overhaul". The mod is still alive in some aspects because I'm integrating it to be a completed version. I've created some interiors by myself, combining the three plugins to be one, doing many adjustments, and more. Currently the completion of my version is about 40% by my rough estimating. Stability for vanilla game is one of the most important things in my goal. This may be my last large-scale modding, because after this I want to purely play a playthrough. The others vanilla main cities are good enough in my opinion.
-.-
There is a wooden walkway to a tower on the first gate to the cloud district which has no protection from down below. If attackers rush in they'd be able to shoot the guard on the tower because he can't take cover behind ... well ... MURLONS xD you got murlons where they don't make any sense and no murlons where they're necessary
So, yeah, all these years later, still the best Whiterun improvement mod ever. In my not-so-humble opinion.