Well I tried it out, great Mod! Actually my favorite Whiterun expansion, and the exterior changes actually work well with Immersive Citizens, the interiors are another story, I had to remove the inn and the shop interior edits because they are incompatible with many mods, but the other interiors work well with ELFX.
A few objects here an there like some of the additions in Dragonreach or the cart before the Huntsman I also deleted, but overall I really like this mod, gives Whiterun really a more city like feeling and the new NPCs and buildings fit in.
Just curious if you've changed the textures of the stalls, statues, and furniture. I just think it looks really bizarre with the stone texture stretched over it, and would prefer the original.
Huge thanks for the update on this. I could only do a brief run through but the changes are there. I see you still kept the Elmertusk guy and thankfully, he's fixed now. Sad to say, most problems I have still remains. The minor issues with iqNPC: female labourer's path being blocked by the grindstone and caged up area and drunk labourer's path being blocked by the cart outside the Drunken Huntsmen remain unresolved. Not much of a biggie though, but it'd be great if you could one day make a separate patch for this.
Mainly of my concern however, is that I'm still getting the enter/exit door bug with NPCs in the Drunken Huntsmen. I went into the inn and already it was happening. 2-3 NPCs exiting and entering the backdoor repeatedly. Are you sure you fixed this yet?
um, that wasn't my question. Anyway Elmertusk didn't go aggro on me in this version, plus he has a new name apparently. It's the door bug in the Drunken Huntsmen I'm still having trouble with. Have you checked the navmesh for this specific interior place?
I got the same issue with the Drunken Huntsmen door. NPCs just keep going in and out through the door. As soon as one exits, another enters the inn once again, then same one exits again, then enters again in a never ending cycle. Strangely, from outside the inn, I dont see it happen. I only see it when inside the inn itself. It's especially the new NPCs by this mod that are doing it.
I still have no clue. Although it let me check it again. Im sure the clean install" fixes it. I remember seeing this once or twice. EDIT: Yep it works for me. Nothing is wrong with the navmesh. The only thing that seemed a little strange was when my follower (sofia) insulted Nazeem and he left the Inn/Bar.
Man, this is weird and getting rather frustrating. I tried reinstalling the mod then loading on an earlier clean save, went over to the Huntsmen and again I get the same problem. Tried it again after a cell reset and still same thing. Now this time I tested on my current savegame, but after cleaning it and removing all scripts/script instances. Entered the inn and yet again nothing changes. So I tested all this on these circumstances (savegame without the mod previously, cleaned savegame, savegame after a cellreset and cleaned) and none of them are free of the bug. wtf
From what I know it seems to be quite random. A few NPCs can exit normally and never re-enter, while some notable others will always be caught in the bug. Even worse, sometimes when the NPC re-enters, there will be one or two other NPCs from outside who will be caught in the bubble as well. One NPC I remember, this one called Luritia, is the biggest culprit of all. So is there no fix to this? Maybe remove that door from the inn or something? O_o
there's some other smaller bugs I also notice all around the Huntsmen building. The new tree stumps for NPCs to sit on can sometimes glitch and two NPCs can end up sitting on the same stump, glitched inside each other. The wagon outside the Huntsmen also, isn't well placed. Any NPC walking down the path from the inn will always be blocked by it
The double seat/stump shouldn't happen. Maybe play the game for a while and it'll go away. I thinks thats when i originally seen he bug when i first re installed it happened. So i went off did a few quests came back and its never happened again. The path at the front is one thing i forgot to change D: there was so much to attempt to fix with navmesh i totally forgot about it. I will release a fix sometime this week and ill attempt to address this issue. All i say is play the game a bit with the mod installed, see what happens. make sure you leave Whiterun hold for 10 days (ingame) this is so everything resets.
Well, 10 days is a lot... especially when my timescale is set to 10, but I don't think that'll do much. To recorrect my previous post, the bug doesn't just happen to a few, it happens to ALL NPCs who try to exit the Drunken Huntsmen. In my final attempt, I tried another by method: by using console command to lock the backdoor. I set it to Master locked and this seemed to stop a few NPCs from re-entering. Fixed? Nope. After I did this, the NPC started entering/exiting from the main entrance door instead! One of them still went/exited by the backdoor, completely bypassing the Master lock. I swear just staying 1-2 minutes in the inn, I must have heard the doors opening and closing over a hundred times or so. I'll try another cell reset anyway but if that doesn't work, I don't know what else.
EDIT: Ok, that didn't work. I even started a brand new game, ran over to the inn and still got the exact same problem. Are you sure everything is works fine on your end? Wait inside for any NPC to exit the place and they should eventually re-enter within a few seconds
Nazeem entered during that video i believe, yep and before had i had checked (5+ mins) and i still had no issue. Have you tried the 'hotfix' that might fix your issues. This bug is becoming a real pain because its not happening for me. The hotfix, which may or may not fix it has just had the cart moved slightly back and the doors redone.
Holy smhokes. The hotfix does work, well, mostly. Tested it out and now I see the NPCs exit out of the door without returning. But the bug is still there, just much more reduced now. Tested on several instances for this, on different timings and from what I notice so far, there sometimes will still be one random NPC caught in the door bug but for everyone else however, it works fine. Better than what I was experiencing before... EDIT: I also managed to upload a vid of the bug, this was taken before the hotfix: http://www.youtube.com/watch?v=qmJiV4XTcw8&feature=youtu.be the gltiched lighting must be from ELFX conflicting
getting the leave in & out of door bug too. and the problems w/ Inconsequential NPCs. but this is still a very good and promising whiterun mod! LOVE the DH interior! this is my fave whiterun mod... http://www.nexusmods.com/skyrim/mods/30046/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30046%26preview%3D&pUp=1
it has quite a few tech problems tho. but maybe it'll offer some inspiration
Yep, just did a brief run through with this mod and I gotta say it's very well done. The new houses fit in real nicely to the rest of the city and NPCs aren't just the generic-looking type. I don't feel quite right about the Priory house outside the gates though. A courier service shop or guard outpost would be a better replacement in my opinion. And to note, there's some conflicts with inconsequential NPCs I notice. One of female labourers from the mod is supposed to have a daily routine of going down to the river basin near the city entrance to collect water. But with your mod, the path to the river is caged up and also blocked by the grindstone, leaving her AI package somewhat glitched, I think. (pic: http://imgur.com/Vs6WR9J)
And one HUGE bug I've found: two NPCs from the vanilla game have suddenly popped up in the city even though they don't belong there, specifically I'm referring to the bandit Eisa Blackthorn and the ghost, Svaknir. They only appeared after I installed your mod, ontop of Alternate Entrance. So could it be your mod causing this?
lastly, it'd be great if you could provide better details on the mod. I can't find the book anywhere in the Bannered Mare and I'm clueless about this new courier satchel feature you've added in.
yeaa, i searched inside the bannered mare too, but lets be honest, the bannered mare is epicly redesigned, much better than all mods, and all vanilla,, its more like an inn from the Better Cities mod for Oblivion, only better , The bannered Mare interior made me switch to this mod from my other whiterun mod...
anyway, back to the point, you must go outside the Inn, and go around, theres a small window-like opening in the back of the building where you can find the books, 4 of them, like an outside MCdonalds Shop-Window, only in medieval times, I like that change too, fits in nicely
Regarding that HUGE bug with Inconsequential NPCs, I am also using that mod now. You could try and find that NPC which has that package, and disabling it youself in tes5edit, thats what im thinkering to do now,, aint that easy tho lol, but im trying
Eh, I'd rather not mess with AI packages and besides, it's a pretty cool routine she had. Going down to collect water for the well; it really adds a deep level of immersion. Anyway that's not the HUGE bug that concerned me. It's about the two glitched NPCs I have. At first I noticed it because of the ghost guy, then I went to check and realized he was actually from the vanilla game, as well as the woman standing next to him, Eisa. http://elderscrolls.wikia.com/wiki/Svaknir http://elderscrolls.wikia.com/wiki/Eisa_Blackthorn
I don't know how the heck they came to be there but the only two mods I had installed prior to this was Alternate Entrance and this mod. I've checked their REF id and they're apparently the real NPCs, not duplicate clones or anything. Disabling(getting rid of) them might be seriously game-breaking in relation to the quests they're tied to, heck, I think the quests have already been broken by now. For now, I can't continue using this mod because of this. I'll have to check through again.
I haven't even gone near or touched any vanilla game NPC's that aren't from whiterun, so i have no clue why those npc's would pop up in game. I have started playing through Skyrim again, Where did they pop up so i may check when i get back to whiterun. Try the ResetAI console code that might work. Ahh i've never seen the inconsequential npc person get water from that area, but that should be an easy enough fix. ill just move it to the other side. when i make a patch.
And yeah, by the back of the Bannered mare, i meant outside back of it, just so its out of the way.
And about the outskirts, How's about i make an outskirts "extension" with a courier stall and a census office, ect?
I did some quick testing, with the mods disabled and still the ghost NPC and Eisa are present in the city. So yeah my mistake, it's definitely not this mod or AE causing it.
My best guess is that it's somehow related to the previous Whiterun mod I used, Ultimate Whiterun. For that mod, there were also reports of a ghost NPC hanging around the marketplace, similar to my case. update: ok, I reverted back to my orginal save with Ultimate Whiterun installed and the ghost NPC + the bandit are ALREADY present there. damn, I'm so screwed
Daym that sucks, Have you tried the "resetAI" console code? It might move them back to where they are meant to be. I also played skyrim for an hour or so, checked Whiterun sold some stuff, ect. I didn't see them so yeah. But i did find one bug. Which could be related to my installed mod's. I's in the Jorrvaskr basement in the armory/combat room. Im also thinking of re-navmeshing the market area, because i've noticed that npc's are getting caught on something.
No, resetAI never works for me. resetAI, disable, enable; that's what I tried and they just reappeared in front of me. I also tried the 'moveto player' command to move the NPC but she just runs back to the same spot behind the market stall. In the end I just gave up and disabled them both. I don't know what impact this will have when I do the related quests in the future but doesn't look like there's any other choice.
I also notice the same bug in Jorrvaskr basement btw, but it might be a different one. Left from the entrance/exit door in the hallway is just one big blank space in place of where the end wall should be. Going through however it leads me to something like a room extension
Ok i actually think having them disabled wont affect anything. The quest involving Eisa Blackthorn only involves her being attacked at the front of the place she is meant to be, if she died it don't matter so my guess is it don't matter. The other npc Svaknir has a quest script running, which places him at certain places when (*SPOILER*) you go fetch a copy of Olaf's Verse in a dungeon. He sorta pops up and then disappears. So if im right he'll pop up no matter what.
Anyway back to the mod, I did find the small stall behind the Bannered Mall, tested the books and they work, though FPS difference is unnoticeable to me. I notice there's only one Disable Clutter book however, with no "Enable Clutter" book accompanying it. So that means once I disable clutter, is there no reverting back?
And apart from the Jorrvaskr glitch, there's some terribly weird bugs going about with the Drunken Huntsmen inn. I entered the place at night and there was this archer guy called Elmertusk who was in a aggressive stance, looking up at a NPC called Lauder, who was sleeping at the attic above. A few seconds later he had turned full hostile, and the whole place turned into chaos with both men were going at each other. edit: Seems it happens to just about anyone in the place. Elmertusk just goes aggro toward whoever is nearest to him. I used my Voice of Emperor to calm him but just a while later, the entire place turns hostile again. NPCs were attacking each other, and some even attacking me. wtf?
Also to say, the navmeshing in the place itself seems uh, little bugged. A few NPCs including the owner Elrindir would constantly exit and enter the place repeatedly through the side door. Like, one or two NPCs would enter, then exit, then reappear again as they re-enter the inn and this keep going on and on repeatedly. This mod definitely needs a lot more polishing. Can you look into this?
Yeah the book bounced somewhere i noticed it and am fixing it. I also noticed the navmesh i have been redoing it all by hand, just bare with me because auto generating it can cause all sorta of problems. I've never seen his agro. i think ill just remove elmertusk. the same thing happened with the other one version of this mod. Ill have an upload this weekend.
oh yeah, forgot to mention, one more conflict with the iqNPC pathing I noticed: outside the Bannered Mare at night, a labourer has a nightly routine of being outside at the doorsteps and waving about his cup of drink, acting drunk I guess. But with your mod, the cart near the sign is blocking the pathway for him to move forward as seen here: http://i.imgur.com/O2Sq4Lu.jpg?1 . I don't know how this affects other NPCs but it's clearly blocking the labourer from reaching his "partying spot" which leaves him just standing halfway there throughout the night.
There's navmesh issues outside as well I notice, some occur around the Gildergreen tree (http://i.imgur.com/p48giYI.jpg?1) and the path through the Uthgerd's and Graymane's houses has NPCs walking back and forth in a loop, usually when there's more than one of them walking close to each other. Maybe it's just a vanilla bug, I don't know. Well, that's all the bugs I know of. otherwise, great mod. I'd endorse more than once if I could
Most of the navmesh is untouched. but some of it i have touched in cells, thats why im redoing all the navmesh its a pain, bare with me. im tired and have lots of study.
yeah I understand, navmesh is the hardest to do alright. Hope I'm not pressuring you or anything, just wanted to help point out the bugs in this. Honestly, if you could just fix the entering/exit bug in the Drunken Huntsmen, that's good enough for me.
-anyway, Im switching from Dawn of whiterun to your mod, its really awesome
Running this mod together with Dawn of Whiterun: -actually, I tried it together with dawn of whiterun lol, it kinda works, theres a small clipping issue right before you enter the marketsquare from the gate, the cart you added clipps with the marketstall, (so this object, a5006965 clipps with this one,6f0d2ff3(but i merged dawn of whiterun with the market outskirts, so in the original it may differ ), and i cant even disable it in the console,the object from your mod just wont dissapear, weird)((disabling instead the marketstall from dawn of whiterun worked tho, so that solved the clipping annoyance, I only wish the game wont explode now cuz of navmesh entanglements lol)) maybe you should consider making these 2 mods compatible?(((just cuz I didnt see any other problem while running these 2 mods together,,,dawn of whiterun makes very light changes to the city, and by the looks of it, you strive too for compatibility and lightweightedness, which is always a good thing)))
edit:another small clipping issue at the fishery, but this one is not an eyesore, I almost didnt spot it
The fact is having that many items in Whiterun will cause your graphic's card to burn out. No matter how good your computer is now. With all the items enabled (back of Bannered mare) it is already over its Mb limit in the creation kit. Adding that will double it to an outrageous amount that will kill most computers instantly.
I wont enable the trees nor the clutter items then, i enabled them to test, and i dont see a difference with the clutter enabled, not that big a difference,, but those trees look awesome if enabled
yea, i think the Fishery is added by Dawn of whiterun, is just behind Arcadias Cauldron..I deleted those 3 objects which conflicted with your mod from Dawn of whiterun in tes5edit, and im using them together,,no problems so far, i played the whole morning,, true i went straight to solitude on business lol..but game didnt crash or anything, so i guess its cool
Hmm, ive a 2gigs nvdia gt 5.0 shader card, i really hope i wont burn it out, tho its struggling a bit with Watch Dogs if i max the settings .im also using EnBoost, and all the SKSe tweaks i could find, like the SSME, and other stuff..i dont play games on high settings, skyrim is on medium, cuz i think thats how the developers intended it to be played, on optimal
You scared me now lol, i read that mostly only those who overclock their computer are in danger of damaging the components(cuz despite im on medium graphics, i have a total overhaul for the cities, bunch of city mods, SFO, whole game is retextured,,,but no ENB, i dont like them)...i used to play skyrim with a shader 3.0 emulator on a pixel shader 2.0 ati radeon x1100 integraded chip and a dual core cpu- laptop from 2006, for 2 years lagging all across skyrim, and that didnt burn out, so if i burn my new laptop ill throw it out of the window
anyway, i really like your mod, best whiterun mod. really makes the city feel like a trading city..but whats the best about your mod, is that it uniquely redesigns the interiors. Amazing talented work, so thats why if im to choose, im chosing this mod over dawn of whiterun,, but so far for me they go well together if tweaked a bit(deleted the placed objects in tes5edit so theres no clipping)
62 comments
A few objects here an there like some of the additions in Dragonreach or the cart before the Huntsman I also deleted, but overall I really like this mod, gives Whiterun really a more city like feeling and the new NPCs and buildings fit in.
I really hope you continue this mod!
Tracked, for if you ever continue the mod.
but i use jk skyrim so if i ever unistall that ill use this
How will this effect performance, seeing you were already over the maximum memory limit?
BR 13
Mainly of my concern however, is that I'm still getting the enter/exit door bug with NPCs in the Drunken Huntsmen. I went into the inn and already it was happening. 2-3 NPCs exiting and entering the backdoor repeatedly. Are you sure you fixed this yet?
It's the door bug in the Drunken Huntsmen I'm still having trouble with. Have you checked the navmesh for this specific interior place?
I remember seeing this once or twice.
EDIT:
Yep it works for me. Nothing is wrong with the navmesh. The only thing that seemed a little strange was when my follower (sofia) insulted Nazeem and he left the Inn/Bar.
Now this time I tested on my current savegame, but after cleaning it and removing all scripts/script instances. Entered the inn and yet again nothing changes. So I tested all this on these circumstances (savegame without the mod previously, cleaned savegame, savegame after a cellreset and cleaned) and none of them are free of the bug. wtf
From what I know it seems to be quite random. A few NPCs can exit normally and never re-enter, while some notable others will always be caught in the bug. Even worse, sometimes when the NPC re-enters, there will be one or two other NPCs from outside who will be caught in the bubble as well. One NPC I remember, this one called Luritia, is the biggest culprit of all.
So is there no fix to this? Maybe remove that door from the inn or something? O_o
there's some other smaller bugs I also notice all around the Huntsmen building. The new tree stumps for NPCs to sit on can sometimes glitch and two NPCs can end up sitting on the same stump, glitched inside each other. The wagon outside the Huntsmen also, isn't well placed. Any NPC walking down the path from the inn will always be blocked by it
To recorrect my previous post, the bug doesn't just happen to a few, it happens to ALL NPCs who try to exit the Drunken Huntsmen. In my final attempt, I tried another by method: by using console command to lock the backdoor. I set it to Master locked and this seemed to stop a few NPCs from re-entering. Fixed? Nope. After I did this, the NPC started entering/exiting from the main entrance door instead! One of them still went/exited by the backdoor, completely bypassing the Master lock. I swear just staying 1-2 minutes in the inn, I must have heard the doors opening and closing over a hundred times or so.
I'll try another cell reset anyway but if that doesn't work, I don't know what else.
EDIT: Ok, that didn't work. I even started a brand new game, ran over to the inn and still got the exact same problem. Are you sure everything is works fine on your end? Wait inside for any NPC to exit the place and they should eventually re-enter within a few seconds
EDIT: https://www.youtube.com/watch?v=5Iw0A1gViAA&feature=youtu.be
This bug is becoming a real pain because its not happening for me.
The hotfix, which may or may not fix it has just had the cart moved slightly back and the doors redone.
Tested on several instances for this, on different timings and from what I notice so far, there sometimes will still be one random NPC caught in the door bug but for everyone else however, it works fine. Better than what I was experiencing before...
EDIT: I also managed to upload a vid of the bug, this was taken before the hotfix: http://www.youtube.com/watch?v=qmJiV4XTcw8&feature=youtu.be
the gltiched lighting must be from ELFX conflicting
this is my fave whiterun mod...
http://www.nexusmods.com/skyrim/mods/30046/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30046%26preview%3D&pUp=1
it has quite a few tech problems tho. but maybe it'll offer some inspiration
And to note, there's some conflicts with inconsequential NPCs I notice. One of female labourers from the mod is supposed to have a daily routine of going down to the river basin near the city entrance to collect water. But with your mod, the path to the river is caged up and also blocked by the grindstone, leaving her AI package somewhat glitched, I think. (pic: http://imgur.com/Vs6WR9J)
And one HUGE bug I've found: two NPCs from the vanilla game have suddenly popped up in the city even though they don't belong there, specifically I'm referring to the bandit Eisa Blackthorn and the ghost, Svaknir. They only appeared after I installed your mod, ontop of Alternate Entrance. So could it be your mod causing this?
lastly, it'd be great if you could provide better details on the mod. I can't find the book anywhere in the Bannered Mare and I'm clueless about this new courier satchel feature you've added in.
anyway, back to the point, you must go outside the Inn, and go around, theres a small window-like opening in the back of the building where you can find the books, 4 of them, like an outside MCdonalds Shop-Window, only in medieval times, I like that change too, fits in nicely
Regarding that HUGE bug with Inconsequential NPCs, I am also using that mod now. You could try and find that NPC which has that package, and disabling it youself in tes5edit, thats what im thinkering to do now,, aint that easy tho lol, but im trying
http://elderscrolls.wikia.com/wiki/Svaknir
http://elderscrolls.wikia.com/wiki/Eisa_Blackthorn
I don't know how the heck they came to be there but the only two mods I had installed prior to this was Alternate Entrance and this mod. I've checked their REF id and they're apparently the real NPCs, not duplicate clones or anything. Disabling(getting rid of) them might be seriously game-breaking in relation to the quests they're tied to, heck, I think the quests have already been broken by now. For now, I can't continue using this mod because of this. I'll have to check through again.
seriously, no else really having this problem?
Try the ResetAI console code that might work.
Ahh i've never seen the inconsequential npc person get water from that area, but that should be an easy enough fix. ill just move it to the other side. when i make a patch.
And yeah, by the back of the Bannered mare, i meant outside back of it, just so its out of the way.
And about the outskirts, How's about i make an outskirts "extension" with a courier stall and a census office, ect?
My best guess is that it's somehow related to the previous Whiterun mod I used, Ultimate Whiterun. For that mod, there were also reports of a ghost NPC hanging around the marketplace, similar to my case.
update: ok, I reverted back to my orginal save with Ultimate Whiterun installed and the ghost NPC + the bandit are ALREADY present there. damn, I'm so screwed
It might move them back to where they are meant to be.
I also played skyrim for an hour or so, checked Whiterun sold some stuff, ect. I didn't see them so yeah.
But i did find one bug. Which could be related to my installed mod's. I's in the Jorrvaskr basement in the armory/combat room.
Im also thinking of re-navmeshing the market area, because i've noticed that npc's are getting caught on something.
I also notice the same bug in Jorrvaskr basement btw, but it might be a different one. Left from the entrance/exit door in the hallway is just one big blank space in place of where the end wall should be. Going through however it leads me to something like a room extension
Anyway back to the mod, I did find the small stall behind the Bannered Mall, tested the books and they work, though FPS difference is unnoticeable to me. I notice there's only one Disable Clutter book however, with no "Enable Clutter" book accompanying it. So that means once I disable clutter, is there no reverting back?
And apart from the Jorrvaskr glitch, there's some terribly weird bugs going about with the Drunken Huntsmen inn. I entered the place at night and there was this archer guy called Elmertusk who was in a aggressive stance, looking up at a NPC called Lauder, who was sleeping at the attic above. A few seconds later he had turned full hostile, and the whole place turned into chaos with both men were going at each other.
edit: Seems it happens to just about anyone in the place. Elmertusk just goes aggro toward whoever is nearest to him. I used my Voice of Emperor to calm him but just a while later, the entire place turns hostile again. NPCs were attacking each other, and some even attacking me. wtf?
Also to say, the navmeshing in the place itself seems uh, little bugged. A few NPCs including the owner Elrindir would constantly exit and enter the place repeatedly through the side door. Like, one or two NPCs would enter, then exit, then reappear again as they re-enter the inn and this keep going on and on repeatedly.
This mod definitely needs a lot more polishing. Can you look into this?
I also noticed the navmesh i have been redoing it all by hand, just bare with me because auto generating it can cause all sorta of problems.
I've never seen his agro. i think ill just remove elmertusk. the same thing happened with the other one version of this mod.
Ill have an upload this weekend.
There's navmesh issues outside as well I notice, some occur around the Gildergreen tree (http://i.imgur.com/p48giYI.jpg?1) and the path through the Uthgerd's and Graymane's houses has NPCs walking back and forth in a loop, usually when there's more than one of them walking close to each other. Maybe it's just a vanilla bug, I don't know.
Well, that's all the bugs I know of. otherwise, great mod. I'd endorse more than once if I could
also...should I clean this? (I did anyway
[Removing "Identical to Master" records done] Processed Records: 4473, Removed Records: 143, Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 4330, Undeleted Records: 4, Elapsed Time: 00:00
-anyway, Im switching from Dawn of whiterun to your mod, its really awesome
Running this mod together with Dawn of Whiterun:
-actually, I tried it together with dawn of whiterun lol, it kinda works, theres a small clipping issue right before you enter the marketsquare from the gate, the cart you added clipps with the marketstall, (so this object, a5006965 clipps with this one,6f0d2ff3(but i merged dawn of whiterun with the market outskirts, so in the original it may differ
maybe you should consider making these 2 mods compatible?(((just cuz I didnt see any other problem while running these 2 mods together,,,dawn of whiterun makes very light changes to the city, and by the looks of it, you strive too for compatibility and lightweightedness, which is always a good thing)))
edit:another small clipping issue at the fishery, but this one is not an eyesore, I almost didnt spot it
and fishery???
yea, i think the Fishery is added by Dawn of whiterun, is just behind Arcadias Cauldron..I deleted those 3 objects which conflicted with your mod from Dawn of whiterun in tes5edit, and im using them together,,no problems so far, i played the whole morning,, true i went straight to solitude on business lol..but game didnt crash or anything, so i guess its cool
Hmm, ive a 2gigs nvdia gt 5.0 shader card, i really hope i wont burn it out, tho its struggling a bit with Watch Dogs if i max the settings .im also using EnBoost, and all the SKSe tweaks i could find, like the SSME, and other stuff..i dont play games on high settings, skyrim is on medium, cuz i think thats how the developers intended it to be played, on optimal
You scared me now lol, i read that mostly only those who overclock their computer are in danger of damaging the components(cuz despite im on medium graphics, i have a total overhaul for the cities, bunch of city mods, SFO, whole game is retextured,,,but no ENB, i dont like them)...i used to play skyrim with a shader 3.0 emulator on a pixel shader 2.0 ati radeon x1100 integraded chip and a dual core cpu- laptop from 2006, for 2 years lagging all across skyrim, and that didnt burn out, so if i burn my new laptop ill throw it out of the window
anyway, i really like your mod, best whiterun mod. really makes the city feel like a trading city..but whats the best about your mod, is that it uniquely redesigns the interiors. Amazing talented work, so thats why if im to choose, im chosing this mod over dawn of whiterun,, but so far for me they go well together if tweaked a bit(deleted the placed objects in tes5edit so theres no clipping)