About this mod
This mod overhauls the Bannered Mare in Whiterun using various mod resource assets found on the Nexus. Versions available for Open Cities Skyrim and Immersive Citizens and patches for other mods.
- Requirements
- Permissions and credits
- Changelogs
This mod overhauls the Bannered Mare in Whiterun using various mod resource packs found on the Nexus as well as assets from community favourite mods Bandoliers - Bags and Pouches, Winter is Coming SSE and HD Photorealistic Ivy.
There are four seperate versions available, only pick the one related to your load order:
- EEKs Belethor's Overhaul
- EEKs Belethor's - OCS
- EEKs Belethor's - ICAIO
- EEKs Belethor's - ICAIO - OCS
The Open Cities Skyrim versions forwards teleport destinatons and the Immersive Citizens versions moves markers to more suitable places.
The Alternate Start patch moves the spawn marker next to the new bed location and forwards the fog settings from this mod. Not 100% required if you have a high ESP count, you'll just spawn on the landing and have default fog settings. Loading this after Alternate Start will get rid of the fog, which I seriously recommend.
The Imperial Post patch moves the news chest to the table by the entrance.
The Holidays patch moves the leaflet to the noticeboard by the entrance.
For the patches to work correctly rename the main esp as EEKs Warmaidens SSE as that is the master required by the patch. I did it this way so that I don't need to create a different patch for each version.
This mod is compatible with the following mods and all three are recommended:
- JK's Whiterun and the Open Cities version
- Populated Cities and Hell Edition
- Travellers of Skyrim
Populated Cities and Travellers of Skyrim both add what are essentially spawn markers inside of the Inn. Whilst their positions aren't ideal for the new layout they don't cause any problems and I am reluctant to patch them in order to keep the ESP count down. Let me know if you feel they should be patched.
I have applied my own lighting that makes changes to the Image Space, Lighting Template, lightbulbs and effects so any lighting mods (ELFX & RLO) will conflict and will need to have the Bannered Mare removed from them.
Obviously any mods that change the same interior as this one will be incompatible, especially large overhaul mods such as Distinct Interiors. They will also need to have the Bannered Mare removed from them in the same manner.
More Tavern Idles will also need the Bannered Mare removed from it.
- Bannered Mare is Cell, Block 6, Sub-Block 0
The lightbulbs in the cell are pretty maxed out so adding any new light sources may induce light flickering.
I use Noble Skyrim and have changed/remapped quite a few meshes with these textures in mind. I mainly used wrwoodbeamint01 so if your textures change this to stone for example things might look a bit funky.
Install normally and make sure you install the right version for your mod list and it is loaded after anything that changes the navmesh in the Bannered Mare. Loot should manage it.
- Open Cities Skyrim
- Immersive Citizens
- EEKs Bannered Mare
- EEKs patches
- Alternate Start
- EEKs Bannered Mare - Alternate Start patch
Without these folk's hard work and talent a lot of mods would never happen so a big thanks to them for not only their assets but their tutorials as well.
AMBERSHORE
ARTISANIX
BRETTM
BLARY
ELIANORA
FLINTONE
GREENBACK12
DRAGTEN
NIVEA
JASPER
INSANITYSORROW
JET4571
JOKERINE
KELRETU
LAZYSKEEVER
LOLIKYONYU
LORSAKYAMUNI
LUCIDAPS<br>
MRPDEAN
NOSTROMO79
ORISTYS
DARKFOX127
RENTHAL311
RUNSPECT
SCARLA
SPINADEMUL
STROTI
TAMIRA
THE_FUNKTASM
TLAFFOON
OUSNIUS
NifSkope
Whilst I think this is everybody I still may have missed someone or got names jumbled. If that is the case please let me know and I will make the necessary ammendments.