Skyrim Special Edition

About this mod

Whiterun Dragonsreach Entrance Aquatic Life (DEAL) WHAT'S THE DEAL WITH THE DEAL? Adds life along the Main Stairway ascending towards Dragonsreach including the Castle Bridge Pond all within the walls of Whiterun.

Requirements
Permissions and credits
Changelogs
Donations




ADDS LIFE ALONG THE MAIN STAIRWAY ASCENDING TOWARDS DRAGONSREACH INCLUDING THE CASTLE BRIDGE POND ALL WITHIN THE WALLS OF WHITERUN
SUPPORT FOR:
  • PLAYTHROUGH, STANDARD (STD) - "NON" Open Cities Skyrim Modded Setup
  • PLAYTHROUGH, OPEN CITIES SKYRIM SE (OCS) - "NEEDS" Open Cities Skyrim Modded Setup
PACKAGED TOGETHER IN ONE FOMOD. PICK WHAT YOU WANT AT INSTALLATION PROMPT OPTIONS
  • ONE PATCH CREATED THUS FAR IN THE FOMOD. ONLY USE IF NEEDED

SOME GENERAL NOTES:
  • ESLified To Keep The ESP Functionality Of Playing Nice With Your Load Order While Also Making It Not Count Toward Your Plugin Limit.
  • Requires The Three DLC's and The Unofficial Skyrim Special Edition Patch.
ENDORSEMENTS AND FEEDBACK:
  • Endorsements - Always appreciated. 
  • Feedback - Always appreciated. (Posts Section Area)
  • Constructive Criticism Is Very Valued (Posts Section Area)
  • Bugs (Post In The Bugs Section Area)
  • If Viewer Does Not Like; Move Along Like Us All
  • Lets Keep The Posts Section Professional. No Weeds And Weasels Please
LIGHTING:
  • 4 New Added Light Bulbs; Two Top Pond, Two Lower Pond
  • 2 New candle light bulbs - lower pond (WRCandleFlickerNS Palette)
  • (STD) Version - WRLightFireStreet01Lighting Palette and Flame Behavior 
  • (OCS) Version - ARTHCRFStreetLighting Palette and integrated into Arthmoors Lighting System On/Off Day/Night Mechanics
VEGETATION:
  • Script Driven Lily Pad Color Customization Switching by Activator Trigger
  • All Plant Life Models Have Been Reworked In Support of Motion and Movement
CRITTER SPAWNS:
  • Salmon and Pond Fish - 24x7 
  • DragonfliesDaytime /// Spawn Spots - Lower Pond (Qty 1), Castle Entrance Bridge (Qty 1) [max 6 critters at one time per Spawn Point]
  • Fireflies - Nocturnal /// Spawn Spots - Lower Pond (Qty 2), Castle Entrance Bridge (Qty 2) [max 3 critters at one time per Spawn Point]
PARTITIONED WRTERRAIN AND WRBUILDING MODELS:
BE SURE TO UNDERSTAND THE DETAILS PROVIDED ON THESE MODELS IN THE LOAD ORDER AND REQUIREMENTS 004-03 SECTION.
Spoiler:  
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THEY BENEFIT WHITERUN SIGNIFICANTLY AND NOT ONLY IN FAVOR FOR THE DEAL.


3 DLC's
Unofficial Skyrim Special Edition Patch
  • LOOT should place it accordingly. Records have minimal potential to conflict with other mods. All the BSA assets hooked into game by the module cannot be overwritten with exception to Lily pad textures which are file-pathed the same as Waterplants Improved WI by Pfuscher purposely so user can use those improved textures over mine.

3 DLC's
Unofficial Skyrim Special Edition Patch
Open Cities Skyrim - SSE
  • LOOT should place it accordingly. Records have minimal potential to conflict with other mods. All the BSA assets hooked into game by the module cannot be overwritten with exception to Lily pad textures which are file-pathed the same as Waterplants Improved WI by Pfuscher purposely so user can use those improved textures over mine.

LOOSE ASSETS:
DYNDOLOD:
DynDOLOD\DynDOLOD_SSE_WHITERUNDEALSTDesp.ini
  • Just takes care of Vurt's Bent Pine come LODGen Time. That's it.
PARTITIONED WRTERRAIN AND WRBUILDING MODELS:
The exact files and there file-paths are disclaimed in the 003 TECHNICAL INFORMATION [SPOPILER] Above. Each model is technically flicker-proof from the Engines Lighting Limitations as they are heavily partitioned. Every guard, the player carrying a torch plus stationary lighting around Whiterun (could probably handle much more); these meshes now are highly unlikely to flicker. In an event four guards with torches intersect and a flicker results; the flicker would only be on a slight area of the overall model where before the entire model would pretty much show the defect. I have not yet seen any mods do this tactic for models of such size or at least the Whiterun ones anyway although its entirely possible I haven't located said xMod(s). Totally understandable why it hasn't been done (assuming it hasn't) because its excruciating work for ones this size. NOW, some of these models NEED to be winning (absolute must) for the sake of the DEAL and others I just did for the hell of it as I was already on a streak. 003 TECHNICAL INFORMATION [SPOPILER] above disclaims the models that are high priority to be winning all conflicts and the others I just did. Provided below is a visual breakdown of said models at work detailing there benefits for Whiterun and the DEAL when they are used and what the consequences are when they are not.
LEGEND TO UNDERSTAND THE PHOTOS BELOW
Spoiler:  
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CK OVERVIEW (GENERAL) AREA LAYOUT AND WHERE SAID MODELS ARE
Spoiler:  
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CK OVERVIEW (SHADERS > DEBUG > # OF LIGHTS) WITH PARTITIONED MODELS (DEAL MODELS ON)
Spoiler:  
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CK OVERVIEW (SHADERS > DEBUG > # OF LIGHTS) WITH VANILLA OR xMOD MODELS (DEAL MODELS OFF)
Spoiler:  
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One may NOT want all these loose partitioned models to be the Winners because another mod might have a better or more advanced overhaul of said model. Most of these models go untouched by other mods. In my stack; only the USSEP has its version of these models except for Whiterun Skyforge - Reforged which reworks the wrskyforge01.nif and also Majestic Mountains has its own take on this model. I; the user (this example), need to decide if I want Whiterun Skyforge - Reforged's take on this model (high quality and FX) but will be prone to flicker (maybe won't at all) "OR" the DEAL's which is flicker-proof to WIN. Depending what resides in your mod stack will dictate the choices you as the user will have to make. IN A NUT SHELL; pick what you want to win or lose with the exception that the models I specified are ESSENTIAL to the DEAL are always WINNING or you will receive tons of flicker and I don't kid you.

Only entities that are probable (not certain) to flicker are the Movable Statics FXSmokeChimney02.nif. From time to time; depending which angle viewed combined with player movement, I have seen very blink-like flicker in the Brazier Smoke FX ascending up the Dragonsreach Stairway. Its really not so bad though as its seldom to happen and when it does; its so quick and not too distracting.
BSA ASSETS:
WATERPLANTS:
Meshes: These are packaged in a unique file directory path so they will not be overwritten. My meshes are improved in the sense that they are anime setup Nifs where other mods waterplants don't support movement and motion. Having my lily pad meshes overwritten would not not be intended so I fool-proofed the possibility of that happening. If I ever come to learn their is a mod available with better meshes setup supporting motion, I will rework the file path of my mod to suite.

Textures:
 These are packaged in the same file directory path asWaterplants Improved WI by PfuscherThis way the user can install Pfuscher's improved Waterplants to overwrite my mods textures which is encouraged because their reworking is much better then the default textures I used. Load Order Wise; Pfuscher's textures to overwrite mine is irrelevant.  My Textures are "BSA Packed" and Pfuscher's textures are "Loose". I did this purposely so order wouldn't matter. "Loose Assets Always Overwrite Packed Assets Regardless Of Asset Load Order". In a mod stack of 100+ (or whatever) other load order sensitive situations to consider; who wants more if it can be avoided. Install their mod; activate, position wherever. Profit :-)
Dawn of Skyrim - Fully Compatible
EEKs Beautiful Whiterun - Fully Compatible
Fun With Flags In Cities AIO Compilation Pack - Modular PatchXPress Section 2.0 - Fully Compatible
JK Skyrim - Fully Compatible - One waterplant which has a constant flower color is hidden under WRWallTotem01.nif (Who Cares)
Paradise City for Vanilla Skyrim - Fully Compatible with the exception the user may need to disable some trees not suiting my mod
Timber by MysteriousDawn (Optional Files) - My favorite Whiterun Tree Overhaul - Fully Compatible
City Tree Mod Overhauls- Same as above; may or may not need to disable the odd tree
Waterplants - A patch is provided in the FOMod which disables The Lily pads in the lower pond. Same location as mine. [(STD) "ONLY"]
AN IMPORTANT NOTE. DO NOT CONFUSE:
"Waterplants" BY "Halifax0815" WITH "Waterplants Improved WI by Pfuscher"
TWO TOTALLY SEPERATE MODS
"Waterplants" BY "Halifax0815" - Overhaul adding Waterplants into the game
"Waterplants Improved WI by Pfuscher" - Improved Meshes/Textures not adding any content to game alone
"Waterplants Improved WI by Pfuscher" disclaims in its "Requirements Dropdown" that it is dependent on "Waterplants" BY "Halifax0815". This is true in a sense. "Waterplants Improved WI by Pfuscher" improves the meshes and textures for waterplants but if none are being added to the game; it will sit their on reserve in your setup waiting for a xMod to come along and use it. Waterplants generally are not added from many mods. Enhanced Landscapes I believe adds its own but whose to say the file pathing will match Pfuscher's. Installing "Waterplants Improved WI by Pfuscher" alone (to improve my lily pads) without downloading "Waterplants" BY "Halifax0815"is totally fine. If you desire waterplants spread out amongst your Tamriel, installing "Waterplants" BY "Halifax0815" is a terrific option also. I have a patch provided in the package if the user wishes to do so.

Further testing of other mods I will leave up to the community. If any incompatibilities are discovered to a greater degree then just disabling a few objects and worth a patch; 
let me know and I will look into it.

ENB:
Silent Horizons ENB
ADDITIONS/ENHANCEMENTS:
Dawn of Skyrim
Fun With Flags In Cities AIO Compilation Pack - Modular PatchXPress Section 2.0
JK Skyrim
Whiterun Meshes/Textures- Too Custom. Manually Cherry picked and some personally created
VEGETATION:
EEKs Renthal Flora Collection
Enhanced Vanilla Trees SE
Hanging Moss to Climbing Roses
Timber by MysteriousDawn (Optional Files) My favorite Whiterun Tree Overhaul
Tons of Texture Mods by Mari Always Terrific 
Waterplants Improved WI by Pfuscher
WATER:
Realistic Water Two SE
WEATHER AND LIGHTING:
CLARALUX SSE MCM
Enhanced Lights and FX
Kyne's Weathers and Seasons
Obsidian Weathers and Seasons
Wander - A Weather Mod
ASSETS FROM ACTUAL MODS:
Brumbek
of Static Mesh Improvement Mod (SMIM) for giving community permission to use assets within your legend of a mod (forever true)
Vurt of Bent Pines II for giving me permission to use one of your beautiful models 
TECHNICAL AID FROM FELLOW LADIES AND GENTS:
CptMcSplody
Ruddy88
SirJesto
Wolf133 on The Dark Fox Guild (Discord)
MODDING RESOURCES AND ASSET PACKS:
Elinen and Ztree of Hoddminir Plants and Trees
Ga-Knomboe Boy of GKB Green Trees
Oaristys of Modder's Resource Pack - The Witcher Extension
SrRamrod of SrRamrods Stained Glass Lanterns Art
TOOLS AND UTILITIES:
Bethesda of the "Creation Kit"
ElminsterAU and Devs of SSEEdit and kudos to the crew for all their help (xEdit on Discord)
G_k of Cathedral Assets Optimizer
Mod Organizer 2 and the Dev's and kudos to the crew for all their help (Mod Organizer 2 on Discord)
NifSkope and kudos to the crew for all their help (NifMania on Discord)
Nukkem of SSE Creation Kit Fixes

ASSETS PERMISSION BREAKDOWN
Actual Mods - Prohibited To Use:
Vurt's Bent Pines II assets are NOT open to be reused in anyway unless you get explicit permissions from vurt
Actual Mods - Permitted To Use:
SMIM Candle textures - Should be OK to be used so long as you credit Brumbek in detail
Open Source Resources and My Own Stuff:
Everything else is free to use so long as you hunt down where it comes from and credit original creators. If you cant find said item(s) amongst the list of links disclaimed in the 007 CREDITS AND THANKYOU'S Section; then its most likely custom made by me. Stuff made by me is open to use. Just toss me a credit:-)