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IamWiitz

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IamWiitz

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57 comments

  1. vrublin
    vrublin
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    Actually still the best patch. All patches need Rob bug fix, but Gg's Capital Whiterun need simple version without edits. And i like Fort Whiterun too. And i have nothing else this perfect combo with additional Whiterun districs, that works perfect.
    1. Neferata13
      Neferata13
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      • 5 kudos
      Do you use JK's Skyrim at all? If so does it work with it? Just asking as you're the most recent comment 
  2. Enhab
    Enhab
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    Is the Capital/Dark's patch still needed if I'm using Whiterun Synthesis?
    1. vrublin
      vrublin
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      Tested. Yeas. You need. Better load this after Whiterun Synthesis
  3. DontRememberAsking
    DontRememberAsking
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    Any suggestions to a load order with dawn of skyrim and northern roads. im relatively new to modding so im still trying to figure stuff out but im using mo2 and im using loot to sort the right panel but ive got no idea as to what to do with the left panel with my current set up im having a problem with the drunken huntsman and the building next to it on the interior and the exterior has grass in a lot of places it shouldnt be as well as floating buildings (Whiterun market inn, sigrid's house and barbyna's house). I tried moving stuff around in both panels however that resulted in more problems like buildings missing the door or completely gone, road disappearing or strange scaffolding on top of the building next to the drunken huntsman.

    Screenshot of left panel:
    https://imgur.com/a/Swv19FQ

    i was using the no dawn of skyrim version of your patch to check something but seems to cause less problems even with dos and i have jks drunken huntsman further down
  4. V3rnacular
    V3rnacular
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    I really enjoy the look of the CWE - DWM - FW combo, but unfortunately no matter where I move and rearrange my load order I simply can't get the navemesh to behave properly. Generally areas approaching the intersection coming into whiterun are problematic. Certain areas specifically near the carriage, right outside the market inn, and near the market stalls have some issues for me. NPCs just refuse to walk and are stuck in those areas, often if I have a follower they forced to teleport, or take the longest route to attempt to reach me. Everywhere else is perfectly functional but the area around the whiterun intersection is a bit troubling. 
    1. ffnbbq
      ffnbbq
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      I just use Capital Whiterun normal + Dark's Whiterun Market (and the patch for just the two of them) and unfortunately I can report the same nav mesh issues. Any NPC that tries to walk past the carriage gets stuck there. I use Travelers of Skyrim (which generates NPCs who travel from city to city), and its people eventually give up and wander off.
    2. IamWiitz
      IamWiitz
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      Hey, I lost my video card in a power surge, been without my PC for a few months already, and I don't know when I will be able to buy a replacement, so I can't even look into that issue, but I'm 95% sure (can't really remember) I didn't alter navmeshes in those areas, so maybe they NEED a few edits in the navmeshes not that they are already altered
    3. megaman2k
      megaman2k
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      I strongly suspect a navmesh edit to WhiterunExterior17 is required to make CWE and DWM play nice, since there's a little broken guard tower with a door and a ramp. After resolving this in my own load order it seems to have addressed a CTD. No idea about other exterior cells since I only used the interior version of CWE.
    4. aenda
      aenda
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      I haven't been able to test yet, but Rob's Bug Fixes for CWRE makes some navmesh edits and might help.

      (This won't fix the issue, since it only deals with interior cells, but also has useful navmesh fixes: https://www.nexusmods.com/skyrimspecialedition/mods/56084)
  5. TitaniumWoman
    TitaniumWoman
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    I had really bad terrain clipping issues and what appeared to be LOD unloading issues in Whiterun but when i disabled this mod the issues were resolved. Wish this mod worked for me, especially with all the patches i tried.
  6. Picchioviola
    Picchioviola
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    Are you going to make a compatibility patch for Capital Whiterun Expansion and Willybach's Whiterun? Both mods are awesome but they
    conflict.
    1. IamWiitz
      IamWiitz
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      Hey, I lost my video card in a power surge, been without my PC for a few months already, and I don't know when I will be able to buy a replacement, so probably no, I don't even know which mod you're talking about because I've been very inactive
  7. jack829x
    jack829x
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    How are we supposed to use the all together patch for with Dawn of Skyrim 1.4 when it requires another patch that requires dawn of skyrim 1.5 lol
  8. namhaid
    namhaid
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    I was hoping to use this mods together, as I relly like how they make Whiterun look much more like the city it should be without going over the top, so I'm really thankful for this patch. However, I'm getting some glitched terrain under the Market Inn:

    https://imgur.com/efdjoeQ

    I'm not sure if it's a load order problem or if it might be because I'm also using JK's Skyrim (although it doesn't touch anything there afaik, and it was working well with just FW and DWM), but the few objects under the Inn if using tcl all seem to come from CWE:

    https://imgur.com/YCJtVrS

    This is LOOT's recommended load order, not sure if I should use a different one or try something else:
    CWE
    CWE - JKs patch
    DWM
    FW
    FW - JKs patch
    FW - DWM patch
    FW - No Jorrvaskr patch
    DWM - JKs
    CWE-DWM-FW Patch
    DWM - PCS (this just moves PCS away)
    1. IamWiitz
      IamWiitz
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      Hey sorry for the very late response, been occupied with a few other things (not mod related), I got to that location and for me that glitch does not show up, if it helps, thats my LO:
      FW
      FW - No Jorrvaskr patch
      JK
      FW - JKs patch
      DWM
      DWM - JKs
      CWE
      CWE - JKs patch
      FW - DWM patch
      CWE-DWM-FW Patch
    2. Audacious4603
      Audacious4603
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      The patch by "Landscape Fixes for Grass Mods" for "Cutting Room Floor" is the culprit. LOOT places it pretty low in its load order. Placing the LFGM-CRF patch after CRF and before CWE, DWM, etc (basically your list above) resolves the issue.
    3. cuddm
      cuddm
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      • 15 kudos
      @S3LV4GEM, in the description you say the "patches are made without No Jorrvakr Watchtower file in mind", but here you have the No Jorrvakr Watchtower file in your LO. Is using the No Jorrvakr Watchtower file recommended for your patches? Thanks!
    4. IamWiitz
      IamWiitz
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      Oh thanks for the heads up, in this comment I replied, I was using that patch, but later when I started making the Dawn of Skyrim patch, I faced the visual problems with the No Jorvaskrr file, so I removed it, you can still use it, but you will (probably) see some walls you can go through and see through them where the watchtower was removed

      Edit: I thought about making one "version" for the No Jorvaskrr patch, but I don't think it's worth the trouble
    5. cuddm
      cuddm
      • supporter
      • 15 kudos
      So the previous versions of your patch (without DoS) should be used with or without No Jorrvaskr patch? (or it doesn't matter)
  9. cuddm
    cuddm
    • supporter
    • 15 kudos
    Does the CWE-DWE-FW patch work well with JK as a base (using the 3 individual JK patches for these mods)? Not sure if JK edits some Navmeshes that conflict with your own Navmesh edits

    edit: also, in the file descriprion for CWE-DWE-FW you write: "I have an update for this file already planned", are there currently problems with this patch or is it working well?
  10. knifestrife98
    knifestrife98
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    • 13 kudos
    Not sure what it is but whenever I use a patch for DOS (Currently using 1.5) and CWE I always get a duplicate wooden well cover in Whiterun's Market (Interior, not Dark's Exterior one). Any Idea what could be causing this?