Skyrim Special Edition

Mod articles

  • Getting rid of the planks

    Seen a bunch of people miss this. So here's a clarification. There's 3 ways to get rid of the planks if you hate them

    The mod esp name is "SurWR.esp"

    1.  Use xEdit/SSEDIT. Courtesy of the DerPsychonaut


    Open the ESP. Expand -> Worldspace, Expand -> WhiterunWorld, Expand the first entry, Expand -> persistent, go the list all the way down to the bottom. There are two entries called "PlankwayDisabler" and "NewDistrictPlankKillerREF". Click on each of it. In the right window of SSEEDIT you can see RECORD EDIT > RECORD FLAGS (near the top). Right click on RECORD FLAGS and choose EDIT. Set the "initially disabled"-flag by clicking on it. SAVE. DONE. Works like charme :-)

    2. In game

    There's a dagger stuck in a barrel o...

  • VERSION 1.3 CHANGELOG

    1.3 Changelog

    New Quest! You have to be Thane. A messenger will find you sooner or later after becoming Thane. Been too long since we had a good bandit raid.


    Important fix

    Fixed map CTD (Hopefully)(Worked fine for me when I tested)


    Other changes

    Fixed a locationtype
    Tweaked the basement to Igna's house a bit.
    Updated navmesh around Igna's basement
    Fixed a landscape bug (it was in the exterior comp edition)
    Polished the guard house interior a bit
    Fixed exterior wall gap
    Added a few voicelines to Elam (build shop owner)
    Polished guard tower interior
    Tidied up the voicefiles
    Put Valund back on his meds again. If he's still agressive after this, you got some kinda mod c...

  • VERSION 1.2 CHANGELOG

    1.2 Will be uploaded later today/night

    Changelog 1.2

    Big changes

    NEW QUEST 1! Deal with a giant or make a deal with a Giant. 
    NEW QUEST 2! - Igna's got a problem in her basement. 

    (Hopefully) fixed missing quest dialogue issues
    (Hopefully) fixed all missing dialogue issues in general

    Small changes
    A small shrine to Zenithar added behind the Bannered Mare. Thought it suited Whiterun's trading town theme. 
    Improved detail for Dragonsreach Jarl's stables
    Filled a hole
    New decorations outside Elam's shop
    Added missing voiceline to Erland.
    Slightly lowered Bluesky brightness (main hall). 
    Added a few lines of dialogue to Imsin, didn't have any before
    A little more gold fo...

  • COMPABILITY TESTS

    Here are some tests for compability people other than me have done.

    Patch central (JKs,Dawn etc):
    https://www.nexusmods.com/skyrimspecialedition/mods/38215


    TEST 1

    These are the some of the mods I had going at the same time:
    {JK's Skyrim} and all of {JK's Whiterun Interiors} (some clipping, which was inevitable, but honestly not as bad as I expected)
    {Breezehome} (I don't own it yet, but outside looked like normal)
    {Astronomer's Loft} (a little hard to get to, but that's because of JK's addition of a garden I believe) (Really cool player house, btw) (WILL BE FIXED IN 1.1)
    {Palaces and Castles Enhanced} (didn't notice anything weird)
    {Skyrim Sewers} (didn't see any issues, but I didn't check every entrance, just a ...

  • VERSION 1.1 CHANGELOG

    I'm putting the changelog here as well. It easier to read here.

    VERSION 1.1
    Backup your save before installing. It's always good to do this. 

    More important changes

    1. Alternative version of the mod is now available, with fewer edits outside the walls. Should be more compatible with stuff editing the outside of Whiterun. 

    2. Compability edit for Bells of Skyrim. Should be compatible out of the box now (no need for patch). I had this mod after Bells in he load order when testing.

    3. Compability edit for Astronomer's Loft https://www.nexusmods.com/skyrimspecialedition/mods/38059?

    4. If you hate wood, You can now disable the street planks!

    * There's a dagger stuck in a barrel, outside the smithy by ...