Skyrim Special Edition

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EvilEyedKyo - Jkrojmal

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EvilEyedKyo

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About this mod

This mod dramatically overhauls Whiterun, it's shops and Dragonsreach in some pretty immersive and unexpected ways. It also includes a new playerhome called Dovahsreach that has the best views in Skyrim with loads of unique custom displays and crafting stations to help transform the place into a showcase of your adventures across Skyrim.

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Please consider this first version as a beta as I have changed things up dramatically over previous versions. Whilst I've made every effort to iron out all the kinks there will undoubtedly be unforeseeable problems that didn't occur to me.

This page is still a work in progress and likely to change over the coming weeks as I learn more about how this mod interacts with other mods out there. I've given you as much infomation as I can think to so please read it so you can understand exactly what this mods adds or atleast have a look through the Architecture meshes. Where I could I used the USSEP and SMIM meshes to carry forward any fixes.

I'm known to go a bit overboard with my overhauls and this one is definately no exception. I've chucked everything I've learnt and more into it as this will be my last Whiterun overhaul mod. I hope you all enjoy it as it's certainly been fun adventure into the unknown making it.

Cheers!




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This mod dramatically overhauls Whiterun, it's shops and Dragonsreach in some pretty immersive and unexpected ways. It also includes a new playerhome called Dovahsreach that has the best views in skyrim with loads of unique custom displays and crafting stations to help transform the place into a showcase of your adventures across Skyrim.

I've used various mod resource packs found on the Nexus as well as assets from community favourite mods Bandoliers - Bags and Pouches, Winter is Coming SSE, HD Photorealistic Ivy, Heavy Armor - New Weapons, High Poly Project, SPOA Silver KnightBook Covers Skyrim, Unique Uniques. I have also had to create and edit tonnes of meshes to overcome some of the challenges posed in this version of the mod.

There are two main versions, one with JK's Whiterun and the other with JK's Skyrim. Thankfully JK has given me permission to merge his mods with mine so that mine are replacements for his versions. This will allow me to patch things a lot more easily and really is a massive time saver. I have carried forward all the facegen data so that it is in the right file structure as well. Please drop by JK's profile and give hime some kudos as this really does help everybody out.

You will need to get the assets from JK's Skyrim and upack them as the BSAs aren't recognised by my esp, then delete the actor files (face gen) as you don't need them and merge the rest in with these assets.

There won't be an Immersive Citizens version this time round as there is way too much involved in it this time. Previously it was a case of moving markers and sorting any navmesh issues, this time it's altering all ICAIO AI packages for Whiterun and I'm not prepared to do that as so much will go wrong!

I've made patches for some of the mods I used but more will be incoming as and when I find the time to make them. Rather than list them all here you'll find them in the download tab with clear descriptions of what they do. They should be safe for you to merge into one if that is what you want to do, I'll say otherwise if not. I don't play any more and only check for updates when I'm updating so I'm relying on you guys to inform me when one of them is out of date.


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In order to get NPCs to use the new interiors I have gone into all of the vanilla AI packages for everybody from Whiterun that needed it and repointed things to the new locations. I have also added various NPC's throughout to work and guard the new areas as well as bring some life to the new interiors.

There are three required mods:

USSEP - required master
Book Covers Skyrim - meshes and textures required
JK's Skyrim - meshes and textures required

There are also some mods that aren't required but are strongly recommended:

EEKs Renthal Flora Collection - I have designed and planted Whiterun with these meshes and texture variations. Also all the ingredient statics, containers, harvestable objects, flowerpots etc etc are made using this collection. This mod isn't reliant on it as I have included the relevant assets and they only apply to this mod. Skyrim 3D Trees & Plants also looks good and adds a totally different atomsphere to Whiterun, just bare in mind that these interiors will use Renthals textures. If using Skyrim 3D Trees & Plants you may want to remove the Gildergreens from this mod.


Realistic Aspen Trees - I have placed fallen leaves to match the colour change in leaves, not a biggy though

Embers HD - I have come up with a work around for the blinking smoke utilising it's  FXfireWithEmbers01_Cheap mesh which emits smoke that doesn't blink.

Rudy HQ - Misc SE - Sliverware for Superior Silverware - Follow Rudys instructions. Users of this mod may notice that some silverware placed by mods appears black, this is becasue Rudy changed the shader properties in his meshes for his new textures. When these textures are applied to vanilla meshes they appear black in game. I have edited my silverware meshes (and many more) to use the same properties and textures so that this doesn't happen.

ENB - I have added glow effects to a lot of the new display meshes I have created as well as create new window meshes that look better with the window glow (read below). I prefer the glow method of lighting over particle lighting in certain scenarios. My personal favourite is Rudy ENB used in conjuction with Vivid Weathers as I love it's snow particles and handy spells.


High Poly Project - This is another mod I use so asked Lucid (big thanks) if I could use his meshes and textures to make the harvestable objects, containers and clutter match with everything else. Again like with Renthals everything is included and only affects this mod.

Unique Uniques - Another mod I use and luckily/thankfully InsanitySorrow has open permissions to use his assets, so I've used these meshes and textures on some of the displays. The relevant assets are included.




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Big thanks to Hodilton and Ultimate Immersion for the videos


Videos are of the original interiors but are still representative - Just imagine you can see out of the windows!




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Whiterun, as mentioned earlier, is designed using EEKs Renthal Flora Collection so is recommended to get the look I designed. As previous users have noted I like my ivy so have made some new ivy meshes to help decorate Whiterun. They have been mapped to Greenback 12's HD Photorealistic Ivy texture that has been included and only affects Whiterun. The vanilla mesh is a static so for this version I have created all the outside ivy meshes to be animated. It was quite surprising what a difference it makes whilst walking around and it really does help to sell Whiterun as a windy city.

Each profession/NPC has been fleshed out by adding extra related static and harvestable clutter to their work areas, stands and shops. I've also added more idle markers around the city to accomodate population mods.


You'll also notice that I have placed relevant animated laundry across the city. Whilst I love Immersive Laundry it will be imcompatible and will need Whiterun removed from it (read below).

The whole city has also had a new lighting scheme implemented that fixes the blinking lights and smoke. The braziers running from the Main Gate to Whiterun Stables has also been tweaked.


As mentioned at the top there are a lot of replacement meshes for Whiterun, a lot meaning nearly all of them. To be brief about it all the buildings have new windows added to them, all the terrain meshes have there UV map rescaled/alligned for the grass and the stone walls, the city walls have had a texture path change and all the interior windows have been replaced. Also all the interior pieces used in the exterior needed double sided turned on for resone explained below. There are also some new meshes from Ambershore for the market well, wrwalltotem01, wrwalltierdivide01 and wrstairswater01 that are beautiful new additions.


I've also reworked the navmesh across the city to accommodate any new additions and animal pens.

This mod also includes my Gildergreen and Noble Door mods, as well as the remapped Pine Firewood meshes that have been retextured via the CK with a aspen texture set. The pine version replaces the vanilla mesh and affects Skyrim whilst the Aspen textured version is only in Whiterun.





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The reason for adding "Immersive" into the title is that I have now moved all my interiors into exterior duplicates of Whiterun. Unfortunately Dragonsreach didn't make the jump and kept crashing the CK when ever I tried to copy and paste it over so has been left in an interior cell. Even if it did work it could only be a space you would visit via the console as moving all the NPC's, markers and quest realated stuff over safely is far beyond my knowledge. I have left the world space on the esp if someone fancies the challenge!

Each interior has been dramatically overhauled. This includes the removal/adding of walls and floors and new windows. I have also replaced all the containers with new versions that open fully and have associated clutter in them making each one unique, including bookcases. For the bookcases I have remade all of Blarys bookset resource to allow me to add Book Covers Skyrim texture sets to each individual cover allowing for unique bookcases as well.


The containers are set up on vanilla levelled lists where they exist and created levelled lists where they didn't and are not representative by the on screen amounts dissapearing.


As I hate the fact that a store will remain empty of stock for 13 in game days when you loot everything I've made it so that stores are a mixture of static items, stealable items and harvestable objects that only half empty when looted. This way it still looks like a shop and not a shed after you've gone on a spree! Given all the extra stealable goods available game balance is slightly thrown out of whack early on but that's only if your a kleptomaniac! You can't empty Warmaidens for example but there are a lot more resources dotted around.

As mentioned previously I have moved the interiors to exterior cells, to do this though meant editing a ridiculous amount of meshes. All the internal building meshes needed editing so that they wouldn't let the sunlight or rain penertrate. Bare in mind snow will still penetrate as there is no way round this from the infomation I could find.

Also a lot of clutter meshes aren't set up for external lighting, they tend to be a lot brighter than the meshes around them (especially with ENB) and I have attempted to fix them when I've spotted them. The most noticable was the candlehorn meshes so I have remade these so that the horn and the metal work are seperate meshes allowing me to take the emittance of the metalwork. Also made some extras that I thought were missing from the line-up, including new horn chandeliers with real chain chains.


I also had to remake all the windows so that you could see out of them. I use Noble Skyrim so asked Shutt3r if I could use and edit his window texture to achieve this, which he was cool with so thanks Shutt3r. The massive knock on effect was that it meant anybody not using Noble would have different windows inside and out. So I created new windows for the main building exterior meshes to match. This then knocked on and on until I ended up making window meshes for all of whiteruns interiors and exteriors so they all match. At the same time this allowed me to set the windows up differently.

One feature I love about ENB is the window glow but unfortunately the vanilla windows aren't quite set up right for this even if the textures are provided in whatever texture mod your using. The window on the left is my edited version and the right the vanilla using Noble textures (1st image). As you can see the vanilla window bars allow the light too bleed through them whereas on mine it doesn't.


Seperating the bars from the glass allows me to set up the shader properties differently and turn the emittance off for the bars. It also allows them to make shadows when I need them to. The overall effect makes them look a lot more like 3d glass than the vanilla versions. Where I have added windows to the interiors I have also added them to the external building mesh.

As mentioned earlier I couldn't move Dragonsreach into an exterior cell so improvised as best I could by adding four new windows to each side of the main hall to match up with the external window layout. These windows are see through allowing you to see the sky and night auroras etc.


One thing that has always annoyed me about Dragonsreach is that it's internal layout makes no sense when compared to the external building mesh, especially when entering the Jarls Quarters. I have attempted to rectify this as best I can by moving rooms and doors to better match the exterior, it's not perfect but it makes more sense.




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The new playerhome Dovahsreach originally started life as an experiment to get over lighting issues with the Jarls Quarters which I then chickened out of using (solved in this version). As it is a pretty cool space I thought others would like to see it so I converted it into a player home as an excuse to share it without giving much thought on how to implement it properly in game. I still haven't! I've taken some steps towards it but I still don't know enough to implement them properly.

Dovahsreach is placed in a duplicate of Whiterun and is accessable via the door on the balcony in the Jarls Quarters. To gain access you'll need to buy Breezhome and there will be a strongbox with the key inside on your bedside cabinet. For Eli's Breezehome users it is placed on the table downstairs with the other keys. Whilst you may think this is redundant given Dovahsreach is a player home I still want Breezehome to be at it's best if I'm gonna own it, plus I like the added external tower.


To get around having to go through a total of six loading screens to get in and out of the place I have placed a Teleport Spell Book the other side of the bed in Dovahsreach. To get out just fast travel with your map. There isn't a non cheaty way to get back to Dragonsreach from Dovahsreach but if you really want to you will have to TCL through the top floor where you'll see a door on the underside of the floor.

Throughout Dovahsreach you will find various activators for placing items. Some of these will be via direct placement but the majority are done via Display containers. The Display containers are clearly labelled and are restricted to only allow the required items. Only one of any item is required to be placed in the container.


You will also notice several new crafting stations that are used to build all the bottom floor display walls/stands and items. I have left the main display walls unrestricted so that you build them first and get an idea of what to collect whilst out exploring. The mannequins and a few other items are restricted and will require that armor piece/quest item to be in your inventory in order for the recipe to show in your crafting options.

When placing certain objects, the Sigil Stone for example, new crafting stations such as the Atronoch Forge will appear. This in turn opens up more crafting options. Next to the forge you'll see a recipe strong box with recipes detailing what can be crafted through the Atronoch Forge. I couldn't really work out how to restrict this crafting so it's only done somewhat by recipe.

Sometimes in game you have to make the choice on which artifact to go for, the Rueful Axe or Clavicus Vile's Masque for example, so I have made different displays for which ever item you decide to go for. There are also two versions of The Dark Brotherhood display to choose from. Either place Astrid only or place the other three mannequins.

I've tried to make it as intuitive as possible so let me know if your struggling to find/place something. It's crossed my mind that the Heart Stone maybe a tricky one so that goes in the unenchanted staff pot on the Tel Mithryn display, it also plays quite a large part across Dovahsreach too.





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For reference my PC specs are i7 6700K, GTX 970, 16gb RAM, SSD, Win 10, so fairly last gen! I tested on a mod light build but with 2k+ textures for nigh on everything, their accompanying meshes, and everything else I mention in this description.

I haven't suffered any performance issues in Dragonsreach or the exterior interiors.

All loading times will be increased as it is loading a lot more in, nothing major though. Mechanical drive users will suffer more.

In Whiterun without this mod I have a near constant 60 fps everywhere with a slight fluctuation of 1-2 fps in places. With this mod enabled you'll definately hear your fans rev up! There is a big drop (10fps) whilst stood at the entrance looking up the main street as well as on the top steps of Dragonsreach and looking back across the city. It soon sorts itself out though when you turn away. With Rudy ENB on I lost a couple more frames here and there but nothing to write home about.

These are the longest draw distances in the city and the only thing I can do is to delete some stuff or get a better PC, I'm happy to live with it! I have added more occlusion boxes where I can in order to help keep performance up.

In an effort to keep performance up in Dovahsreach I have deleted almost everything except buildings, walls and terrain from Whiterun. Whether this was necessary or not I don't know as I did it early on as a just in case, but I imagine it was.

As you fill Dovahsreach performance will decrease and loading times increase. I went from 60 fps to 45 fps (with ENB) in places over the course of filling it up but considering what's is in there I call that a win!

If your wondering what you performance will be like when Dovahsreach is fully loaded you'll find various test/cheat/backup chests under the balcony tower floor. There purposes are clearly labeled and player discretion is advised. I recommend doing this when testing if it'll stay in your load order as it'll help with your understanding on how it all works. If you do the top floor first and then have a run around the bottom floor you can get an idea on what is added through the top floor Display containers. If you just pick the items from the Items Required chest and run around the crafting stations you'll also see what gets crafted where.

Also remember you don't have to place everything in Dovahsreach, even placing 50% of it still looks cool! So just place what you can if performance starts to suffer.




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NEW GAME IS ABSOLUTELY REQUIRED
If installing mid game this time round you will have serious problems

With the shops and Jarls Quarters being in totally different cells all mods will be somewhat problematic. They won't break but all the content that they stick in each interior will be in the original interior cell and you will be unable to access it. I have provided patches that moves this content into the new cells for mods that I have thought of.

When it comes to Dragonsreach any mod that alters the interior will be incompatible as I have pretty much changed everything in some way and you will need to delete the following interiors from any conflicting mod using SSEedit, it'll only take a minute.

Load up the mod is SSEedit amd navigate to cell:-

Block 5 - SubBlock 5 Dragonsreach
Block 0 - SubBlock 9 Dragonsreach Dungeon

Right Click and remove each entry, then exit and save.


The only interiors that will ever need deleting from conflicting mods are Dragonsreach and/or it's dungeon because all the other interiors are in new cells and will no longer be affected by other mods. Dragonsreach Dungeon isn't a biggy as all I have done in there is change the lighting so if you need to keep this for another mod delete it from mine in the same manner.

I've taken a look at Palaces & Castles Enhanced and determined a patch is pointless as nothing would stay. This is by no means a slight to Sette and his work it's just that they don't meld well with the changes I've made, so these will also need deleting.

All lighting mods will need to be edited in the same way, except those that change the lighting template & image space only, ELE for example. To use ELE's settings just place it beneath this in your load order. I've implemented my own lighting that is very much in the style of ELFX & RLO.

Whiterun itself will also need deleting from any mod that makes changes to it, especially lighting mods. I made this gif for JK's Skyrim (no longer relevant) originally but it shows what you need to delete from any other mod in regards to Whiterun.

Don't rush into deleting the exterior as it may not be necessary, delete Whiterun then check in game if you need to remove the exterior. I've only swapped the embers and added emittance to the lightbulbs so delete it from mine if you need to.


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In Dragonsreach the lights/beams and their sources are on timers for a day/night cycle type effect. They sometimes will become a bit jank when waiting/sleeping in there, causing some flickering where lights are on when they shouldn't be. Coming back later will sort it.

As usual the lighting is at it's max in there and introducing extra light sources may cause some flickering. The windows now cast shadows which looks nice but the extra shadowcasters "maybe" problematic for weaker machines.

Be aware that this version comes with replacement meshes for most of Whiterun as well as textures for the stone city walls which have been re-pathed to wrstonemortar01 texture. Feel free to delete the meshes as you see fit to suit your needs, the only ones truly required are the ones created by Ambershore and are part of the mod proper.

The mannequins are created using vanilla meshes so some armor mod textures may conflict with them. Weapon placement was done with LeonWolf's Better Shaped Weapons meshes but again may be slightly off dependant on what meshes you use.

You don't need to re-run Dyndolod for the trees as they are set up under different names and set to full lod so that will appear from outside the city and in the duplicted Whiterun cells. I haven't experimented running Dyndolod with this mod active, it shouldn't cause any problems but I would disbale it just to be sure. This mod uses the Tamriel LOD.


Just so you know Dovahsreach has it's own weather and includes the Sovngarde sky and non Whiterun auroras. When it's cloudy and raining the cloud textures can play havoc with the glass. I'm up for making it so it doesn't rain but I left these weathers in because they can transform the place at times and it looks really atmospheric in there. Let me know what you guys think on the subject.

One reason why I ended up using static mannequins in Dovahsreach, leaving only two vanilla, is because they like to wander. So when they do, and they will, empty the mannequin first and then in the console click on it with your mouse and type disable then enter, then type enable and enter and it should appear back in it's original postion. Sometimes I also noticed that the collision seemed to move but not the actual mannequin. When you find an invisable wall in front of you this will be why and is solved in the same manner (click on the mannequin).

With moving the interiors to the exterior I have encountered one problem that I can't work out how to get over. The problem is that none of the stores lock their doors at night, whilst not game breaking it is still a little annoying to me so if you can help please do. From the infomation I can find it seems that an internal cell door is needed as one of the two doors for the auto-locking to happen.

Also when inside the exterior interiors you'll get a mix of interior and exterior npc conversation.



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Just make sure that your using the right version of this mod for your mod list and this mods esp and patches are loaded after any mod that makes changes to the navmesh.








This mod is a combination of these so it might be worth checking them for infomation if you can't find answers here.