It's just an esp file,so all you need to do is resave the plugin in Skyrim SE Creation kit. I've used this mod back in 2016,when I played Oldrim,and I had to install it again,as Whiterun in not the same without it.I'm using converted esp in Skyrim SE,and it works fine.
Really like the improved performance! My suggestion would be to add back the stair from the guard post to the gate battlements in the first picture. And then add a rail to the other overhanging balcony thingy.
Thank you for your report. I decided to remove the stairs from the guard post because without modifications on navmeshes, NPCs can't use it. Note that this stairs is still present in the mod, it is in a initially disabled state. So if you know to use The Creation Kit, you can restore it.
Thank you so much for this very awesome mod. I hope you can go over all the JK, work and make all of it as good as this:) lol I like JK work too, am sure you need no patches for this and Hope you do port this to SE, as this is my final choice for Whiterun for my game, perfect showcase how your own hard work can pay and play out in front of your own view:) Love your touches and took pleasure in looking at the NPC working and doing their daily chores, I play with Arthmoors mods and this makes it complete in total overhauls for Whiterun:)
I am really looking forward to your Open Cities related work with this. What kind of feedback are you looking for so that you can get into open cities?
If you don't want to use this mod or any of his mods, then fine, don't use them. It's your choice, but there is no reason to be rude to Shurah on his mod page. These mods are a lot of work and free of charge.
Edit: Shurah--> I would use this mod, but my current laptop just can't handle city overhaul mods. Will use when I upgrade.
Also, from extensively testing mounted patrols in my HOP mods, I always noted a lot of bad pathing and NPC gathering points in most city/town overhauls. While these mods are beautiful to look at, they are not made with pathing in mind. The authors go for visual appeal at any cost to the game's needed pathways. Many unimportant obstacles in the way of Skyrim's preferred paths.
Because of this, I uninstalled all of these city/town mods I was using, even though they were visually pleasing. Even before Immersive Citizens was uploaded. I have a lot of NPC adding mods and got tired of all the weird behaviour. So I appreciate that you took out the navmesh and pathing obstacles from JK's Whiterun. And, I completely understand why you did it yourself. Thanks for sharing.
True, you are aware of this problem because you are an AI designer who performed in game tests. The tools in the Creation Kits designed to test NPC navigation are very limited: they are not sensitive enough and they don't take into account the collision boxes with an L_NACUT collision layer for example.
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I drew this masterpiece to demonstrate what I'm trying to articulate.
Note that this stairs is still present in the mod, it is in a initially disabled state. So if you know to use The Creation Kit, you can restore it.
I hope you can go over all the JK, work and make all of it as good as this:) lol
I like JK work too, am sure you need no patches for this and Hope you do port this to SE, as this is my final choice for Whiterun for my game, perfect showcase how your own hard work can pay and play out in front of your own view:) Love your touches and took pleasure in looking at the NPC working and doing their daily chores, I play with Arthmoors mods and this makes it complete in total overhauls for Whiterun:)
Kudos again and many thanks:) xxx
I'm not sure what permissions JK's given, but would you be able to make a version of JK's Major Cities with this version of Whiterun?
Is there a Real Shelter patch for this version, and if not do you think the patch for JK's Whiterun will work with this?
Edit: Shurah--> I would use this mod, but my current laptop just can't handle city overhaul mods. Will use when I upgrade.
Also, from extensively testing mounted patrols in my HOP mods, I always noted a lot of bad pathing and NPC gathering points in most city/town overhauls. While these mods are beautiful to look at, they are not made with pathing in mind. The authors go for visual appeal at any cost to the game's needed pathways. Many unimportant obstacles in the way of Skyrim's preferred paths.
Because of this, I uninstalled all of these city/town mods I was using, even though they were visually pleasing. Even before Immersive Citizens was uploaded. I have a lot of NPC adding mods and got tired of all the weird behaviour. So I appreciate that you took out the navmesh and pathing obstacles from JK's Whiterun. And, I completely understand why you did it yourself. Thanks for sharing.
Someone has been more reactive than me. Weird that the staff didn't delete the comment.
True, you are aware of this problem because you are an AI designer who performed in game tests. The tools in the Creation Kits designed to test NPC navigation are very limited: they are not sensitive enough and they don't take into account the collision boxes with an L_NACUT collision layer for example.