About this mod
Compatibility patch for two biggest Whiterun mods - for greatest Whiterun expirience ever!
Important: for Warbird's Whiterun Metropolis V1.3 and Whiterun Valley 3.08 - Whiterun Interior Version. Exterior or other WValley versions will NOT work
This is beta version, as I just learn how to use CK. All sorts of issues may occure
- Requirements
- Permissions and credits
Note 2: English is not my native, so i'm sorry for possible mistakes here in description.
Note 3: WWM is for Metropolis, WValley is for, yep, Whiterun Valley.
1. Changes:
As both mods mostly edit different parts of map, overlaping just in a few areas, my goal was to delete as few objects as possible to make them work together. I delete few unfinished buildings in WWM Cliffside district, stables there and Eoli's house, cause I just don't found new place for it. All other stuff, including gatherer's camp from WValley was saved and moved to a nearby location.
Other exterior changes:
- Made some minor landscape edits near the western walls
- Remove overlaping navmesh in some cells
- Fix navmesh in WWM farm district at northern part of the city, and few other places
- Move a bit WValley deers east of the city, so they not spawn right on WWM hunters camp.
- Add a door from WWM Cliffside to Marsh District.
Whiterun Interior changes:
- Remove double navmesh in Wind district
- Remove WWM gates to Cliffside, cause there is WValley Marsh district there now. There is still working doorway near the graves to WWM upper Cliffside.
Thats it.
2. Load order:
- Landscape and water fixes
- Whiterun Valley
- WWM
- WWM - USSEP patch (optional, if you use it)
- This patch
3. Stability and possible issues
I play 10 hrs testing final version, and have only two issues - one ctd at south-western part of city and one endless freeze at tundra (but I dont edit this cell, so it may be a WValley thing). I tried to repeat them both, but it works fine, so i don't know. It should work. But still make saves regulary)
Post in the comments or DM me if you find bug, ctd, landscape issues etc, just be shure, that this is not the other mods.
Also, this are both big mods, and a lot of stuff and NPCs added to Whiterun exterior, so it may hit your fps. It goes almost smooth on my 4060 laptop gpu with 8GB wram, but I dont use any textures, grass mods or enb.
4. Known issues
- As it my first patch, I've made a lot of mistakes in a way I edit navmesh. It should work fine with required mods, but if you add more Whiterun mods, there could be troubles. On the other side, there are not so much mods, that are compatible with WWM and Valley, and especially them both. Anyway, when I'll remake this patch, I'll fix this.
- I forgot to remuve two smoke markers, so in one place there is little smoke, coming from under the road. Not so much of an issue, but also will be fixed
5. Future plans
- Learn more about modding in CK and xEdit
- Make same patch for Willybach's Whiterun standalone version
- When the WWM gets update, rewrite this patch to make it more accurate
- Make combo patch with this mods, Ryn's Whiterun limits, JK'Whiterun outscirts, maybe Lux and Northern roads. But no promises :)
- If i get permissions required, I want to make a merged ESM version of this mods and some other Whiterun mods, so it wont take your mod slots and more important - reference count. But there is much to learn to achive this, so it take time.