Skyrim Special Edition

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Knight Life

Uploaded by

Knight4Life

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About this mod

This is a small and simple mod to improve Whitewatch Tower and Western Watchtower. It adds a barrack to Whitewatch Tower and some common necessities to both towers. This mod is a light plugin (ESPFE/esl flagged)

Permissions and credits
Changelogs
DESCRIPTION

It's hard not to feel bad for the guards of the two Whiterun watchtowers. The guards of Whitewatch Tower have it pretty rough. They have no shelter, no place to sleep, and no fire to cook a warm meal. The guards of Western Watchtower are not much better off. They have shelter and bedrolls, but they have no fire and no provisions. They don't even have a single chair to sit on. Under these conditions, it's no wonder that Whiterun is overrun with bandits. This mod adds an interior to Whitewatch Tower and a cooking pot to the exterior. The new Whitewatch Tower Barracks interior is fully furnished and comes with a civil war appropriate guard. The changes to the Western Watchtower are more minor. It adds a cooking pot, cupboard, chest, table, and two chairs. This mod doesn't make a whole lot of changes. It adds just the basic stuff that should have been there to begin with. This mod is very compatible. It can be used alone or used to complement another watchtower mod. The changes to Whitewatch Tower is unlikely to cause any compatibility issue. All the changes to the Western Watchtower can be toggle off by activating the shield plaque inside the barrack at Whitewatch Tower. This will make the mod fully compatible with any Western Watchtower mod. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It is a highly compatible, clean, and stable mod that can be added or removed at anytime.


FEATURES

Spoiler:  
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  • A barrack to Whitewatch Tower
  • The guard inside the barrack is civil war appropriate
  • Cooking pots, fire, storage, chairs, and provisions added to both towers
  • Changes to Western Watchtower can be toggle off
  • Interior lighting is design to blend in with lighting overhauls
  • Lore-friendly and lightweight
  • esl flagged (won't require an extra slot)
  • Clean, customizable, compatible, and stable



INSTALLATION AND USAGE

Add the contents of archive to the Data directory manually or with a mod manager. Make a clean save before enabling the mod if you are adding the mod midplaythrough. Sort your load order. Enable the mod and play. If needed, go inside the barracks at Whitewatch Tower and activate the shield plaque to disable all changes at the to Western Watchtower.  This will make the mod compatible with any mod that edits the Western Watchtower. Read the COMPATIBILITY section for more info.


UPDATING

General updating procedure for mods with minor updates (reference additions, but no reference changes):
Make a clean save. Note the load order position of the old mod. Uninstall the old mod. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

General updating procedure for mods with major updates (reference changes, switching to esl/ESPFE or compacted mods):
Remove all personal items that are in containers from the mod. Remove all personal items that are in the new areas from the mod. Remove any unique item from the mod from your inventory if possible. Make a clean save. Exit the game. Note the load order position of the old mod. Uninstall the old mod. Start the game without the new mod and make another save. Exit the game. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

Use the second method if you are updating to esl/ESPFE version.


UNINSTALLING

Remove any personal items that are in containers added by the mod. Remove any personal items that are in new areas added by the mod. Remove any unique item added by the mod from your inventory if possible. Make a clean save. Remove the contents that were in the archive manually or with a mod manager.


COMPATIBILITY

The following are compatible unless otherwise stated.

Spoiler:  
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  • Environs - Whiterun Watchtower Doesn't Stay Broken
  • Expanded Whitewatch Tower
  • JK's Whiterun Outskirts (compatible but invisible wall partially blocks path at Whitewatch)
  • Ryn's Western Watchtower (toggle off the changes to Western Watchtower by activating the plaque inside the barrack at Whitewatch Tower)
  • Skyrim AE, Skyrim SE
  • Skyrim Reborn - Whiterun Hold
  • Skyrim Sewers
  • Western Watchtower Hamlet SE (toggle off the changes to Western Watchtower by activating the plaque inside the barrack at Whitewatch Tower)
  • Western Watchtower Rebuilt (toggle off the changes to Western Watchtower by activating the plaque inside the barrack at Whitewatch Tower)
  • Whiterun Watchtower Doesn't Start Broken
  • Whiterun Watchtower Restored  (Whiterun Watchtower Restored does not affect Whitewatch Tower nor Western Watchtower)
  • Whitewatch Tower Camp
  • Whitewatch Tower Reborn



NOTES

Click the spoiler tag and read what's below if you're having issues or just want to be smarter.

Spoiler:  
Show

The trap door under the bed inside the barrack is just for show. It gives the impression that the guards have an escape route if something was to happen to the tower.

To toggle the changes to Western Watchtower, go to Whitewatch Tower. At the top of the tower with the ramp is a trap door that leads to the barrack. Activating the plaque inside the barrack will toggle the Whiterun shield. The shield will indicate whether the changes to Western Watchtower are on or off.

Save your game after toggling anything, as Skyrim can occasionally crash after something is disabled. This is a Skyrim issue and not a mod issue. If it does crash, it will occur within the first few seconds the player is in range of the cell where the objects were disabled. If it doesn't crash within that time, it will not crash later. This type of crash will not be passed on to your save, so there's no need to worry that your game will crash upon loading the save. After activating the plaque, fast travel to Western Watchtower to ensure that no crash will occur.

The interior lighting of this mod is designed to blend in and work with the lighting mod that is being used. For example, if you use Enhanced Lights and FX with ELFXEnhancer, the lighting will be darker and warmer. If you use Window Shadows, shadows will be more evident.

This mod does not contain the exterior NavMesh data to avoid compatibility issues. It only needs the correct Navigation Mesh Info Map for NPC navigation. This is a clever way of making small mods that do not cause NavMesh compatibility issues. This method require more time and effort and not every mod can be made this way. Loading this mod in the creation kit will remove the current Navigation Mesh Info Map and you will have to create a new one by finalizing the exterior NavMesh. The reason for removing the NavMesh data is to avoid the need for compatibility patches. If you use mods A, B, and C, you may need a patch for A-B, B-C, A-C, or A-B-C. By making mod A this way, you will only need a patch for B-C regardless of the mod combination.

There are a lot of confusion about esl and mod limits, so here is a brief summary.
There are a total of 256 slots in the game. This is the case with Morrowind and Oblivion as well. Of the 256 slots, one is reserved for the ess file. This leaves 255 slots for esm/esp files. 255 is the esm/esp limit, not the mod limit. Some mods do not take up any slots. The five official masters are part of the game and shouldn't be consider mods. Therefore, the esm/esp mod limit is actually 250. It has often been stated that esl and esl flagged esp files do not take up a slot. That is incorrect. Using one or more esl or esl flagged esp file will reduce the 255 esm/esp slot limit to 254.



CHANGE LOG

v1.210514
Reworked lighting and NavMesh. Added option to toggle changes to Western Watchtower. Other minor tweaks and improvements.

v1.190210
Initial release


CREDITS AND THANKS

Linthar for More Informative Console
LOOT Team for LOOT
MO2 Team for Mod Organizer 2
Nukem for SSE CreationKit Fixes
SKSE Team for Skyrim Script Extender
Wrye Bash Team for Wrye Bash
xEdit team for SSEEdit

Bethesda for the game and Creation Kit


MY MODS

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Ebony Armor Male Neck Fix SE (fix for neck gap and neck clipping in the male ebony armor)
Jorrvaskr Holidays (allows you to decorate Jorrvaskr for the holidays)
Jorrvaskr Tavern And Companions NPCs (turns Jorrvaskr into a lively tavern and adds new NPCs to Jorrvaskr)
Jorrvaskr Trapdoor (adds trap doors between the main hall and living quarters)
Jorrvaskr Wuuthrad Display (allows weapons and shields to be mounted on the display)
Karthwasten The Silver Anvil (adds a blacksmith/inn)
Kolskeggr Miner's Hall (adds a blacksmith and more miners)
Kolskeggr Mining Hamlet (a great Kolskeggr settlement overhaul with services)
Morthal Where's Wares (adds a much needed general store)
Morthal Quartermaster (adds a blacksmith to the Guardhouse)
No Grassias (a universal grass mod fix that works well with Landscape Fixes and No Grass In Objects)
SICKM - Skyrim Interface Controller Keyboard Mouse
Skyforge Complete (adds missing blacksmith stations and a blacksmith sign)
SMIM Upper Furniture Fix (2K-4K texture fix for SMIM's mismatched upper furnitures)
This Is Jorrvaskr (a great and customizable Jorrvaskr overhaul, turns Jorrvaskr into an awesome player home)
Whiterun Watchtowers (minor improvements to Western Watchtower and Whitewatch Tower)


PERMISSION

Patches and translations have open permission. You may port Whiterun Watchtowers to Skyrim LE, PlayStation, or Xbox as long as you include this description page in its entirety or a link to it. Only uploads to Nexusmods.com and Bethesda.net are permitted. No support will be provided by the mod author for ports.