Very cool mod. But, unfortunatelly the Capital Whiterun extension mod is very "must have", since it's the only really big expansion for Whiterun. (Whiterun supposed to be a huge city, not a.. 20 people village as it is vanilla).
Fantastic garden - I really like the depth it adds to immersion.
Ran into some issues with DynDOLOD generating LODs that didn't resolve when I left Whiterun, so the garden walls continued to render over the top of the external guard towers. Easy to fix it through console command to disable, but still sort of strange.
Thank you! Oh boy. I wish I knew why but I have never used DynDOLOD myself so I don't know how it works exactly. It looks quite complicated to my simple brain... Perhaps it's a load order issue? On the mod page it says: "Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for example with mods modifying the walled cities. User are asked to read the manual, but also welcome to provide feedback to the Sheson's DynDOLOD Support forum so the process can be improved or to learn how to make/patch mods that have better compatibility."
My mod is made with complete and utter disregard for billboard generation. I did try to see whether I needed to create billboards or something for myself, but since the garden seemed to work without any of that, I ended up not doing it. I though that since I don't really know what I'm doing, I will just end up making a mess of it if it try without practising first. So I think you might find a solution on the DynDOLOD forum pages, if you want. :)
Ran into this issue as well, not a really a fix, but just leave out this mod in your Lod generation, and re-enable after Can role-play that the garden is more inside the city.
Many try's later and i finally narrowed it to this, love the mod though
This was really cute! Not compatible with Capital Whiterun Expansion (https://www.nexusmods.com/skyrimspecialedition/mods/37982?tab=description) FYI... Or at least, I was having some issues with it being see through until I stepped onto it... It might be an occlusion plane or something along those lines.
Hi I took a look at that mod and it does seem to add quite a bit to Whiterun. The mod author states that only interior/texture/NPC modifications are completely safe to use with it and I would have to agree.
I don't know why the empty space appears (I have the same problem with another author's mod) but perhaps there is just too much stuff? Or the mod author of CWE has moved the walls back a bit or altered them in some other way. That would affect the garden, because it is attached to the city walls.
I'm glad you liked it, though, even if you can't use it.
Sometimes you can get lucky and find stuff that work together. I've thought about trying to make a patch for personal use because I did enjoy it a lot. I honestly just posted that it wasn't compatible in case people ask. Keep up the good work! Hope you make more neat spaces like this!
I would love to if I can get permissions from the other MA... I haven't tried it yet, as I'm not experienced in exterior editing... Only a little. I will try to do it and see what happens.
Well, I hope they say yes. XD I guess doing is the only form of learning in this. :) I know you'll succeed and get the end result you want, even if takes you a couple of hours to get there.
I think the problem is that another mod rewrites restoring the amount of visual coverage to the original and therefore becomes invisible as an option to put the garden below everything
Yes, I think it is. I don't think JK modifies the city wall and the gardens are a separate, new area. I also just learned that I can stretch the navmesh after all, so I'm going to push the garden back. At least after that it should be compatible, and that will be version 1.1.
It works fine with JK's Skyrim. I uploaded some images for you to show how it looks. It's really adds something to the city of Whiterun! Great work, endorsement added!
I LOVE the idea of this. I would love to see things like this in more cities. Maybe not always gardens, but something that indicates the city has been around for as long as they supposedly have been. It could be really subtle touches, even.
Just an fyi, you may want to run your mod through xEdit's autoclean, as it recognized quite a few ITMs and UDRs on my end. xEdit also reported a deleted navmesh which, as I understand, has a potential to cause crashes. Here is an easy guide on fixing the deleted navmesh if you'd like to do so: https://www.nexusmods.com/skyrimspecialedition/mods/23771
Thank you! I think all of Skyrim has this semi-abandoned, there-once-was-glory-here feel to it. I'll have to see if I get inspired while traveling around. :) If you have suggestions, feel free to share.
OK. I have NO idea what any of that means but I'll find out! :D The thing with the deleted Navmesh is that I meant to delete that. The deleted parts were in the gardens only and I did it, because I needed to rebuild statue side after moving the mod. But aparently it left something (script/data?) behind and now that needs to be cleaned away? Anyway, thank you. I do want to learn how to clean my mods before publishing so thanks for bringing it up.
No problem! I'm not a navmesh expert by any means, but I think the issue is that if you delete any part of vanilla navmesh and something references it, it can crash the game. Maybe someone can correct me if that's inaccurate. As for the ITMs/UDRs, xEdit handles those for you with one click in its "quick auto clean" mode, super easy.
As for locations, I've always wanted to see some hidden, interesting little place in Windhelm. That place is butt-ugly and depressing, but its a very ancient city with a really interesting (and kind of sad) history. Anyways, tracking you to see what else you come up with :)
Ah! So, perhaps my navmesh is being treated like vanilla mesh, because I started building it directly *from* the vanilla mesh? Next time I will build my navmesh separately and only connect to the vanilla mesh when I'm absolutely sure I'm ready to publish. So much I never knew or even came to think about. That guy who created SSEEdit is seriously my hero, now.
I rather think Windhelm has a rugged, stern grandeur to it that I quite like, but you (and anyone else) are absolutely free to disagree with me. It's most of the Windhelmians that I have issue with. And the weather. I'll have to read up on Windelm to see what kind of nooks could be placed there. :)
Ok! Thanks for tracking...me... O.O That just sounds wrong somehow. But thanks for your faith in me. I'll try to deliver. ;D
Thank you for this mod. Giving this a whirl on a heavily modded Whiterun. Huge Labor District alternative Entrance, Trees everywhere... you get my meaning. I will let you know if i run into any conflicts of issues. Thank you for this mod. I love making HUGE cities in my game. Right now Solitude and Whiterun are NUTS in my game.
Thanks for your thanks. :) What, and your game is still running? XD I love mods and have a huge-ish list but I'm a little frightened of cramming too much in one place.
I hope the garden runs smoothly but if it doesn't, I'll be grateful for the heads-up.
Oh yeah it runs smoothly and its a permanent addition to my collection for white run. Ill see if i can put together a video of my Whiterun City. The true city, not the bland default "city" Thank you for the SSE Edit clean version. Ill post when i put together the video.
Yes, do! I'd love to see my little garden in someone else's game...and also how much you have expanded the city proper. XD I'll clean everything from now on, now that I know it is what I should do.
I have never tried the Dawn of Skyrim. If it does not modify the back wall where the entrance to the garden is, then it is compatible. The gardens do not modify any other pieve of the Vanilla Whiterun, except the city wall.
I do hope so. It would be awfull if it ended up crashing someone's game, but so far no one has reported anything like that. (P.S. Big fan of your beautiful waterplants!)
36 comments
(Whiterun supposed to be a huge city, not a.. 20 people village as it is vanilla).
Ran into some issues with DynDOLOD generating LODs that didn't resolve when I left Whiterun, so the garden walls continued to render over the top of the external guard towers. Easy to fix it through console command to disable, but still sort of strange.
Oh boy. I wish I knew why but I have never used DynDOLOD myself so I don't know how it works exactly. It looks quite complicated to my simple brain... Perhaps it's a load order issue? On the mod page it says: "Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for example with mods modifying the walled cities. User are asked to read the manual, but also welcome to provide
feedback to the Sheson's DynDOLOD Support forum so the process can be improved or to learn how to make/patch mods that have better compatibility."
My mod is made with complete and utter disregard for billboard generation. I did try to see whether I needed to create billboards or something for myself, but since the garden seemed to work without any of that, I ended up not doing it. I though that since I don't really know what I'm doing, I will just end up making a mess of it if it try without practising first. So I think you might find a solution on the DynDOLOD forum pages, if you want. :)
Can role-play that the garden is more inside the city.
Many try's later and i finally narrowed it to this, love the mod though
+endorsed
I took a look at that mod and it does seem to add quite a bit to Whiterun. The mod author states that only interior/texture/NPC modifications are completely safe to use with it and I would have to agree.
I don't know why the empty space appears (I have the same problem with another author's mod) but perhaps there is just too much stuff? Or the mod author of CWE has moved the walls back a bit or altered them in some other way. That would affect the garden, because it is attached to the city walls.
I'm glad you liked it, though, even if you can't use it.
Thanks again!
I guess doing is the only form of learning in this. :) I know you'll succeed and get the end result you want, even if takes you a couple of hours to get there.
Also: Very neat mod, which in itself is very compatible, because no Whiterun Overhaul uses this part of the city :)
Let's hope we'll find out some day.
It's compatible with Dawn of Skyrim, I use both.
I'm very glad to see that it sit so well withs with JK's. Now I can write that down as confirmed.
Everything looks so crisp and neat, even the basin.
Just an fyi, you may want to run your mod through xEdit's autoclean, as it recognized quite a few ITMs and UDRs on my end. xEdit also reported a deleted navmesh which, as I understand, has a potential to cause crashes. Here is an easy guide on fixing the deleted navmesh if you'd like to do so: https://www.nexusmods.com/skyrimspecialedition/mods/23771
OK. I have NO idea what any of that means but I'll find out! :D The thing with the deleted Navmesh is that I meant to delete that. The deleted parts were in the gardens only and I did it, because I needed to rebuild statue side after moving the mod. But aparently it left something (script/data?) behind and now that needs to be cleaned away? Anyway, thank you. I do want to learn how to clean my mods before publishing so thanks for bringing it up.
As for locations, I've always wanted to see some hidden, interesting little place in Windhelm. That place is butt-ugly and depressing, but its a very ancient city with a really interesting (and kind of sad) history. Anyways, tracking you to see what else you come up with :)
I rather think Windhelm has a rugged, stern grandeur to it that I quite like, but you (and anyone else) are absolutely free to disagree with me. It's most of the Windhelmians that I have issue with. And the weather. I'll have to read up on Windelm to see what kind of nooks could be placed there. :)
Ok! Thanks for tracking...me... O.O That just sounds wrong somehow. But thanks for your faith in me. I'll try to deliver. ;D
Thank you for this mod. I love making HUGE cities in my game. Right now Solitude and Whiterun are NUTS in my game.
What, and your game is still running? XD I love mods and have a huge-ish list but I'm a little frightened of cramming too much in one place.
I hope the garden runs smoothly but if it doesn't, I'll be grateful for the heads-up.
Thank you for the SSE Edit clean version. Ill post when i put together the video.
I'll clean everything from now on, now that I know it is what I should do.
I think that the deleted Navmesh should not cause any problems.
I do hope so. It would be awfull if it ended up crashing someone's game, but so far no one has reported anything like that.
(P.S. Big fan of your beautiful waterplants!)