Skyrim Special Edition

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  1. mdzukunft
    mdzukunft
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    Please test and get back to me with errors and/or comments. Thank you.

    Updated both files to 1.02 because (a) they were still ESM-ified and (b) I forgot to include meshes and textures from EEK's Beautiful Whiterun (I had just been overwriting EEK's ESP with the replacement version he provided for this mod).

    Also, I put the resources in one file and the ESP in another as I'm actively making changes quickly and no reason to keep downloading 150+ Mb over and over with each new update.

    Current issues:
    1. The guards in WR Eastern Expansion do not use torches at night. mnikjom is aware and will address upon his next update (and will tell me so to update this mod).
    2. Made a patch for Bells of Skyrim. Moved the bell to the gateway between the market and the Gildergreen. I added a door/stone facade and a trap door up top. That all works. Only problem is a Stormcloak guard spawns and is immediately attacked over and over. So I need to figure out how to change him to a basic Whiterun guard. But the patch otherwise works. Yea! (FYI: Waterfountains of Skyrim works just fine.)

    Fixed:
    1. Seams in WR Eastern Expansion guard house.
    2. Floating pine tree by BBLS.
    3. Seams in porch of Enchanter's Forge.
    4. Made vacant door inaccessible to match other vacant buildings in WR Southern Expansion.
    5. Fixed banner in Eli's Breezehome. Added back lantern to front of Breezehome. Swapped in EEK's Dragon door to match rest of upper middle class homes in Whiterun.
    6. Changed position of Bjorn's stall chair so his feet aren't under the road.
    7. Every NPC has the "Can I buy a horse?' dialogue. This stemmed from trying to create an independent hostler for Northern Whiterun Stables (added by T'Skyrim) but it somehow looks like it got applied globally. One of the Markath hostlers data was deleted so the option became available to every NPC. Confirmed fixed!

    Compatibility:
    1. Bells of Skyrim. Covered by tower next to WR Eastern Expansion gate. Does anybody know the following: Is there ALWAYS a guard positioned next to the bell? Or does it have to have access with navmeshing to work? If not, I could reassign the bell to any number of towers around the city.
    2. Water fountains of Skyrim. Looks okay as positioned next to Bannered Mare.
    3. Open Cities Skyrim. You must be kidding. No chance. I abandoned due to compatibility issues. Love the concept though.
    4. Whiterun Valley. I'm using T'Skyrim as foundation. mnikjom created his own more lore friendly version (work-in-progress) of Whiterun Valley in version 0.18.

    UPDATE (3/26/2020):
    - Contacted mnikjom. T'Skyrim Whiterun is no longer in development. He was not happy with the quality of the mod. So I guess it's just me from here on out.
    - Tested out Whiterun Valley - Marsh District. Pretty good. Whole new section fo Whiterun. I am thinking about remaking Z'Whiterun modular and compatible with what Willybach has done.
    - I NEED HELP! My plan is to merge T'Skyrim Whiterun with Z'Whiterun, split into INTERIOR and EXTERIOR mods and make everything patch related. However, I have limited knowledge in how to split apart a patch using SSEEdit and CK. If you can provide assistance, please PM me.
  2. wyllravengard
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    Well, this mod looks really great, but all the prerequisites cause too many issues to use.  I installed everything, even the correctly used the old files of DoS because of the name change, but there are a couple of issues reported by LOOT that was going to be too much trouble, particularly as it stated one of the problems would have to be corrected by that mod author.  If anyone has other suggestions, please let me know - this looks nice.
  3. BlackStitch93
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    looks like "T'Skyrim - Whiterun (Addon to JK's Skyrim)" is deleted from the Nexus, can someone please share it or know if it's uploaded somewhere else?
    1. Hilli1
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      You can find the current version here: https://www.nexusmods.com/skyrimspecialedition/mods/9951?tab=files.
    2. BlackStitch93
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      thx dude!
    3. mdzukunft
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      mnikjom is no longer developing the mod currently.
  4. Optilux
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    This sounds great - I ported and installed the expansion to East Whiterun recently (that T'Skyrim also incorporates), and it has great potential as far as it goes, but I didn't really feel it was coherent with the rest of Whiterun - there is a lot of duplication between shops (what they sell and the purpose they serve), the new NPCs have no dialogue other than selling, and normal NPCs would not enter / leave the city using the new entrance (at least not that I have seen), so it is not as 'living' as I would like. I hope your megamerge deals with some of this.

    I'm a bit 'nervous' about the fact your merge requires a few mods I wouldn't otherwise normally use - this includes Halla, Bathing Beauties, and ICAIO. The first two just because I'm reluctant to use a mod slot for a player home (and the bathing suite does not sound immersive, plus I have Northern Bathhouses). ICAIO has compatability issues with other mods outside of Whiterun. However, I will give them a go and hope I am pleasantly surprised :)
    1. Optilux
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      OK so I have tried it and it looks great, and I have been won over despite the challenge finding space for all of those mods.

      There are a few new NPCs who are giving the 'blackface bug'

      I have a problem with lots of NPCs congregating outside Olvala the Feeble's house, probably because of ICAIO. This includes a couple of ghost children who I think are from 'The Kids are Alright' and people from various other mods.

      I can walk around, move inside and outside, and everything works. But if I reload a quicksave taken with this mod, then I either CTD or go to an infinite loadscreen. I am doing some testing to see if this only happens in Whiterun or if it is a wider problem.
    2. Optilux
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      Confession - my problems were fixed once I remembered to install the Base Files and replacement ESP for EEKs Beautiful Whiterun!

      Really looking forward to seeing this develop and to you populating the southern exterior :)
    3. ProperDaveXD001
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      I'm curious; does Northern Bathhouses work with this? you seem like you might know.
  5. DrakorVral
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    Is this compatible with Whiterun Expanded?
  6. TammyTime77
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    Is this compatible with Tundra homestead from the creation club?
    1. Hilli1
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      No. Bathing Beauties or Beefcakes - Luxury Suite (BBLS) is required for Z'Whiterun. Thundra Homestead is placed at the same spot.
    2. TammyTime77
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      Ok thank you. I will try this out sometime.
  7. Bodomgerman
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    there is a possibility to make it compatible with open gates and with immersive laundry?
  8. Elimanator14
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    I absolutely love what youve done and applaud you for working to make so many mods compatible. I do have a question though, Ive checked the load order and everything but I cannot for the life of me get the Well Covering in whiterun to load in. The lamp and moss just float. Nothing else floats as far as Im aware, do you know the possible cause?
    1. cyde042
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      In case someone can't figure out why the well is missing its roof, make sure you install this mod AFTER SMIM (or load the base files after SMIM in MO2).

      use search next time yo, my comment was 2 posts down...
  9. ParadoxNanoTails
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    I've downloaded all the required Mods for this one to work
    but appearently Im missing a Master mod called

    "Halla - Alternate Placement.esp" for Z'Whiterun to work

    I already downloaded "Halla- A whiterun Playerhome"
    But I did not find the Missing ESP there

    where can I find the "Halla - Alternate Placement?"
    1. Hilli1
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      It's on this page.
    2. ParadoxNanoTails
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      Oh my bad I didnt know it would be here Thanks..
  10. ElliOop
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    Might it be possible to get a compability patch for this and Skyrim Sewers 4? I adore this mod, it makes Whiterun feel like how it *should* be based on the lore - a big, bustling hub city with different districts -- and I'd love to have SS4's sewers in play too for the "old school dungeon crawler" immersion they bring to the game.
  11. heleanarodo2012
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    how can i remove a master file from a plugin?
    yours or other mods in this list, they have jk skyrim & immersive citizens. these two i already merged them together, so i want to use the wrye bash to change the master files with mine but there are two entries merged in one mod. i cant replace both of them by giving the same (merged) mod name, can I?