Skyrim Special Edition

About this mod

This is my complete overhaul of Whiterun City, it's surroundings, and the wider hold. This overhauls the streets, adds buildings and over 100 NPCs to the city and beyond. It includes a new district and adds Guards, Citizens, Merchants, Traders, unique fauna and much more. The main file requires the BSA or loose files.

Requirements
Permissions and credits
Translations
  • German
Donations




Willybach's Discord Channel

Version 1.6 Introduces:
THE MARSH DISTRICT













THE MOD

This mod is a complete overhaul of the City of Whiterun and it's surroundings. The main essence of the mod is to make Whiterun a more immersive and vibrant economic hub.

WHITERUN HOLD

To replicate a thriving meat industry various Shepherds and other herder NPCs bring in their flocks to a Butchers. Couriers carry materials themselves or with help from their mules between Riverwood, Rorikstead, a new mine and Metalworks, Ivarstead, Falkreath, Windhelm and the Warehouse district in the city outskirts. There is an Apothecary Guild in Riverwood also, and it's various members bring their wares daily down into the City of Whiterun. There are also additional gates, Herder camps, a standing stone circle and some unique species of Fauna. More guards have been added to various locations around the hold, and these Hold guards (wearing cloaks to distinguish them) periodically return to the city or follow patrol routes. In total this mod adds over 100 NPCs to bring the hold to life. 

THE MARSH DISTRICT (Whiterun Outskirts)

The City outskirts is a more vibrant area for merchants and guards, with new Guard areas, (a toilet, armory and defensive towers) and a Contraband Office. Several guards have been added (without helmets) 1 of which is a retired guard / cook who mostly works in a small camp area where guards will sit and eat (they all reside in the Barracks). There are also additional walkways. The main focus of the Outskirts is however as a trading area, so there's the Warehouse overseen by the Overseer, and various other NPCs. There's a processing area, and a new Stables inside the city walls. Various NPCs will periodically travel to and fro between other towns and this warehouse, replicating supposed trade routes. Inside the city walls is also the new Marsh District complete with The Merchant Guild, Madame Lasivius' Parlour (a brothel), a Barracks, a Wayhouse (a sort of hotel for traders) and three shacks for the Traders. There's a large ourdoor beergarden type area with trees. Outside the walls, there's the Butchers, the Windwalker's House (an Apothecary), a new Farmstead with mill and wheat fields, a Fishing dock, a Wagon storage area, animal market and small camps of herders.

WHITERUN CITY INTERIOR

The interior however is the main focus of this mod. It is a fairly radical overhaul and will likely not work well with many other mods that change things inside. It adds around 16 buildings, mostly houses, but including: A Bakery, a bookstore, a Healers, a City School (which the children attend daily to be taught by 1 of 3 NPCs), an Instrument maker, a Clothier, a Weaver, Potter, Thieves den etc. It revamps several areas, with the market having stalls redesigned, extra items added to merchant's good lists, an extra 4 stalls and seating area. 
There is now more distinct living areas, with a rundown slum area, and more closed in alleyways. There are gardens and other items of interest. Breezehome has also had a facelift with a new garden out back and to the side, as have many other buildings. Indeed most areas of the city have been changed to some extent with an additional second market area.
NPCs also often have simple dialogue. 


This is NOT compatible with my other mod Whiterun Valley or any other mod that modifies the city itself. I released this as a separate mod despite it sharing a lot of content with Whiterun Valley as I just felt it would be too complicated with feedback and patches etc. 

Marsh District



PLAINS DISTRICT





WIND DISTRICT



CLOUD DISTRICT





INSTALLATION

You must install both the ESP and the BSA for this mod to work!
There is an alternative loose files option available.






* (B) = Place BEFORE Willybach's Whiterun
** (A) = Place AFTER Willybach's Whiterun

RECOMMENDED MODS THAT FIT WELL WITH WWR:

Provincial Courier Service
1 of Elysium Estate or Skyfall Estate
Breezehome by Lupus
EEKs Whiterun Interiors
Immersive Wenches
Whitewatch Tower Reborn

Optional: Alpine Forest of Whiterun Valley


RECOMMENDED TEXTURE MODS:

Designs of the Nords SSE (Improves Banners)
Whiterun HD / Skyland - Whiterun
Epic Gate of Whiterun
Beautiful Honey Signs / Signs of Skyrim SE / ElSopa HD Hand Made Signs



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

STROTI - Converted by TAMIRA - Various packs including Hobbit House Resource and other buildings
YUGHUES - Converted by TAMIRA - New Plants
NERDOFPREY - Immersive Laundry

TARSHANA - Winterbrook Furnishings
JSNIDER/VICN - VICN Creatures
SWEEPSWIRL - Wood Frame Backpacks SSE
IXWIND - The Witcher Cards
JET4571 - Jet Resources
CLOUDEDTRUTH - Relationship Dialogue Overhaul
HANAISSE - Hanas Blank Roadsigns - A resource

AULIE - Melt in the Mouth - Sweet Resources
JOKERINE - Misc resources
TAMIRA/PHITTS - Lanterns Mod
TAMIRA - Assorted Resources
MIGHTYNINE - Tap Warehouse
NORTHBORN - Northborn Fur Hoods
0Prime0 - Blades Samurai Armor and Kinono
OARISTYS - Modder's Resource - The Witcher Extension
LORSAKYAMUNI - The Witcher 3 Mega Resource Pack
NORAIMIRONHAND - Mule Skinner's Farm
HIFOO - Basket Backpack
TREASURECHEST - Furbag Backpack
JACKNIFELEE - Velvet Robes and Cloaks
ELINEN & ZTREE - Hoddminir Plants and Trees
MIHAILMODS - Various Creature Mods
CD Projekt RED
KELRETU - Alchemist Backpack
MATY743 - Noldor Content Pack
BLUEBOAR - Broad-Brimmed Hats
ORIN04 - Decoration Bag
REFURBMADNESS - Simple Outfits for Men
MM137 - Skaal Santa Suit
LEODOIDAO - Petrogliph and Cave Painting Resource
APEPIofDUAT - Apepi's Art Assets
TRUEDRAGONBORN - More Rugs
KRAETEN - Stormcloak Cabin Resource
TESTTIGER2 - TestTiger's Mesh Resources
RUSEY - More Triss Armor Recolours
BUDDY1011 - Mega Resource Pack
DARKRIDER - Celtic Decor for Skyrim I
BLARY - Various Resources
FLINTTONE - Orient Set
ELIANORA - Elianora's Extra Resources
SCARLA - Scarla's Toybox - Modder Resources
ELINEN - Whiterun House Foundations
MAHTY - Hip Bags
JAYR848 - Stormcloak Battle Armor Replacer
MINNGARM / KRITTAKITTY - Realistic Horse Breeds
xXTAINXx - Pierced Ears - Earrings
NICKJORASU - Religious Resources of Tamriel
PHYSICSFISH - Tasheni Saddles Redguard Collection SSE

Big thanks

Willybach's Discord Server



Translations/Extra files available

HD Signs Textues for WRV by LupusHegemonia here: Lupus Hegemonia's HD sign textures
German translation available also here: Willybach's Whiterun German Translation by Znerol


Update 1.7

NOTE: a lot of these updates change Navmesh, NPC routines, dialogue etc, and likely (if you have a previous version of this mod installed) you will not see any changes and possibly NPCs bumping into things or just standing there unless you fast travel outsite Whiterun Hold, save in an interior space, reload and then return to Whiterun (seems to work for me anyway). Sometimes just saving and reloading in an interio space works, but I've noticed sometimes that some changes don't always implement)

Cloud District:
Added some arches to area and gates

Wind District:
Added AI packages to make NPCs visit overlook seating area
Revamped Hystorrean Tingleberry's house
Made Tingleberry sell rare Dwarven artefacts

Plains District:
Added exteriors to several shacks and revamped alley with clutter such as laundry and a barrel making area
Added an extra shack to alley area, moving another shack further up and moving goat enclosure and homeless shelter area
Completed interiors of Coopers, Candle makers and Locksmiths
Added Locksmith (formerly Metalworks overseer)
Added Candlemaker
Added Cooper
Made Locksmith sell Lockpicks and illegally copied keys (turns out keys can't be sold, so instead he carries several copied keys on his person to be pickpocketed)
Made Coopers interior primarily a front for Thief guild passageways, leading to various locations, one of which is the Wheelwright outside town, good for all getaways from guards.
The candlemaker is also an illicit Skooma producer
Added underground cave accessed via trapsoor from Candlemaker, this is his illicit underground Skooma production area
Added trapdoor to Thief den basement
Locksmith also makes and sells large quantities of lockpicks
Moved Instrument Makers house to rear of Drunken Huntsman with clutter our front
Added some dialogue to new NPCs
Added clutter to some areas of the alley
Built up the woodcutter's house area, effectively turning him into a Carpenter. Outdoor Carpenter's workshop area.

Marsh District:
Added more AI packages to make more NPCs visit area
Fixed some issues with Barracks
Added a wall above the rocks so I could add a plane marker and hopefully improve performance in that area.
Fixed some tables coming through roof in Merchant Guild
Fixed lighting in Merchant Guild as it was flickering too much.
Added some dialogue to a couple of NPCs
Added Zenithar Shrine to Merchant Guild
Fixed some structural issue with the Stables outside gate, needed end gables.
Added Wheelwrights house interior, outside wall with clutter out front
Added Wheelwright.

Outskirts:

Around the Hold:
Removed Metalworks! It's a big one, but lots of people have expressed the view that its incongruous and possibly anachronistic, and obscures the view
(I may add a patch with brings this building back, as perhaps some might miss it :))
So have moved NPCs into the digs with the Miners, and expanded the Mine area
Added dog to Mine area
Added a few things to mine
There are now several smelters and the Metalworks are now part of that environment
Added sign to mine
Changed Mule enclosure at mine
Reworked Navmesh
Added a few carts downstream

Update 1.6

City Exterior

Added: New District! The Marsh District. With reworked ground and walkways, and open beer garden type area
Moved walls further back to make space
Reworked all Navmesh
Situated in the City exterior, the all new Marsh district is the principle domain of Traders, Guards and ladies of the night.
Moved the Merchant Guild to the former location of The Whiterun Inn (which is now renamed and moved into the city as the Thieves hang out place)
Added: 3 Shacks, homes for the Traders (some now live together in digs)
Added Miss Lasivius' House, effectively a brothel. It has a basement where every night the working girls and different NPCs (usually traders and guards) will sleep there also, simulating some baser aspects of the human psyche. 
Added Miss Lasivius (she's a little basic, will add some dialogue in the last update)
Added 3 'working girls'
Added new uniforms.
Added lots of Dialogue to Working girls
Added: Wayfarer's Rest, a hostel for traders and wayfarer's alike - and a place for the player to sleep also
Made Whyte Rheddeg the proprietor of Wayfarer's Rest
Added 2 Tenants all non-Nord to add to the Traders 'transient' aspect to the new Disctrict. 
Moved 3 Hammerfell Traders also into the Wayhouse, and removed their camp area
Added: Guard's Barraks, housing 6 guards, the two old Guard NPCs, The Captain of the OuterGuard and three new ones
Added lots of AI packages to make NPCs hang out in Merchant Guild, sleep in various locations, hang out in outdoor area and mingle with working girls (sometimes sleeping suspiciously in the brothel overnight) etc. Some have additional dialogue.
Removed rear storage area to warehouse, which was mostly not noticed, and kind of a waste of space and potentially FPS.
Reworked Merchant Guild, adding a new connected Basement via stairway along with kitchen area and a cook who sleeps down there. 
Removed Guardhouse and Townhall building from near gate, now mostly redundant and kind of pointless
In its place is now another extended Stables area, which has the Hammerfell traders horses and trader horse, the Stables inside the walls now only has Mules
Added signs to several key buildings
Made the new second entrance to Marsh District openable, if unpicked. 
Added trees and plants to beautify the area. 
Fixed several issues with the Desk area where the Overseer welcomes traders. There were idle and Navmesh issues as well as some floating items.
Added extra Trader NPC and mule who travels between Meadery and Market. 
Added awesome backpacks for traders to use from Sweepswirl's Wood Frame Backpacks

City Interior

Added Orphanage in Cloud district, as yet interior not done, and Orphans not added. 
Added some archways to the area.
Added another shack to cloud district, for Master Jeweller possibly. 
Moved Merchant Guild outside city, replaced with the dodgy 'Master Rumple's Establishment' which is a front for illegal activities. 
Added Master Rumple 
Added 2 trainer NPCs in Rumple's Extablishment, they train Sneaking and Pickpocketing
Moved all Traders' shacks outside city 
Added Weaver, who lives in own shack
Added Weaver, who ostensibly sells Wickerwork but is really a fence, and a money launderer for the Thieves guild. (You have to use your imagination on this one)
Added another shack to rear of Drunken Huntsman, interior not done. NPC not added. Will be a retired Actor who trains in Speech. 
Added Seating area overlooking waterworks in front of Cloud District (next update will move Bakery there)

Whiterun Hold

Added some clutter and wagons to the front of the Meadery
Changed textures for Apothecary Guild, mostly now vanilla textures (not the actual textures that came with the resource, looks a lot better in my opinion)
Removed Skurrels (Squirrels) - they were kind of cool, but looked so unrealistic when running. 
Removed an odd Static Bird that I'd added ages ago, and must have been sitting there in a tree near Riverwood for months lol. Not sure if anyone noticed. 

UPDATE 1.4 Patch notes 

City

Added: Merchant Guild House (interior 80% completed)
Moved Chunderwitt house to city exterior
Moved Drunken Huntsman back to original location
Removed Podium
Added new Home (for Executioner) up in the Cloud District and moved 2 new Wenches into his old shack
Removed many textures from objects (so as to return them to Vanilla ones)
Added a few textures to some Buildings
Reworked Fountain area: trees have smaller and better looking decorations
Removed Sundials
Remade Potter area
Removed several non-vanilla trees (for poor texture quality and not being lore-friendly)
Reworked entrance way to Skyforge
Removed cats
Removed Peacocks
Removed several garish plants that didn't really fit

Market Area

New Stall cover textures
New Signs (HD)
Removed some rubbish looking clutter
Changed textures of wood

City Exterior

Added Whiterun Contraband Office (ideal for thieves) - keys are with a couple of guard NPCs and Chunderwitt
Moved Townhall and GuardHouse building to outside city gate
Moved Merchant Guild Master Chunderwitt's house to exterior in old Townhall's location
Tweaked entrance to Inn, renamed to The Vanguard's Rest
Reworked Inn's basement, smaller and more realistic (may well completely rework the Inn next update to be more similar in size to Merchant Guild)
Removed the two wagons inside city entrance, moved Guild master Chunderwitt down near entrance with reworked desk and work area
Added covered seating area for Fast transport Wagon
Changed signs for several buildings
Added some Wheat fields
Added a little clutter and removed others
Removed Camels
Added back in textures so that several animals are back, after seemingly being absent in last update
Added a couple of shacks, as yet no interiors done
Removed graveyard area near city wall
Sorted out some issues with keys and locked doors
Reworked Mushroom underlair of Windwalker's house.
Added some clutter near inner gate entrance

Other Locations

Removed some clutter due to poor textures or not being lore-friendly
Changed some textures, often back to vanilla so that texture packs affect more objects
Changed some textures and objects in Apothecary Guild
Removed some animals that were no longer working, will possibly add back in next update. 
Moved front door to metalworks forward

NPCs
Added Merchant Guild Keeper and his wife
Added 2 Serving girls, one to Inn and the other to the Guild hall
Altered several NPC outfits
Added my own custom Clothing to several NPCs 
Changed several names
Travelling traders will now also trade, later in the day after their 'day jobs' have finished. 
Olava the Feeble now Potter and trader (although obviously AI Overhaul Mod will probably remove these changes)

Known Issues:
Some animals are not showing, have to readd in their files
Donkey's occasionally follow traders into town or even into the Merchant's Guild. Will try to adjust AI packages to minimise this (although I don't mind them standing outside the guild so much.)




My other mods:
Whiterun Valley - Hold Overhaul