SKYRIM SPECIAL EDITION
Whiterun Valley by Willybach
Skyrim Special Edition » Cities, Towns, Villages, and Hamlets
Added: 06/09/2017 - 10:24PM
Updated: 24/09/2017 - 07:29PM

26 Endorsements

0.83 Latest version

566 Unique D/Ls

1,067 Total D/Ls

7,200 Total Views

Uploaded by willybach

Description

Last updated at 19:29, 24 Sep 2017 Uploaded at 22:24, 6 Sep 2017





I always loved Whiterun and I found myself trying an increasing number of mods to 'flesh out' the surrounding area. 
This is my attempt at adding a little extra life to Whiterun, whilst ensuring that the surrounding area is fully compatible with some of the more popular mods. It will hopefully work well with all the mods that I feel when used in conjunction make Whiterun the kind of place you find yourself not leaving for hours on end. 



This Mod adds:

Several stalls selling mostly raw materials (so as to not reduce the need to travel into Whiterun itself)
A Market place overseen my Mayor Chunderwitt
A warehouse to be broken into if so desired
The Great Sword of Whiterun - possibly obtainable at some point lol




Some locations to explore beyond the Market place:

Several houses for the new residents
The Whiterun Inn complete with basement and beergarden
Whiterun Metalworks (interior not complete yet)
A fishing Dock
A small woodland and treehouse




Over 25 new NPCs:

Several Merchants
Some trainers
Some followers
Some traders who ferry 'imaginary' good back and for from the Market to Riverwood etc
The Mayors Family
Nordicus the Dog
Some random Drunkards
A mystic
A Hermit

Also - additional dialogue to spice things up a little from Relationship Dialogue Overhaul




Find new species of creatures native only to Whiterun Hold (cos I'm too lazy):

The Nargrenkle
The Blodfish
The Hellfish
Shellkrabbes
Bonekrabbes
Tame Slaughterfish and Mudcrabs
Mushi..things..





Content
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>>>What's still to do?<<<

A small quest to get the sword on the stone in the square.
Additional Quests maybe
Bug-fixing, checking compatability and improved Navmeshing.
Fortifications surrounding the greater Whiterun area, to protect those new residents.
2 more interiors (1 house and the Metalworks)
Tinkering with NPC AI.
Additional Dialogue and Conversations
Better Inn atmosphere with sounds.
Additional farm perhaps and other surrounding buildings if time
Further integrate mod into other original NPCs, allowing them to visit the Inn and stalls.
Patches for some mods

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Compatibility / Recommended Mods
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So this Mod is designed to work as well as possible with mods such as (and which I highly recommend to get the best feel):

Player Housing Mods:

Skyfall Estate
Elysium Estate
Dragonborn Village


Other building mods:

Whiterun Walls restored <<<<<<Really nice look!
Whitewatch tower
Cannabis Skyrim (if that's your thing)
Provincial Courier Service / Halla
Bathing beauties Luxury Suite
Candy Shops
Ancient watchtowers


NPC mods:

Populated Lands, Roads, Paths
Travellers of Skyrim
Whiterun Stable Guards
Immersive Patrols 
Immersive Wenches
Immersive Citizens
Relationship Dialogue Overhaul

Whiterun Interior left untouched so favourite city overhaul mods compatible:

JK's Whiterun
Kato's Whiterun
Better Cities
Trees in Cities


Mods I'm currently looking at to ensure some sort of compatibility:

The Great Forest of Whiterun Hold (Patch should be either 1.0 or shortly after)
Valkyrja Castle
Cutting room floor

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Installation
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Installation is simple, just an ESP and the only Data files are textures and meshes for the exported facegen of the NPCs and a few modder resources.

This mod requires:

Dragonborn
Hearthfire
Dawnguard
Unofficial Skyrim Special Edition Patch

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Performance
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All of these mods have been worked around so as to attempt something cohesive. When working all in tandem, it really is quite impressive. Sometimes with dozens of NPCs all milling about. It really does feel a living, breathing environment. However having so many NPCs and items in exterior cells can cause stress on the GPU and CPU obviously.

I have a very average rig:

CPU: i7 2600
GPU: 670 GTX
RAM: 16GB

But I'm mostly getting a near constant 60fps even with all the above mode installed. I've avoided higher resolution texture mods, opting in stead for:

Artistic Skyrim Overhaul - Oil version. (I would recommend a higher-res sign texture mod)

Which looks fantastic and allows me a near constant 60fps. Anyone using 2K and 4k texture mods all over the place, even with high-end PCs might find an fps hit. Please let me know if this is the case.
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Version / Update notes
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0.82 Changelog

Second esp clean, removing several accidental alterations
Fixed water flow issue near Whiterun, water now flows as it should lengthways and not across
Added the two missing textures, so Wim's rocking chair should now be fine
Fixed some small issues with a couple of seats
Navmesh changes
Added some more clutter and lighting to Whiterun Inn basement
Added some extra AI packages and altered others, to lessen the number of NPCs in some places and increase some visiting the market
Follower NPCs and Innkeeper now all eat downstairs in the basement


0.82 Changelog

Second esp clean, removing several accidental alterations
Fixed water flow issue near Whiterun, water now flows as it should lengthways and not across
Added the two missing textures, so Wim's rocking chair should now be fine
Fixed some small issues with a couple of seats
Navmesh changes
Added some more clutter and lighting to Whiterun Inn basement
Added some extra AI packages and altered others, to lessen the number of NPCs in some places and increase some visiting the market
Follower NPCs and Innkeeper now all eat downstairs in the basement


0.8 Changelog

ADDITIONS

Wim now has a place to call home in the forest - please visit!
Mystic Meig now has a more fleshed out camp and sells clothing
First pass as making Inn basement not so depressing to visit, but its still bare bones
Rare river creatures added, native only to Whiterun hold, called the Shellkrabbe and Bonekrabbe
Added clutter to Windwalker house
Added a little surprise guest in the Windwalker's place who tends to the Mushrooms called Mushikun
Added lots of new AI packages, Nordicus now follows other NPCs, some NPCs now visit the stalls
More NPCs visit the fishing dock and visit the Inn
Windwalkers now stay in their house sometimes

FIXES / ADJUSTMENTS

Some major Navmesh reworking / fixing - some Cell boundaries had become broken, and so some NPCs might not have been able to travel
Minor Navmesh work all over the place
Reworked the beer garden with improved spacing and navmesh so now hopefully far less NPC teleporting and standing on tables :)
Removed back door to Inn as NPCs were using it and then dropping down the hole to get to the bar area, kinda funny but..not cool!
Replaced Nordicus with Follower version, so hopefully no more random attacks- bad boy! Technically he's Nordicus2 in the files so this suggests that perhaps Nordicus 1 was taken out back and given the old no-look sudden pitchfork thrust manoeuvre 

ISSUES

Some NPCs had problems with the Inn sidedoor, will look into it
NPCs sometimes teleport sometimes still, especially Rayne Onmi - although it might just be my end, as I hear V-sync can affect it
House and Inn still open 24/7 will introduce locking cycles next patch hopefully
For some reason the vanilla NPCs are no longer visiting the Inn. Can't figure out why. Might be previous working around Immersive Citizens has left some dirty edits, will have to clean esp.

0.71-0.72 Changelog

Deleted Nordicus the dog as he was attacking the player sometimes - will return in 0.8 with different A.I
Reworked the beer garden with improved spacing and navmesh so now hopefully far less NPC teleporting and standing on tables :)


0.7 Changelog

ADDITIONS

Another 2 NPCs added, one follower in the Inn and another near the market.
Connected the Inn basement to the world and gave Inn residents sleep cycles which are working, but the basement is barren except beds, only visit if you want to get depressed.
Added chickens to Windwalkers residence.
Further improved interior of Windwalker house, although still more to do.
Lots of small additions too small to bother listing.
More idles placed.

FIXES / ADJUSTMENTS

Fixed some clipping issues and some floating objects.
A lot of Navmesh work done around new areas.

ISSUES

Guard seems to occasionally hold an invisible torch.
Very occasional NPC teleporting, might be my nooby AI skills, need to look into making them walk 100%.
Inn and Windwalker house open 24/7 at present.
Door to Inn attic still doesn't work for players, have to figure out why.
(OVERALL, I FEEL THIS VERSION IS PRETTY PLAYABLE NOW, IF A LITTLE BARREN IN PLACES!)

0.6 Changelog


ADDITIONS

Added new NPC, Star Windwalker, daughter of Moon.
First attempt at the interior of Moon's house.
Incorporated some modder resources to improve variation of visuals in Moon's house and Whiterun Inn.
Added a little more life to the Fishing dock area.
NPCs will now visit the Fishing dock. Can't 'fish' as such but they'll always look like they're about to, or just finished lol.
Added dog, don't know whose it is yet - Nordicus.
Added some steps near fishing dock to aid NPC movement.
Enlargened the forest a little.

FIXES/ADJUSTMENTS

Finally figures out why some objects were sometimes falling. Have started the process of moving all these items over to Static items. Now they simply can't move. So far have covered all the items that tended to fall, so no more moving swords and furs etc (hopefully).
Bertha now sells items!
Fixed a few more floating items.
Fixed wall with no end.
Moved the platform in beer garden to be lower set in ground.
Changed tree in Moon's garden. (for Boszz! :) )
Urkin now has shoes! (again for Boszz! :) )
Reduced the size of the two swords on the front of the Whiterun Inn. (for AustrianTirol...although prob not small enough :) )
Some Navmesh refinements.
Finally got Wim to sit down as planned.
Adjusted several idles to be in better positions.
Adjusted NPC sleeping cycles and added more beds, most NPCs now sleep no problem.

ISSUES

Still couldn't get the guard to sleep, so now he disappears to the fishing dock and sits staring into space for 6 hours lol.


0.5 Changelog


Added another 2 NPCs, although one of them doesn't do much at the moment (but will be used in quest)
Finished interior of Warehouse, can now enter and steal food goods and a chest
Added another stall (selling tools)
First attempt at deepening AI, had to scale back a bit as the Followers were causing issues but most market and stable NPCs should now eat at Inn
Cleaned the esp a little, removing erroneous changes
Fixed some floating items
Tinkered with the fishing area (NPCs will fish there next update or at least visit there)
Altered NPC AI in Whiterun Inn to try to make is feel more natural, with new idles
Moved Fur trader to new spot, which should help with pathfinding of NPCs near Beer garden
Tried to improve Navmeshes near Inn


O.4 - Initial upload



Hopefully you don't think it's totally #%@[email protected], it's my first ever mod lol.

Would appreciate some feedback on any issues and bugs.. there will be plenty. And the AI is a little basic, so there could be some issues there too..


Known Issues
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AI issues, some NPCs will teleport sometimes due to poor Navmeshing I guess, I will look at it again
Tame Slaughterfish if attacked will run onto land, have to try to figure out a way to prevent this
Inn and house don't lock at night yet, open 24/7


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Credits
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In this mod I have used some modding resources from the following:

STROTI - Converted by TAMIRA - Various packs
YUGHUES - Converted by TAMIRA - New Plants
TARSHANA - Winterbrook Furnishings
JSNIDER/VICN - VICN Creatures


THANKS FOR TRYING IT OUT!
:)