Please endorse if you like the mod! It is always appreciated! BIG thank you to all those who voted for October 2023 mod of the month, it means a lot!!!
WIP: - Fix reported bugs - Full conversion to BOS to get around large reference bug fixes Good news, thanks to this new mod I've been able to make quick work of fully converting the plugin to BOS. I will now go through all the patches, converting those I can/should convert.
Future thoughts: - Adding occlusion to the city exterior (not really needed, but nice to have... project for later, if possible!) - Enable parallax on the "stone corner" decals (need help) - Create a mesh for the WRWallRuinsFree01Entrance01 mesh (not used in the actual walls, but by some other mods) - Making the walls walkable! - Patch for A Cat life with other exterior mods? (which combo needs patches?)
Version 1.2.10 is out Whiterun Has Walls - Minor update: made the 2 flags bigger on the exterior gate
Patches - Updated JK's Skyrim Patch: moved a couple objects that were floating slightly - Patch for Lux Orbis - JK's Skyrim - Patch for eFPS (fixing awkward placement of occlusion at the towers, moved the occlusion at the main gate further back) - Patch for Vargrl3s Whiterun Re imagined - Patch for JKs Ryns Whiterun Exterior - Lux orbis combo - Patch for Kato's Whiterun
Full changelog:
Spoiler:
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Version 1.2.9 Whiterun Has Walls - Positioned Main Gate door nicely - Cleaned up the outside (prevented the swap of some rubbled walls that looked out of place) Mesh Updates - New WRMainGateDoor01 mesh (SREX and regular) - Fixed the holes on all main gate mesh variants Patches - Updated Ryn's patch: added some collision boxes for NPCs to walk around one area - Updated Dawn of Skyrim patch: added master - Updated Capital Whiterun patch (exterior building was clipping) - Updated Capital Whiterun - Exterior patch (moved one lean marker forward slightly) - Patch for Immersive College (extremely minor) - Patch for Lanterns of Skyrim II (extremely minor)
Version 1.2.8 Whiterun Has Walls - Fixed a WallLeanMarker that was slightly clipping - Fixed accidental ITMs
Mesh Updates - Fixed one triangle with bad UV on the WRWallGateDrawbridge01
Patches - Updated Capital patch (disabled the WallLeanMarker like in the Capital main plugin) - Updated both Spaghetti patches (removed edits to the WallLeanMarker) - Updated Ryn's patch: removed some leftover wall debris - Fixed FormID for Elysium Estate in the SWAP file - Updated JKs Ryns patch: rotated one cart - Patch for JKs Ryns Whiterun - Improved Bridges - Patch for This is Jorrvaskr
Whiterun Has Walls - Higher Walls - Changed one wall to be straight instead of curved (very minor change)
Version 1.2.7 Whiterun Has Walls - Removed a couple scaffold towers (barely visible but still)
Mesh Updates - Fixed transparent ground on WRWallGateTarTrap01
Patches - Updated Higher Walls - eFPS - Patch for Lanterns of Skyrim SE - Patch for SKYLYF (with or without navmesh edits) - Updated Lux Orbis - fixed brazier behind Jorrvaskr - Rebuilt the SREX_Whiterun Has Walls patch - Rebuilt the SREX_Whiterun Has Walls - Higher Walls patch - Rebuilt the SREX_Whiterun Has Walls - eFPS patch - Updated Capital patch (fixed deleted reference) - Patch for JK + Ryn + Capital exterior
Version 1.2.6 Whiterun Has Walls - Deleted vanilla collision on the tower near jorrvaskr, and added a more appropriate one to prevent hopping out of the city
Mesh Updates - Added a new mesh to the WRWallTower01 without stairs (for use with Capital Whiterun) - Fixed a tiny bit of wall sticking out for wrstairswater01, attempt at fixing the ground showing no snow on the ground with Seasons
Patches - Updated Capital patch, made sure guards won't get stuck patrolling. Also fixed one teleport marker for a door that was inside a wall. - Updated Higher Walls - Capital Whiterun Expansion - Bells of Skyrim Patch (fixed hole on the ground) - Updated Capital + JK's Skyrim patch, one ladder+door was clipping. - Updated Warbird Metropolis patch: fixed the clipping wall at the back entrance of the city - Updated Ryn's Whiterun City Limits patch (reverted edit to the carriage, resulting in no compatibility issue with CFTO or other carriage mods)
Whiterun Has Walls - Higher Walls - Fixed a tower that was accidentally shifted up ever so slightly (causing clipping with Spaghetti)
Version 1.2.5 Mesh Updates - Fixed minor issues with the WRWallGateTarTrap - Fixed bad UVs on top of the wrwallstrrubbled01free and wrwallstrrubbled02free - Fixed minor issues with WRWallGateDrawbridge (UV fixes, improved rounded wall piece)
Patches - Updated Ryns patch, fixed exterior gate clutter clipping through - Updated JK Ryns because of the above - Updated JK Outskirts (one tower clipping to the east of whiterun) - Updated JK's Whiterun patch (removed deleted records) - Minor update to Whiterun Valley Hold Expansion exterior patch (fixed one tower clipping) - Minor update to Capital Whiterun (added collision to prevent hopping out of the city through the towers)
Whiterun Has Walls - City Exterior - Updated, fixed an issue with the replacer version
Version 1.2.4 Whiterun Has Walls - Fixed additional microscopic gaps
Mesh Updates - Created a new mesh specifically for JK + Ryn exterior combo
Patches - Updated JK + Ryn to use the new mesh - Updated lux orbis patch (removed lux via master) - Updated Capital Whiterun patch (removed 1 scaffold) - Updated Vargr 1.0 Patch (removed one tower that had high chances to clip in combination with other mods) - Patch for Whiterun Expansion Redone SSE
Version 1.2.3 Whiterun Has Walls - Updated due to WRWallStrUp128 mesh change
Mesh Updates - WRWallStrUp128 rotated slightly to match vanilla exactly
Patches - Updated all patches according to the mesh change (tweaked/reverted rotation of the WRWallStrUp128 objects) - Updated Warbird Metropolis, fixed Cell 7, -2 objects not being replaced - Fixed reported bugs on JK's Whiterun Exterior + Lux Via - Fixed reported bugs for JK Ryns Exterior patch
Whiterun Has Walls - Higher Walls - Updated due to WRWallStrUp128 mesh change
Whiterun Has Walls - City Exterior - Updated due to WRWallStrUp128 mesh change
FOMOD - Made it impossible to get the Skyrim Bridges Patch if you have the lux via patch for Skyrim Bridges (it should not be used then) - Added missing Capital + eFPS patch
Version 1.2.2 Whiterun Has Walls - Fixed Cell 7, -2 not being swapped (BOS version)
Mesh Updates - Fixed the invisible triangles on the drawbridge
Patches - Vargr patches: fixed floating items. Also added Vargr ESP that does not have Fortified Whiterun as master - Update JK's Skyrim patch (removed scaffold on top of exterior gate + moved the empty stable slightly) - Patched Capital Whiterun + Bells of Skyrim - Updated Capital Whiterun - added collision so as not to hop out of the city, made sure the walls are swapped in Cell 7, -2
Whiterun Has Walls - Higher Walls - Patched Capital Whiterun + Bells of Skyrim - Updated Capital Whiterun and Capital Whiterun + eFPS patch - Fixed Cell 7, -2 not being swapped (BOS version)
Whiterun Has Walls - City Exterior - Updated, fixed the wall piece at the river
FOMOD - Can't get the Skyrim Bridges Patch if you have the lux via patch for it (not needed)
Version 1.2.1 Whiterun Has Walls - Updated to add an invisible collision to prevent hopping out of the city
Mesh Updates - Fixed LOD matching textures + added missing LOD meshes for main gates - Fixed parallax issues on WRWallStrRuined01Free and WRWallStrRuined02Free
Patches - Updated JK's Skyrim patch (one bench moved ever so slightly, so as not to slip through with higher walls and not requiring a patch) + 2 collision on a couple benches that I missed - Patch for JK's Whiterun - Patch for Vargr - A Whiterun Overhaul - Patch for Warbird's Whiterun Metropolis - Renamed the JKs Skyrim - Dawn of Skyrim Patch (it was named whiterun HAX walls)
Whiterun Has Walls - Higher Walls - Updated: deleted one wall cap which was added for whatever reason, and slightly moved the wall piece next to it - Updated flags in the added Wall Caps, so that the LOD models don't show on top of the actual models
Version 1.2.0 Whiterun Has Walls - Fixed the weird collision (vanilla invisible collision removed) - Moved a dragon landing marker
Mesh Updates - Distant LOD meshes! - Closed all "gaps" on the walls - Fixed parallax on the Short "ruined wall" - No more ugly scaffold texture! - New Main Gate model, no more clipping!
Patches - Elysium Estate - Lux Via + JK outskirts - Whiterun Valley Hold Espansion (exterior) - Whiterun Valley Hold Espansion (interior) - Myq's Garden - Fixed Capital Whiterun + JK's Skyrim floating ladder - Potentially fixed the occlusion issue with eFPS/Capital Whiterun - Fixed floating lantern with JK Ryns exterior
FOMOD - Added option to use LOD models or not
Version 1.1.8 Whiterun Has Walls - Fixed the 1 deleted reference
Patches - Lux Via (gate braziers) - Lux Orbis (gate braziers) - Skyrim Bridges - Improved Bridges (BOS only) - Fixed JK Outskirts/Ryn 's City Limits and combo patch
Whiterun Has Walls - Higher Walls - Minor update - Capital Whiterun - eFPS combo patch
Version 1.1.7 Whiterun Has Walls - Added missing WRWallRuinsFree01 swap record that somehow wasn't seen yet
Mesh Updates - Fixed the tiny square in the middle of the drawbridge
Patches - Minor update to the JK's Skyrim patch - Minor update to JK's Whiterun Outskirts - Minor update to Ryn's Whiterun City Limits - Fixed the issues with JK's Whiterun Outskirts + Ryn's Whiterun City Limits combo - Added an optional addon for Whitewatch Tower for JK's Whiterun Outskirts and Ryn's Whiterun City Limits, and a combo of both - Patch for JK's Skyrim + Capital Whiterun combo
FOMOD - Fixed an issue with distribution of the JK Ryns exterior patch in the patch fomod - Optimized the logic of the patch fomod
Version 1.1.6 Whiterun Has Walls - Slightly rotated one wall near the entrance
Mesh Updates - WRGateTarTrap01 vanilla footprint, removed ugly latice, fixed 1 pixel gap - WRWallTierDivide01 Made the beam not stick out - WRWalTower01 removed ugly latice, fixed 1 pixel gap
Patches - Patch for Bells of Skyrim - Minor update to Whiterun Overhaul by Bighead - Minor update to SREX patch - Updated the Capital patch (entrance floating objects, one exterior wall moved slightly) - Updated JK's Skyrim Patch (refined placement of a couple clutter items, spikes no longer stick through outside) - Patch for JK Outskirts + Ryn's City Limits - Updated SREX patches for JK and Dawn - Patch for GG's Capital JK's Whiterun
Whiterun Has Walls - Higher Walls - Patch for Bells of Skyrim - Slightly tweaked placement of some objects in Capital Whiterun patch - Fixed a floating tower outside the city - Fixed an occlusion issue with Higher Walls-eFPS patch
Whiterun Has Walls - City Exterior - Redone the area at the river! Looks way better! - Updated the Capital Whiterun patch in consequence - Patch for Civil War Refugees
Version 1.1.5 Patches: - Patch for JK's Whiterun Outskirts - Patch for Ryn's Whiterun City Limits - Patch for Lux Via/Lux Via Repaired Whiterun Bridge (BOS) - Patch for Whiterun Overhaul By Bighead - Updated Patch for JK's Skyrim (skyforge area fixed) - Updated Patch for Dawn of Skyrim - Patch for JK + Dawn
Whiterun Has Walls.esp - Moved a barrel in main gate and a brazier near jorrvaskr
Higher Walls: - Patch for Capital Whiterun Expansion
Mesh updates - WRWallGateTarTrap01: flattened some ground, fixed invisible ground
Version 1.1.4 - Blubbos Whiterun (ESPFE + more trees, main mod page only) - Spaghetti's Cities- AIO - Fixed a minor issue with Capital Whiterun Expansion - Capital Whiterun Expansion - City Exterior patch (required navmesh patch... requires Rob's bug fixes) - Updated Spaghetti Whiterun
Whiterun Has Walls.esp - Moved some clutter around - hid a couple gaps leftover - moved 2 civil war markers slightly to better positions
Higher Walls: - fixed a gap right outside the gate - Cleaned up (kept the guard towers)
Mesh update: - Updated WRWallTower01, higher pillars should reduce clipping, also fixed the stairs that were not 100% aligned with vanilla
Version 1.1.3 -Patch for Capital Whiterun Expansion -Patch for An Abstract Whiterun -Fixed (?) DynDOLOD "duplicate formID" error (resaved the plugin in the CK)
Version 1.1.2 -Added Spaghetti Whiterun patch -Minor tweaks
Version 1.1.1 -Moved some wall pieces up (near jorrvasrk and a couple other places) when not using the higher walls -Fixed all gaps next to the walls -Reverted the occlusion in the city exterior, I'll have it properly done in the future -Fixed a couple meshes (drawbridge invisible ground, one of the 2 interior gates blocked NPCs) -Fixed wrong masters for some of the patches -Added a patch for SR Exterior Cities for all versions (except no mesh of course) -Improved the logic of the fomod
Version 1.1.0 - Added the missing mesh - Added a patch for JK's Skyrim! - Added a patch for JK's Skyrim + SR Exterior Cities - Added proper occlusion to the city exterior, no need for eFPS patch
When reporting bugs, please include a screenshot, that would help the fixing process immensely! Also include which mods and which patches you are using ;)
Any chance you could provide me with a list of what to add to the swap ini in order to only swap the main city walls and interior walls? There's definitely some odd looking swaps with jks whiterun outskirts and things like northern roads. I'm sure you'll have most of this looking much better in 2.0, but for now I'd love this as a temporary fix!
Nothing should be looking out of place there, I spent a LOT of time making sure every single piece was placed correctly... Are you sure you have a correct load order?
All good, just finished up with making the patch myself over a couple hours. It's not so much your placements, but rather swaps that really shouldn't be swaps. There was a few placements that I had to revert to JK's original placements to make it perfect, but mostly it was swaps.
Load order This is my load order since you asked (this is at the very bottom of the mod list, even below DynDOLOD etc for testing purposes). I just followed your mod page recommendations in terms of sorting each patch:
Problem reference album Here is an album of basically every reference that I changed, ignore the missing walls in some images, I was disabling them on the go to keep track of progress: https://imgur.com/a/VDMBuRJ
The final result The final result looks like this: stone walls that should be stone walls, no random wall roofs in the middle of fences, but your awesome towers are still included and perfectly functional. Also, this fixed a few minor navmesh issues I noticed with guards running into the horizontal beams that emerge from your wall tops.
OK so you're making creative changes to how JK's looks like regardless of WHW for a few of those ^^ And then reverted a few of the changes I made intentionally! That's down to preference at this point ;)
If I may, you could do your changes in a BOS format also, just FYI.
There should not be any issue of guards running into wall tops though...
I didn't change anything from JK's that wasn't already being changed from WHW and did all my changes in BOS format. The only thing I did via esp was reverting a couple disables you were making to the original JK's. And yep, I could tell your swaps were intentional and for sure a lot of this is personal preference! But at the least I would recommend changing things like the guard towers in the middle of the twig fence, it looks out of place.
The issue is that those fences were not actually fence pieces ^^ JK used wall pieces... So I rode with that and made them actual walls, they were supposed to be taller, and the fences removed though
Main plugin is nearly done! I'm adding guards patrolling along the walls. After that, checking every mod I patched for before and see if they still need one. Most will not need patches, or extremely minor ones.
For example, capital will need a couple pieces rotated, a couple objects deleted, very minor). JK will need some objects deleted, and a navmesh edit. Most of the rest... may not have any issue at all, idk! My guess is that I'll need to make another set of meshes for any exterior city mod (not a big deal, but still)
Awesome mod! I've always hated the vanilla Whiterun walls.
Please note - with the higher walls esp enabled I was getting a CTD going to the map inside Whiterun. I tested with and without Dyndolod enabled. Dyndolod is not contributing to the problem. I use Capital Whiterun + Rob's CW fixes + JK's Whiterun Outskirts + Autumn of Whiterun.
I created a patch to disable only the NEW occlusion planes you added in the higher walls esp. I left any overrides in place. That seems to have resolved the issue. I did not go any further to determine if it was a single occlusion plane or multiple causing the issue. Actually didn't see any visual or fps difference yet with the new planes disabled.
Also - I previously posted (on BOS Master occlusion page) about removing efps and BOS master occlusion as they also caused map issues for Whiterun and Solitude. I was not running Whiterun has Walls at that point.
The occlusion panes can be tempermental...
Thanks for the great work!
p.s. You still considering adding the ability to walk on the walls? That would be so awesome.
Indeed, occlusion is quite a nightmare. Having to patch for eFPS especially is hell!
2.0 is on the way. I did lose all of today's progress though, since the CK did not save... so yeah I'm going to take a short break from that ^^ Note: it looks very different than 1.0... More realistic, structurally sound, and walkable... and far more compatible
Amazing mod, and even more amazing performance, I don't think my frames dipped a single digit at all. One of those mods that will never leave my load order, awesome work.
i know its compatible what i meant was a version where the wood looks more Grey I'm not a expert when it comes too how mods work but maybe like changing the texture path too whiterun textures
Hi, just my personal wish, is there any chance for a custom city gate retexture in future I love all of your walls for whiterun, but the city gate is only a wood gate, I'd like to use glorious doors but it seems the meshes don't match each other.
Possible bug, using this mod+Patch Hub with DynDoLoD 3 Alpha 169. And have noticed that it always fails to properly make the LOD changes for it. Also using the DynDoLod relevant option on the FOMOD. (Also using Jk's Skyrim AIO)
DynDoLod Snippet:
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[File Not Found Meshes] Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwallcurve45up128.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823]Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwallstr01.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828] Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwalltower01.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831]
When checking on the file structure, the files are indeed not present but similar meshes are present but without the 'j3_' prefix on them. So wondering if this is the issue. Would making copies of the files and renaming fix the issue I guess?
Posting mostly since as with DynDoLOD says, CTD does happen (if ignored the message) but on the exteriors of Whiterun, but its a coin flip.
Edit: Made the change and after some more xLod and stuff... Definitely has issues...
Spoiler:
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Warning: File not found meshes\lod\whiterun\j3_wrwallcurve45up128_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823]Warning: File not found meshes\lod\whiterun\j3_wrwallcurve45up128_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823] Warning: File not found meshes\lod\whiterun\j3_wrwallstr01_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828] Warning: File not found meshes\lod\whiterun\j3_wrwallstr01_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828] Warning: File not found meshes\lod\whiterun\j3_wrwalltower01_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831] Warning: File not found meshes\lod\whiterun\j3_wrwalltower01_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831]
Edit 2: Idk if its an FOMD issue when selecting the BoS and the DynDoLOD options, but it was missing the requiered files, extracted manually and the issues on DynDOLOD went away.
Huh, that is strange, it does sound more like a fomod issue! Does it not copy over the LOD files?! I know for sure they are in the fomod though!
Edit: the fomod looks correct! It is set to distribute the right folder, which contains all the right files, with the right conditions (LOD selected, BOS selected)...
I have no clue then. Just for completeness will post the full FOMOD option flow. Using MO2 and always replacing the mod instead of merging (The Patch Hub I installed separately)
Spoiler:
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BOS -> Parallax enabled meshes -> High Walls -> Exterior area YES -> Matching Distant LOD YES -> Install
Side note... I think it's just MO2 (2.5) being drunk... Just went with the steps again, and have no extra non j3_ files. I wonder if MO2 was renaming the proper files or some other quirk...
Spoiler:
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And by non j3_ I mean like WRWallCurve30Up128_lod.nif instead of J3_WRWallCurve30Up128_lod.nif , so just as confused...
Hey man I found a Mod that I can't live without that definitely needs a patch! JK's Skyrim Patch - Fix Ugly Vanilla Totems and Ivy (Beautiful Whiterun And Solitude) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) It adds some extra details to JKs Skyrim In Whiterun and Solitude while also covering up some rough meshes in those two cities BUT it uses the wall mesh. It's something I've been using with Jk's since I started modding and it's a must have for me. I recommend you check out the mod-page for what its supposed to look like and see if there's a fix. Also a patch is needed for Nature of the wildlands as the tree models clip in the walls in one or two spots. (tree just needs to be moved a bit) IT would mean a lot and bring attention to a great Mod
That will indeed need a patch! However I am reworking the mod right now, so I am not taking more patches at the moment... (patching will be very different for v2.0, hopefully much less!) If you can get me the 7 RefID for those WRWallCap01s that should not be swapped (use More Informative Console), I can give you a few lines to add to the _SWAP.ini file to force them NOT to be swapped (and thus look as intended)!
Hmmm... So uninstall your mod and take the ref Ids from the wall portions added by the jk patch that have the conflict??? If so, Just the wall portion itself?
Lmao yeah whiterun exterior mods are super heavy in terms of drawcalls! Do note that it is probably not your GPU that struggled, but your CPU! Skyrim uses only a single core for most of its graphical processing, meaning that high drawcalls can easily cause a bottleneck on your CPU... sadly, nothing can be done about those, aside from going for lower poly objects and less clutter, if you encounter issues...
Really surprised some genius out there hasn't found a way to get Skyrim to use more cores. Would save people a lot of money on their CPU if they didn't have to get one with really powerful individual cores..... [ like I did :') }
One can dream lol I'm still waiting for ENB to be compatible with DLSS Upscaling
Would you Consider Adding Fortified walls to other Cities That don't have them with Compatibility in mind?? I recently tried out ClefJ's Morthal because I LOVED the spooky castle walls but unfortunately When combined with JK's it removes so much of the wonderful editions even where there are no conflicts......So, I thought "what about a Mod that ONLY adds the castle walls around the city without touching the town itself?" and thought it would be cool to add some fortification to the other towns and cities where it made sense in a unique style for each Hold with BOS. It makes ALOT of sense lore wise especially with the war going on and Vampires Stalking the night (ESPECIALLY in Morthal with all the vampires and giant spiders)
I've looked at windhelm and concluded it was impossible without rebuilding the city altogether (it's too broken)... I've not looked at smaller towns like morthal, since I feel there are already many very awesome mods for those! Compatibility would not be as tricky though, for those, as there are fewer mods that edit those areas and overhaul the look... For ClefJ's morthal and JK's Skyrim, I wonder if there isn't a patch somewhere on the nexus for that, they are both ultra popular
The author has a patch but it removes all of JK's edits. Not to mention ClefJ's is a compatibility nightmare with textures requiring Xedit to make it work with parallax. Just want a mod that adds solitude style walls to morthal and basic fortification to all named towns.
Morthal like you I'm undecided For Dawnstar, check out Fortified Dawnstar + COTN Dawnstar; best combo imo ;) Riverwood shouldn't have walls imo Rorikstead... I went for the very unique look of Redbag's + basalt cliffs (no walls needed for me either) Ivarstead... Thuldor's looks really nice and unique, I don't know if it should/can have walls, given where it is, right next to a lake The rest I'm just using TGC
1138 comments
BIG thank you to all those who voted for October 2023 mod of the month, it means a lot!!!
WIP:
- Fix reported bugs
- Full conversion to BOS to get around large reference bug fixes
Good news, thanks to this new mod I've been able to make quick work of fully converting the plugin to BOS. I will now go through all the patches, converting those I can/should convert.
Future thoughts:
- Adding occlusion to the city exterior (not really needed, but nice to have... project for later, if possible!)
- Enable parallax on the "stone corner" decals (need help)
- Create a mesh for the WRWallRuinsFree01Entrance01 mesh (not used in the actual walls, but by some other mods)
- Making the walls walkable!
- Patch for A Cat life with other exterior mods? (which combo needs patches?)
Whiterun Has Walls
- Minor update: made the 2 flags bigger on the exterior gate
Patches
- Updated JK's Skyrim Patch: moved a couple objects that were floating slightly
- Patch for Lux Orbis - JK's Skyrim
- Patch for eFPS (fixing awkward placement of occlusion at the towers, moved the occlusion at the main gate further back)
- Patch for Vargrl3s Whiterun Re imagined
- Patch for JKs Ryns Whiterun Exterior - Lux orbis combo
- Patch for Kato's Whiterun
Full changelog:
Version 1.2.9
Whiterun Has Walls
- Positioned Main Gate door nicely
- Cleaned up the outside (prevented the swap of some rubbled walls that looked out of place)
Mesh Updates
- New WRMainGateDoor01 mesh (SREX and regular)
- Fixed the holes on all main gate mesh variants
Patches
- Updated Ryn's patch: added some collision boxes for NPCs to walk around one area
- Updated Dawn of Skyrim patch: added master
- Updated Capital Whiterun patch (exterior building was clipping)
- Updated Capital Whiterun - Exterior patch (moved one lean marker forward slightly)
- Patch for Immersive College (extremely minor)
- Patch for Lanterns of Skyrim II (extremely minor)
Version 1.2.8
Whiterun Has Walls
- Fixed a WallLeanMarker that was slightly clipping
- Fixed accidental ITMs
Mesh Updates
- Fixed one triangle with bad UV on the WRWallGateDrawbridge01
Patches
- Updated Capital patch (disabled the WallLeanMarker like in the Capital main plugin)
- Updated both Spaghetti patches (removed edits to the WallLeanMarker)
- Updated Ryn's patch: removed some leftover wall debris
- Fixed FormID for Elysium Estate in the SWAP file
- Updated JKs Ryns patch: rotated one cart
- Patch for JKs Ryns Whiterun - Improved Bridges
- Patch for This is Jorrvaskr
Whiterun Has Walls - Higher Walls
- Changed one wall to be straight instead of curved (very minor change)
Version 1.2.7
Whiterun Has Walls
- Removed a couple scaffold towers (barely visible but still)
Mesh Updates
- Fixed transparent ground on WRWallGateTarTrap01
Patches
- Updated Higher Walls - eFPS
- Patch for Lanterns of Skyrim SE
- Patch for SKYLYF (with or without navmesh edits)
- Updated Lux Orbis - fixed brazier behind Jorrvaskr
- Rebuilt the SREX_Whiterun Has Walls patch
- Rebuilt the SREX_Whiterun Has Walls - Higher Walls patch
- Rebuilt the SREX_Whiterun Has Walls - eFPS patch
- Updated Capital patch (fixed deleted reference)
- Patch for JK + Ryn + Capital exterior
Version 1.2.6
Whiterun Has Walls
- Deleted vanilla collision on the tower near jorrvaskr, and added a more appropriate one to prevent hopping out of the city
Mesh Updates
- Added a new mesh to the WRWallTower01 without stairs (for use with Capital Whiterun)
- Fixed a tiny bit of wall sticking out for wrstairswater01, attempt at fixing the ground showing no snow on the ground with Seasons
Patches
- Updated Capital patch, made sure guards won't get stuck patrolling. Also fixed one teleport marker for a door that was inside a wall.
- Updated Higher Walls - Capital Whiterun Expansion - Bells of Skyrim Patch (fixed hole on the ground)
- Updated Capital + JK's Skyrim patch, one ladder+door was clipping.
- Updated Warbird Metropolis patch: fixed the clipping wall at the back entrance of the city
- Updated Ryn's Whiterun City Limits patch (reverted edit to the carriage, resulting in no compatibility issue with CFTO or other carriage mods)
Whiterun Has Walls - Higher Walls
- Fixed a tower that was accidentally shifted up ever so slightly (causing clipping with Spaghetti)
Version 1.2.5
Mesh Updates
- Fixed minor issues with the WRWallGateTarTrap
- Fixed bad UVs on top of the wrwallstrrubbled01free and wrwallstrrubbled02free
- Fixed minor issues with WRWallGateDrawbridge (UV fixes, improved rounded wall piece)
Patches
- Updated Ryns patch, fixed exterior gate clutter clipping through
- Updated JK Ryns because of the above
- Updated JK Outskirts (one tower clipping to the east of whiterun)
- Updated JK's Whiterun patch (removed deleted records)
- Minor update to Whiterun Valley Hold Expansion exterior patch (fixed one tower clipping)
- Minor update to Capital Whiterun (added collision to prevent hopping out of the city through the towers)
Whiterun Has Walls - City Exterior
- Updated, fixed an issue with the replacer version
Version 1.2.4
Whiterun Has Walls
- Fixed additional microscopic gaps
Mesh Updates
- Created a new mesh specifically for JK + Ryn exterior combo
Patches
- Updated JK + Ryn to use the new mesh
- Updated lux orbis patch (removed lux via master)
- Updated Capital Whiterun patch (removed 1 scaffold)
- Updated Vargr 1.0 Patch (removed one tower that had high chances to clip in combination with other mods)
- Patch for Whiterun Expansion Redone SSE
Whiterun Has Walls - Higher Walls
- Fixed additional microscopic gaps
Version 1.2.3
Whiterun Has Walls
- Updated due to WRWallStrUp128 mesh change
Mesh Updates
- WRWallStrUp128 rotated slightly to match vanilla exactly
Patches
- Updated all patches according to the mesh change (tweaked/reverted rotation of the WRWallStrUp128 objects)
- Updated Warbird Metropolis, fixed Cell 7, -2 objects not being replaced
- Fixed reported bugs on JK's Whiterun Exterior + Lux Via
- Fixed reported bugs for JK Ryns Exterior patch
Whiterun Has Walls - Higher Walls
- Updated due to WRWallStrUp128 mesh change
Whiterun Has Walls - City Exterior
- Updated due to WRWallStrUp128 mesh change
FOMOD
- Made it impossible to get the Skyrim Bridges Patch if you have the lux via patch for Skyrim Bridges (it should not be used then)
- Added missing Capital + eFPS patch
Version 1.2.2
Whiterun Has Walls
- Fixed Cell 7, -2 not being swapped (BOS version)
Mesh Updates
- Fixed the invisible triangles on the drawbridge
Patches
- Vargr patches: fixed floating items. Also added Vargr ESP that does not have Fortified Whiterun as master
- Update JK's Skyrim patch (removed scaffold on top of exterior gate + moved the empty stable slightly)
- Patched Capital Whiterun + Bells of Skyrim
- Updated Capital Whiterun - added collision so as not to hop out of the city, made sure the walls are swapped in Cell 7, -2
Whiterun Has Walls - Higher Walls
- Patched Capital Whiterun + Bells of Skyrim
- Updated Capital Whiterun and Capital Whiterun + eFPS patch
- Fixed Cell 7, -2 not being swapped (BOS version)
Whiterun Has Walls - City Exterior
- Updated, fixed the wall piece at the river
FOMOD
- Can't get the Skyrim Bridges Patch if you have the lux via patch for it (not needed)
Version 1.2.1
Whiterun Has Walls
- Updated to add an invisible collision to prevent hopping out of the city
Mesh Updates
- Fixed LOD matching textures + added missing LOD meshes for main gates
- Fixed parallax issues on WRWallStrRuined01Free and WRWallStrRuined02Free
Patches
- Updated JK's Skyrim patch (one bench moved ever so slightly, so as not to slip through with higher walls and not requiring a patch) + 2 collision on a couple benches that I missed
- Patch for JK's Whiterun
- Patch for Vargr - A Whiterun Overhaul
- Patch for Warbird's Whiterun Metropolis
- Renamed the JKs Skyrim - Dawn of Skyrim Patch (it was named whiterun HAX walls)
Whiterun Has Walls - Higher Walls
- Updated: deleted one wall cap which was added for whatever reason, and slightly moved the wall piece next to it
- Updated flags in the added Wall Caps, so that the LOD models don't show on top of the actual models
Version 1.2.0
Whiterun Has Walls
- Fixed the weird collision (vanilla invisible collision removed)
- Moved a dragon landing marker
Mesh Updates
- Distant LOD meshes!
- Closed all "gaps" on the walls
- Fixed parallax on the Short "ruined wall"
- No more ugly scaffold texture!
- New Main Gate model, no more clipping!
Patches
- Elysium Estate
- Lux Via + JK outskirts
- Whiterun Valley Hold Espansion (exterior)
- Whiterun Valley Hold Espansion (interior)
- Myq's Garden
- Fixed Capital Whiterun + JK's Skyrim floating ladder
- Potentially fixed the occlusion issue with eFPS/Capital Whiterun
- Fixed floating lantern with JK Ryns exterior
FOMOD
- Added option to use LOD models or not
Version 1.1.8
Whiterun Has Walls
- Fixed the 1 deleted reference
Patches
- Lux Via (gate braziers)
- Lux Orbis (gate braziers)
- Skyrim Bridges
- Improved Bridges (BOS only)
- Fixed JK Outskirts/Ryn 's City Limits and combo patch
Whiterun Has Walls - Higher Walls
- Minor update
- Capital Whiterun - eFPS combo patch
Version 1.1.7
Whiterun Has Walls
- Added missing WRWallRuinsFree01 swap record that somehow wasn't seen yet
Mesh Updates
- Fixed the tiny square in the middle of the drawbridge
Patches
- Minor update to the JK's Skyrim patch
- Minor update to JK's Whiterun Outskirts
- Minor update to Ryn's Whiterun City Limits
- Fixed the issues with JK's Whiterun Outskirts + Ryn's Whiterun City Limits combo
- Added an optional addon for Whitewatch Tower for JK's Whiterun Outskirts and Ryn's Whiterun City Limits, and a combo of both
- Patch for JK's Skyrim + Capital Whiterun combo
FOMOD
- Fixed an issue with distribution of the JK Ryns exterior patch in the patch fomod
- Optimized the logic of the patch fomod
Version 1.1.6
Whiterun Has Walls
- Slightly rotated one wall near the entrance
Mesh Updates
- WRGateTarTrap01 vanilla footprint, removed ugly latice, fixed 1 pixel gap
- WRWallTierDivide01 Made the beam not stick out
- WRWalTower01 removed ugly latice, fixed 1 pixel gap
Patches
- Patch for Bells of Skyrim
- Minor update to Whiterun Overhaul by Bighead
- Minor update to SREX patch
- Updated the Capital patch (entrance floating objects, one exterior wall moved slightly)
- Updated JK's Skyrim Patch (refined placement of a couple clutter items, spikes no longer stick through outside)
- Patch for JK Outskirts + Ryn's City Limits
- Updated SREX patches for JK and Dawn
- Patch for GG's Capital JK's Whiterun
Whiterun Has Walls - Higher Walls
- Patch for Bells of Skyrim
- Slightly tweaked placement of some objects in Capital Whiterun patch
- Fixed a floating tower outside the city
- Fixed an occlusion issue with Higher Walls-eFPS patch
Whiterun Has Walls - City Exterior
- Redone the area at the river! Looks way better!
- Updated the Capital Whiterun patch in consequence
- Patch for Civil War Refugees
Version 1.1.5
Patches:
- Patch for JK's Whiterun Outskirts
- Patch for Ryn's Whiterun City Limits
- Patch for Lux Via/Lux Via Repaired Whiterun Bridge (BOS)
- Patch for Whiterun Overhaul By Bighead
- Updated Patch for JK's Skyrim (skyforge area fixed)
- Updated Patch for Dawn of Skyrim
- Patch for JK + Dawn
Whiterun Has Walls.esp
- Moved a barrel in main gate and a brazier near jorrvaskr
Higher Walls:
- Patch for Capital Whiterun Expansion
Mesh updates
- WRWallGateTarTrap01: flattened some ground, fixed invisible ground
Version 1.1.4
- Blubbos Whiterun (ESPFE + more trees, main mod page only)
- Spaghetti's Cities- AIO
- Fixed a minor issue with Capital Whiterun Expansion
- Capital Whiterun Expansion - City Exterior patch (required navmesh patch... requires Rob's bug fixes)
- Updated Spaghetti Whiterun
Whiterun Has Walls.esp
- Moved some clutter around
- hid a couple gaps leftover
- moved 2 civil war markers slightly to better positions
Higher Walls:
- fixed a gap right outside the gate
- Cleaned up (kept the guard towers)
Mesh update:
- Updated WRWallTower01, higher pillars should reduce clipping, also fixed the stairs that were not 100% aligned with vanilla
Version 1.1.3
-Patch for Capital Whiterun Expansion
-Patch for An Abstract Whiterun
-Fixed (?) DynDOLOD "duplicate formID" error (resaved the plugin in the CK)
Version 1.1.2
-Added Spaghetti Whiterun patch
-Minor tweaks
Version 1.1.1
-Moved some wall pieces up (near jorrvasrk and a couple other places) when not using the higher walls
-Fixed all gaps next to the walls
-Reverted the occlusion in the city exterior, I'll have it properly done in the future
-Fixed a couple meshes (drawbridge invisible ground, one of the 2 interior gates blocked NPCs)
-Fixed wrong masters for some of the patches
-Added a patch for SR Exterior Cities for all versions (except no mesh of course)
-Improved the logic of the fomod
Version 1.1.0
- Added the missing mesh
- Added a patch for JK's Skyrim!
- Added a patch for JK's Skyrim + SR Exterior Cities
- Added proper occlusion to the city exterior, no need for eFPS patch
Version 1.0.0
Initial release
Also include which mods and which patches you are using ;)
And no, I cannot do that.
Load order
This is my load order since you asked (this is at the very bottom of the mod list, even below DynDOLOD etc for testing purposes). I just followed your mod page recommendations in terms of sorting each patch:
Problem reference album
Here is an album of basically every reference that I changed, ignore the missing walls in some images, I was disabling them on the go to keep track of progress:
https://imgur.com/a/VDMBuRJ
The final result
The final result looks like this: stone walls that should be stone walls, no random wall roofs in the middle of fences, but your awesome towers are still included and perfectly functional. Also, this fixed a few minor navmesh issues I noticed with guards running into the horizontal beams that emerge from your wall tops.

And then reverted a few of the changes I made intentionally! That's down to preference at this point ;)
If I may, you could do your changes in a BOS format also, just FYI.
There should not be any issue of guards running into wall tops though...
After that, checking every mod I patched for before and see if they still need one. Most will not need patches, or extremely minor ones.
For example, capital will need a couple pieces rotated, a couple objects deleted, very minor). JK will need some objects deleted, and a navmesh edit.
Most of the rest... may not have any issue at all, idk!
My guess is that I'll need to make another set of meshes for any exterior city mod (not a big deal, but still)
Please note - with the higher walls esp enabled I was getting a CTD going to the map inside Whiterun. I tested with and without Dyndolod enabled. Dyndolod is not contributing to the problem. I use Capital Whiterun + Rob's CW fixes + JK's Whiterun Outskirts + Autumn of Whiterun.
I created a patch to disable only the NEW occlusion planes you added in the higher walls esp. I left any overrides in place. That seems to have resolved the issue. I did not go any further to determine if it was a single occlusion plane or multiple causing the issue. Actually didn't see any visual or fps difference yet with the new planes disabled.
Also - I previously posted (on BOS Master occlusion page) about removing efps and BOS master occlusion as they also caused map issues for Whiterun and Solitude. I was not running Whiterun has Walls at that point.
The occlusion panes can be tempermental...
Thanks for the great work!
p.s. You still considering adding the ability to walk on the walls? That would be so awesome.
2.0 is on the way. I did lose all of today's progress though, since the CK did not save... so yeah I'm going to take a short break from that ^^
Note: it looks very different than 1.0... More realistic, structurally sound, and walkable... and far more compatible
I love all of your walls for whiterun, but the city gate is only a wood gate, I'd like to use glorious doors but it seems the meshes don't match each other.
DynDoLod Snippet:
[File Not Found Meshes]
Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwallcurve45up128.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823]Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwallstr01.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828]
Warning: File not found Meshes\architecture\whiterun\wrcitywalls\j3_wrwalltower01.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831]
When checking on the file structure, the files are indeed not present but similar meshes are present but without the 'j3_' prefix on them. So wondering if this is the issue. Would making copies of the files and renaming fix the issue I guess?
Posting mostly since as with DynDoLOD says, CTD does happen (if ignored the message) but on the exteriors of Whiterun, but its a coin flip.
Edit: Made the change and after some more xLod and stuff... Definitely has issues...
Warning: File not found meshes\lod\whiterun\j3_wrwallcurve45up128_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823]Warning: File not found meshes\lod\whiterun\j3_wrwallcurve45up128_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallCurve45Up128 [STAT:FE06B823]
Warning: File not found meshes\lod\whiterun\j3_wrwallstr01_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828]
Warning: File not found meshes\lod\whiterun\j3_wrwallstr01_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallStr01 [STAT:FE06B828]
Warning: File not found meshes\lod\whiterun\j3_wrwalltower01_lod.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831]
Warning: File not found meshes\lod\whiterun\j3_wrwalltower01_lod_2.nif. Used by Whiterun Has Walls.esp J3_WRWallTower01 [STAT:FE06B831]
Edit 2: Idk if its an FOMD issue when selecting the BoS and the DynDoLOD options, but it was missing the requiered files, extracted manually and the issues on DynDOLOD went away.
Edit: the fomod looks correct! It is set to distribute the right folder, which contains all the right files, with the right conditions (LOD selected, BOS selected)...
<pattern>
<dependencies operator="And>
<flagDependency flag="lod" value="On"/>
<flagDependency flag="replacer" value="Off"/>
</dependencies>
<files>
<folder source="LOD\BOS" destination="" priority="0"/>
</files>
</pattern>
Side note... I think it's just MO2 (2.5) being drunk... Just went with the steps again, and have no extra non j3_ files. I wonder if MO2 was renaming the proper files or some other quirk...
Pics below of conflicts.
If you can get me the 7 RefID for those WRWallCap01s that should not be swapped (use More Informative Console), I can give you a few lines to add to the _SWAP.ini file to force them NOT to be swapped (and thus look as intended)!
I get a 30fps drop on a 4070ti when approaching the Whiterun gate for the first time. Started a new play through.
58 fps even with grass and tree mods
Cross the first little bridge turn around to look at the splendor...
Boom
58 down to 35?
I'm lost?
EDIT
NVM it was JKs Whiterun Exterior mod
Down 20fps?
Do note that it is probably not your GPU that struggled, but your CPU! Skyrim uses only a single core for most of its graphical processing, meaning that high drawcalls can easily cause a bottleneck on your CPU... sadly, nothing can be done about those, aside from going for lower poly objects and less clutter, if you encounter issues...
One can dream lol I'm still waiting for ENB to be compatible with DLSS Upscaling
Also ENB is compatible with DLSS on puredark's patreon
Would you Consider Adding Fortified walls to other Cities That don't have them with Compatibility in mind?? I recently tried out ClefJ's Morthal because I LOVED the spooky castle walls but unfortunately When combined with JK's it removes so much of the wonderful editions even where there are no conflicts......So, I thought "what about a Mod that ONLY adds the castle walls around the city without touching the town itself?" and thought it would be cool to add some fortification to the other towns and cities where it made sense in a unique style for each Hold with BOS. It makes ALOT of sense lore wise especially with the war going on and Vampires Stalking the night (ESPECIALLY in Morthal with all the vampires and giant spiders)
I've not looked at smaller towns like morthal, since I feel there are already many very awesome mods for those! Compatibility would not be as tricky though, for those, as there are fewer mods that edit those areas and overhaul the look...
For ClefJ's morthal and JK's Skyrim, I wonder if there isn't a patch somewhere on the nexus for that, they are both ultra popular
For Dawnstar, check out Fortified Dawnstar + COTN Dawnstar; best combo imo ;)
Riverwood shouldn't have walls imo
Rorikstead... I went for the very unique look of Redbag's + basalt cliffs (no walls needed for me either)
Ivarstead... Thuldor's looks really nice and unique, I don't know if it should/can have walls, given where it is, right next to a lake
The rest I'm just using TGC