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  1. J3w3ls
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    I've added a few screenshots... More will come when I've run DynDOLOD on my full modlist!

    Here is a tracker for the mod, so you can see what I'm working on and how far along I am
    Whiterun Has Walls Redone - Update Tracker
  2. J3w3ls
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    Due to an uptick of people reporting the same issue, here are a couple warnings in bold red letters:
    1. If you see giant walls, please update Base Object Swapper.BOS changed how it handles the ScaleA transform, from 0-1 scale to 0-100
    2. You cannot use the occlusion plugin if you have eFPS (not needed) or Capital Whiterun (causes unfixable crashes) - I will force the option to be unselectable in the next FOMOD to prevent issues
    CHECK THIS MOD IF YOU HAVE CRASHES WITH CAPITAL: https://www.nexusmods.com/skyrimspecialedition/mods/142433

    3. If you downgraded your game, you absolutely NEED BEES! (regardless of this mod, it is mandatory)
  3. dorajojo
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    can you  make a patch for SREX The Great Porch in Skyrim?
    1. J3w3ls
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      Does it need a patch?

      Edit: oh right, the doors! Yeah it can be done
    2. dorajojo
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      tq!i try it on ck,but it is too hard for me
    3. J3w3ls
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      You don't need the CK for most of it, xEdit is enough. Basically follow the level 1 patch from SREX mod page.
      After that, basically you just need the CK to open the navmesh tool while inside the porch cell, and hit the green checkmark, then save, and green checkmark/save a second time. Then it's done, you can run xEdit QuickAutoClean on it and you have the whole patch done and dusted! 

      but yeah dw I'll do it when I get time
    4. dorajojo
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    5. J3w3ls
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      Hey I replied on the mod page already, you gotta finalize the navmesh to update the door links
  4. SouLG97
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    Hi J3w3ls, I love the mod, but I just encountered an issue with a new character where I joined the Stormcloaks.

    I have a setup with Jarl Balgruuf Dilemma, Serious Civil War Consequences for Jarl Balgruuf, and Civil War Overhaul. It allows Whiterun to join the Stormcloaks and switch its city guards with Stormcloak Guards, but they are now in a perpetual battle with your newly added Whiterun Guard NPCs, which are probably in the Imperial faction. I don't know which of the aforementioned mods adds those guards, as it's not apparent via console (I guess it's all handled via scripts), but do you know if it's possible to make a patch between your mod and this Stormcloak Whiterun scenario?

    As a workaround, I've just removed all your added NPCs from the Navmeshed and Entrance plugins, but this is obviously not optimal.
    Edit for anyone wanting to do the same:
    Spoiler:  
    Show

    - Exterior City Entrance plugin:
       -> removed guard NPCs for compatibility with Civil War Overhaul
            WhiterunExterior01 (0000961B) -> FE0C9926, 
            WhiterunExterior13 (000095FD) -> FE0C98A4, FE0C98A5, FE0C98FD, FE0C98FE, FE0C98FF
    - Navmeshed plugin:
       -> removed guard NPCs for compatibility with Civil War Overhaul
            WhiterunPlainsDistrict04 (0001A276) -> FE02785A, FE02785B
            WhiterunPlainsDistrict03 (0001A27A) -> FE02784B, FE02784C, FE02784D, FE02784E
            WhiterunOrigin (0001A27F) -> FE027842, FE027843, FE027844, FE027845, FE027846, FE027847
    1. J3w3ls
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      Yeah I used the default whiterun guard template, which is aligned with imperials. It's on the update tracker already
    2. SouLG97
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      thanks for the quick reply and that's nice to hear!
  5. Mizael16
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    Hi there, I love this mod, the handcraft is a amazing. However, I am also using the Blubbos 2023 and when using Dyndolod I get a fatal error with the patch for it, preventing them when generating the lods. These are the errors I found with xEdit:

    Checking for Errors in [FE 001] Whiterun Has Walls - Blubbos Whiterun 2022 Patch.esp
    [00:00] [REFR:0500082F] (places [05000973] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F]) at 5,-2)
    [00:00]     REFR \ NAME - Base -> [05000973] <Error: Could not be resolved>
    [00:00] [REFR:05000845] (places [05000972] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F]) at 6,-2)
    [00:00]     REFR \ NAME - Base -> [05000972] <Error: Could not be resolved>
    [00:00] [REFR:05000850] (places [0500080C] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F]) at 5,-1)
    [00:00]     REFR \ NAME - Base -> [0500080C] <Error: Could not be resolved>
    [00:00] [REFR:050008BE] (places [05000807] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:0001A270] (in WhiterunWorld "Whiterun" [WRLD:0001A26F]) at 6,-1)
    [00:00]     REFR \ NAME - Base -> [05000807] <Error: Could not be resolved>
    [00:00] [REFR:05000854] (places [0500080D] <Error: Could not be resolved> in GRUP Cell Temporary Children of [CELL:0001A274] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,0))
    [00:00]     REFR \ NAME - Base -> [0500080D] <Error: Could not be resolved>
    [00:00] [REFR:05000846] (places [05000806] <Error: Could not be resolved> in GRUP Cell Temporary Children of WhiterunPlainsDistrict04 [CELL:0001A276] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-2))
    [00:00]     REFR \ NAME - Base -> [05000806] <Error: Could not be resolved>
    [00:00] Done: Checking for Errors, Processed Records: 21, Errors found: 6, Elapsed Time: 00:00


    If I need to do something else, let me know, I am very noob to modding unfortunally
    1. J3w3ls
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      You did not read the instructions in the fomod or the compatibility page. You are using the wrong version of the mod. You must use the 2023ESL version on the mod page.
    2. Mizael16
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      Thank you so much, yeah I apprently forgot to dowload the blubbos esp patch. Thank you so much!
    3. J3w3ls
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      You're welcome
  6. Sekter76
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    Thank for the mod
    1. J3w3ls
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      You're welcome! Enjoy :)
  7. JuniperFizz
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    I'm using https://www.nexusmods.com/skyrimspecialedition/mods/124736?tab=description which uses a darker wood texture for Whiterun. My walls are topped with with a mix of light wood and dark wood on the wooden structure.

    Is there a way to force this mod to use my Whiterun wood textures instead of the mix? 
    1. J3w3ls
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      This mod does not change any texture, it will use whatever texture you have.
      It sounds like you have a severe mismatch between the 2 whiterun wood textures on your end... I would fix that first before trying to modify this!

      You can use Sniff like described in the FAQ if you still need it after fixing stuff. 
  8. StarbuckBunny
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    HI there again, I want to ask here before putting in the wrong bug section as I use SR Exteriors and Whiterun has walls.

    So I noticed a weird glitch with holydays on 27th last seed when they start the decoration, the entrance of whiterun walls disappeared, that means part of the exterior walls and walls around the main gate and drawbridge.

    The other walls are fine, it was fine before the holiday event, the inside of the city is fine with festivity and decorations.

    I have the holiday patch for exterior cities but did not see patch for whiterun has walls and holidays in the patch hub.

    Are you aware of this, should I report it? (where?) :D
    1. J3w3ls
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      Not a bug in any case if it's a new patch you want!

      I have no clue what that mod is nor do I know why it would cause that to happen.
      In any case, it sounds incompatible if it disables entire wall sections!
      Sounds bad!


      Edit: if there is a bug without SREX, just between Holidays and this, then it's a patch request for this mod. If the issue only happens with SREX, then it's a patch request on SREX side
    2. StarbuckBunny
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      I will just show you what happened, the walls were working well, so it was baffling to see this clusterf... :D

      The inside wall of Whiterun are perfectly fine, SR exterior has a patch for
      both WHW and Holidays (basically holidays add some decorations and
      festivals to settlements following Tamriel lore holidays calendar, is
      like the party in solitude but for several occasions and with different
      decorations, is little immersion mod but I recommend it)

      The walls were fine before 27th last seed, I noticed the disappearance of
      the outside by chance, when in the evening after working day the
      townspeople leave the farms and head for the market square to celebrate,
      this is what I saw

      Spoiler:  
      Show

      and from the inside (only gate walls and external missing, the others are fine)




      Guards still guarding high in the air (so they still follow the navmesh), if
      this image gives you any clue what could need to be looked at, I could
      try to make a patch, not entirely sure how to proceed though as these
      changes only last the day of the celebration and the only the roads
      decoration stay for a while longer, and those did not disturb the walls
      at all (they are "inside")
    3. J3w3ls
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      Wait they are standing in the air? If so, that means the gate is still there, they would fall down otherwise... What the hell is that? Lol
      Can you also walk on it/bump into it? You need to open the holidays mod in xEdit and check if it touches the main gate and the drawbridge, because that is weird af
    4. StarbuckBunny
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      yes, but I think is something else, not holiday, I cannot pinpoint what the heck happened, the only thing I "installed" was dyndolod (but I cahnged my mind and did not activate it, uninstalled it without even trying to strt the game).

      Very likely is not even Whiterun has Walls BOS problem, as I tested disabling it and even the vanilla walls are fracked up.

      Tired even a fresh Skyrim Install, reinstall all mods, and still the bug persists. You got to love these kind of things in skyrim, makes no sense, I recall installing corrected water fresnel and nothing else, so hard to debug this thing.

      Other possible culprit is eFps, but I doubt it would mess up vanilla whiterun as well.
    5. J3w3ls
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      eFPS can hide meshes, but it usually doesn't hide the whole thing in one go, and it's usually specific angles... strange
    6. StarbuckBunny
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      Okay this is a useful info for WHW ans SR Exterior cities: the culprit is eFP (disabling it restores both R exterior vanilla and whiterun has walls).

      What tricked me is I in fact DID have a SR - eFPS patch but I found out now reinstalling it this note: "eFPS - SR Exterior Cities"- this patch is only for the .els version.


      So is useless since I have the AIO 2.0 that installed an .esp

      Only took me 8 hours to resolve this bs :D

      Question: is a level 1 patch enough to resolve this issue? In that case I can do it. If eFPS requires a more complex patch I am afraid I can't (did not learn how yet how to mess with CK besides quests and scripts).

      In that case what workaround can I do? delete the whiterun records from efps? (but probably all holds are messed up I only coc to whiterun so that's what I noticed)
    7. J3w3ls
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      huh? No not at all, what?
      You absolutely need the eFPS patch in the SREX patch hub. And it is up to date. And just FYI more complex than a level 1 patch. It's a handmade patch
    8. StarbuckBunny
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      Wait, I get the trap, if you get efps the SR Exterior cities patch linked in requirement is this one:

      efps Sr Cities patch  and THIS is for the old esl.
      That tricked me, I have SR installed since long, and weh nyesterday put efp I guessed it likely requires a patch, and searched for SR in requirements, got the outdated one.

      All well what ends well, the good news is SR and WHW are fine with Holidays too (just checked, SR Holidays patch works fine and was a false positive), my messup can be useful for others who get baited by the outdate patch and efps and have missing walls or chunks in the future
    9. J3w3ls
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      Oh yeah don't use that super old patch, it was never updated. Use ours!

      Glad it all works fine then!
  9. Cwronaga2167
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    I know its ambitious but would it be possible to give a similar treatment to all the Forts around Skyrim? (the intact walls) 

    There is a similar mod that touches forts called Natural Forts of Skyrim -SE-AE at Skyrim Special Edition Nexus - Mods and Community BUT it has issues such as using one texture for the entire structure and covering all the windows.
    1. J3w3ls
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      Did you check out this one?
      It's what I use ;)
    2. Cwronaga2167
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      Yes but it would be cool to have the wooden roofs and battlements on them like your walls. there is a mod that adds roofs to civil war forts but not bandit ones but it doesnt add battlements.. would it be possible to stick your tower roofs and walkways on top of intact fort towers and walls? may just need a resize. Also here's that other mod if you like the imperial castles mod. Its an addon that made me want your walls. Medieval Towers - Unique Civil War Forts at Skyrim Special Edition Nexus - Mods and Community
    3. J3w3ls
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      Lol it would need WAY more than a resize ^^ I've got way too much to do and too little time to commit to that...
      Did you ask the author of those 2 mods? They are pretty cool and may be open to it :)
  10. cuddm
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    When using WhWR with JKs Outskirts, Ryns City Limits and Lux Via, i run into the following problem: the WhWR-JKsOutskirts-LuxVia patch requires the JKsOutskirts-LuxVia patch as a master, however when using JKs Outskirts together with Ryns City Limits, the JKsOutskirts-LuxVia patch is never installed by the Whiterun Exteriors Patch Collection, and is instead replaced by a combined JKsRynsExterior-LuxVia patch (in place of the JKsOutskirts-LuxVia patch). So i end up with a missing master for the WhWR-JKsOutskirts-LuxVia patch and cannot use it :(
    1. J3w3ls
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      Yeah that was changed in a later update of the whiterun exteriors patch collection... I don't like this change personally, as any 3-way combo patch should require all 2-way patches, not replace them :-/

      You can get the right file from inside their fomod in the meantime. As long as you place it before their combined patch, it will work without any issue, and you can use my own patch.
      (Either that or you can change the master in xEdit if you know how)

      I'm not yet ready for an update of this mod, it will be a little while longer. I have another update for Riverwood has Walls to do before I can focus on this again
    2. cuddm
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      Thanks, I'll just change the master ref to the JKsRyns-LuxVia patch then, if that is safe.
      By the way, I noticed some issues on the western gate (with all patches for JK/Ryn outskirts active): the outer gate has banners and braziers misplaced and floating in the air (towards western watchtower), and the inner gate has a misplaced occlusion plane in a spot that is closed off without WhWR. I can do some screenshots if needed whenever I'm back at my PC 
    3. J3w3ls
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      Yes please, screenshots! 
    4. cuddm
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      Aight, floating or misplaced braziers/banners at outer western gate here; occlusion issue at inner western gate here, this is how it looks when the occlusion plane unloads. I don't have any WhWR occlusion patch installed, whiterun plugin order (minus ESMs) looks like this
      Hope that helps!
    5. J3w3ls
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      Huh that stuff shouldn't be floating anymore, I'm sure I fixed this already!!! Question is... Did I release it? Or did I wait because the exterior patch collection had just updated and I needed to re-check everything... 
    6. cuddm
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      Some additional info, maybe it helps: the braziers/banners are last modified by the WhWR-JKsOutskirts patch, while the wall they should be connected to is last modified by the WhWR-JKsRyns patch, seems there is a mismatch between the patches. The problematic occlusion plane is from JKs/Ryns and is correct without WhWR, because the space in the wall (seen on the screenshot) is normally closed off; WhWR swaps the wall mesh to one with a gap, but the regular JK/Ryn occlusion plane is still in place, leading to wrong occlusion (and invisible stuff)
    7. J3w3ls
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      Hmm, I'll see what I can do then, when I get to this mod's next update
  11. KingstonLaFlame
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    I dont know what it could be but, for some reason pieces of the walls go missing on the inside of Whiterun. I uninsall and re-install, the walls would be fine. But, if I were to quit the game and come back, it would back to the missing walls
    1. J3w3ls
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      That sounds like a messed up load order! That sounds extremely weird though... Try without any of the BOS files (..._SWAP.ini)
  12. Kalifah
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    Mate, there is not patch for Refugees?
    1. J3w3ls
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      Does it even need one?