Version 1.4 SSE available for download. Fixed the floating Windows Glow at night, small tweaks and improved compatibility with Immersive Citizens, thanks Shurah for his detailed compatibility reports. Outskirts optional version 1.4 update also available, Removed a few statics that were conflicting with some of Immersive Citizens markers. Thanks Eferas for the report.
Open Cities compatible ESP available for download. Load after Open cities, JKs Whiterun main file not needed.
Now go explore, there's more to see than shown in the images! enjoy.
As has been announced I'm going to be taking over maintenance of JKs city and town mods while he moves onto other stuff. At this stage I'm not planing any content updates, or patches, however I'll still be fixing any major bugs or issues that arise in the files so please do keep reporting them. JK has also asked me to handle any permissions questions that come up so feel free to direct them my way as well. As far as I'm concerned, and the way JK has always approached it, there's open permissions for compatibility patches, although please do let me know that you have made a patch is all I ask and give me a link to it, but for anything more then that please ask me first before publishing. As per JKs request, I will also be doing the conversions for all the remaining cities and towns over to SSE as well which will be coming in the new year once I have my new PC set up. Please don't ask me for an ETA, I don't have one, but where possible I'll also bring them to console as well. I'll also be including the bug fixes I worked into JKs Lite to fix a few little things that people may be running into problems with.
If you'd like to have a chat to me about something more directly, whether its a bug or just something to share I have a small discord channel set up for various modding projects you can join by clicking here which I'm pretty much on every day so come and have a chat about these files or any other mod you wish.
I don't currently have time to review this mod due to it being handed to me at a very busy time while I was caught up in a lot of other stuff. If a major bug arises, you have my permission to post a download link for a fixed esp in the comments if needed, but please only use safe sites (dropbox, googledrive etc).
Not sure if this is JK Whiterun related but I can't think of what else it could be.
Has anyone come across an issue where some of the small gates are duplicated? One of them I found is behind arcadias cauldron where the extra alchemy ingredients are. When I open the gate...there is a 2nd closed gate.
Also... it seems like all of the alchemy ingredients are also doubled (by doubled i mean it seems like there are 2 sets of everything)
I have also noticed this happening with the AIO around Riverwood with the wooden gates and lanterns hanging off the buildings, one being static and the other being dynamic, I don't have this one installed, but have the same problem...
EDIT: The issue on my end was a double load, Nexus said I hadn't install this mod but I had apparently, and it wasn't labeled as JK's in the mod name search, it was JK(SHIFT+7)(SHIFT+3)(39;s) Whiterun V1.4b - SSE. If you do have the AIO installed/enabled, double check if that name is listed in your mod list, but that was my solution. (cant use the symbols, keeps autocorrecting to JK's Whiterun V1.4b - SSE how it should.)
I feel like this mod conflicts with Battle of Whiterun quest as the Imperials. When heading outside to meet the legate it auto starts the quest, drawbridge goes up and the fight begins. This breaks the speeches you hear at the start and the otherwise cinematic moment.
I am trying to figure out if this mod is causing an issue, as where the legate stands is modded.
Hi, I have both JKs Skyrim and JKs Whiterun installed. Vortex tells me the second one is unnecessary because it's included in the other, but if I try and remove it, my save won't load? How do I get round this? Thanks.
Search Fallrim tools (re-saver) if you can load a save at another location like solitude or a dungeon, then make a new save. Then use re-saver to clean your save. It's pulled my fat out of the fire a number of times, but if you can't get it to load another save then you're baked and will have to start a fresh playthrough. Always make a hard save before trying a mod, a lesson I had to learn the hard way. P.S. make doubly sure to read and follow the fallrim tools usage directions exactly as they instruct or it can bork your fresh save. Only clean undefined elements and unattached instances.
There was a problem when ı wanted to use 'Skyrim 2018 by Pfuscher' mod with this one, some of the walls meshes are missing. (I am using other mods of yours but there were no problem with those. only whietrun and it's surroundings has problems) I just wanted to inform u.
conflicting mods: Skyrim 2018 by Pfuscher Skyrim 2018 by Pfuscher Bug Fixes 1.6 Skyrim 2018 by Pfuscher Bug Fixes 1.5 Tamriel Reloaded HD High Poly Project JK's Whiterun JK's Whiterun Outskirts
I have this problem too. It's funny.....I see so many people talking great about JK's mods and how amazing the creator/s re, but I've looked through all these pages of people reporting these bugs and there's almost no responses from creator as to a fix. Not really good in my opinion. Uninstalling.
I've had issues in the past, and now i'm like 95% sure it's causing crashes to main menu.
My guess is it probably just really doesn't play well with other mods and could really use a rebuild. Which is weird because i would think just placing stuff in the creation engine wouldn't cause so many issues
This isn't a JK's whiterun issue, its a skyrim engine issue. It's LODs not unloading when up close. Going inside a cell (Shop, house, inn) and consoling "PCB" (Purge cell buffer) fixes it. This issue can also be exaggerated if your system can't handle what you throw at it.
This is beautiful, but not performance friendly, when I'm facing the whiterun gate, I get 147 FPS, then I turn to look at the whiterun market, boom fps drop to 46 FPS. What the hell man loose 101 FPS, perhaps because too many object? Only with JK's Whiterun, every other JK is fine, I've 100+ FPS average in every place, but not in whiterun. ONLY AT THE WHITERUN
Same, did some testing and measured a loss of 30 FPS in JK's The Bannered Mare and a whopping 60 FPS loss in JK's The Winking Skeever both with all the needed patches installed. On top of this a 8 FPS drop in Solitude and most certainly a drop in Whiterun that I haven't measured yet. This is in combination with SMIM and Skyland AIO mind you and my guess is that since these mods add a bunch of clutter, it will in combination with the high poly models of SMIM cause a compound increase of Polygons (Things that 3d objects in video games are made of, the more there are the more taxing it is for the computer.) being rendered on screen.
There must be a way to fix this, either by having JK overwriting SMIM with low poly meshes, or by making new meshes where parts you don't see are not being rendered. Or some extreme kind of LOD detail changing, where the quality of clutter will decrease drastically even if you are just a few meters away. Alas, I will play without these mods for now, it truly is a shame since they are so beautiful and make the world of Skyrim feel so much more alive.
713 comments
Version 1.4 SSE available for download. Fixed the floating Windows Glow at night, small tweaks and improved compatibility with Immersive Citizens, thanks Shurah for his detailed compatibility reports. Outskirts optional version 1.4 update also available, Removed a few statics that were conflicting with some of Immersive Citizens markers. Thanks Eferas for the report.
Open Cities compatible ESP available for download. Load after Open cities, JKs Whiterun main file not needed.
Now go explore, there's more to see than shown in the images! enjoy.
Best Regards, JK.
Hi all,
I just wanted to let you guys know that Nazenn is going to take over my cities and towns overhauls from now on.
I'm not retiring from modding, I'll still be working on DarkenD, I have an update coming soon with some new content.
I want to express my gratitude to all of you guys for the comments, the support and the endorsements, thank you so much!.
Cheers, JK.
JK has also asked me to handle any permissions questions that come up so feel free to direct them my way as well. As far as I'm concerned, and the way JK has always approached it, there's open permissions for compatibility patches, although please do let me know that you have made a patch is all I ask and give me a link to it, but for anything more then that please ask me first before publishing.
As per JKs request, I will also be doing the conversions for all the remaining cities and towns over to SSE as well which will be coming in the new year once I have my new PC set up. Please don't ask me for an ETA, I don't have one, but where possible I'll also bring them to console as well. I'll also be including the bug fixes I worked into JKs Lite to fix a few little things that people may be running into problems with.
If you'd like to have a chat to me about something more directly, whether its a bug or just something to share I have a small discord channel set up for various modding projects you can join by clicking here which I'm pretty much on every day so come and have a chat about these files or any other mod you wish.
I don't currently have time to review this mod due to it being handed to me at a very busy time while I was caught up in a lot of other stuff. If a major bug arises, you have my permission to post a download link for a fixed esp in the comments if needed, but please only use safe sites (dropbox, googledrive etc).
Version 1.4b available for download, fixed Warmaiden's trade issue again. Thanks to the users that found the fix deleting the container item box.
Has anyone come across an issue where some of the small gates are duplicated? One of them I found is behind arcadias cauldron where the extra alchemy ingredients are. When I open the gate...there is a 2nd closed gate.
Also... it seems like all of the alchemy ingredients are also doubled (by doubled i mean it seems like there are 2 sets of everything)
like what else is being duplicated? everything that is added by JK's whiterun?
EDIT: The issue on my end was a double load, Nexus said I hadn't install this mod but I had apparently, and it wasn't labeled as JK's in the mod name search, it was JK(SHIFT+7)(SHIFT+3)(39;s) Whiterun V1.4b - SSE. If you do have the AIO installed/enabled, double check if that name is listed in your mod list, but that was my solution. (cant use the symbols, keeps autocorrecting to JK's Whiterun V1.4b - SSE how it should.)
I am trying to figure out if this mod is causing an issue, as where the legate stands is modded.
conflicting mods:
Skyrim 2018 by Pfuscher
Skyrim 2018 by Pfuscher Bug Fixes 1.6
Skyrim 2018 by Pfuscher Bug Fixes 1.5
Tamriel Reloaded HD
High Poly Project
JK's Whiterun
JK's Whiterun Outskirts
(order also like this)
Same with the AiO version. Mod needs fixing.
My guess is it probably just really doesn't play well with other mods and could really use a rebuild. Which is weird because i would think just placing stuff in the creation engine wouldn't cause so many issues
Only with JK's Whiterun, every other JK is fine, I've 100+ FPS average in every place, but not in whiterun. ONLY AT THE WHITERUN
There must be a way to fix this, either by having JK overwriting SMIM with low poly meshes, or by making new meshes where parts you don't see are not being rendered. Or some extreme kind of LOD detail changing, where the quality of clutter will decrease drastically even if you are just a few meters away. Alas, I will play without these mods for now, it truly is a shame since they are so beautiful and make the world of Skyrim feel so much more alive.
I have a GTX 3060, and an AMD Ryzen 7 2700x.