Skyrim Special Edition
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subhuman0100

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  1. Alfgate
    Alfgate
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    Would you be willing to make a patch for Skyrim Sewers? The modifications to Whitewatch Tower have buried the door to the sewers in the wall.
    1. PanDMuerto
      PanDMuerto
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      +1
    2. Calarien
      Calarien
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      +1
    3. LogicZero420
      LogicZero420
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      I think if you use the Whiterun Horse Statue mod it has a patch to move the sewers entrance, which could help avoid this.
  2. jwisser
    jwisser
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    Thanks for your reply to my previous request! I'm just seeing it now, but I'll absolutely give it a try on my next playthrough--but on this one I actually disabled Whitewatch Tower Reborn in favor of this mod. :-)

    With that said, I've found a new favorite weirdness. With your mod, Settlements Expanded, and Farmhouse Chimneys, the Pale fortification suddenly sprouts a chimney. That could actually be a kinda neat addition if it matched the fireplace location, but instead it's in a pretty awkward spot:

    Spoiler:  
    Show


    Cicero looks just as befuddled as I feel. I can turn off all the chimneys for Settlements Expanded buildings and it goes away, but due to the way Farmhouse Chimneys is implemented I can't disable just this one.

    The only guess I have as to what's happening here is a truly strange one. Yvette's house from Settlements Expanded seems to be missing its chimney. Is it possible the chimney is somehow being incorrectly assigned to the tower instead?

    Spoiler:  
    Show
    1. subhuman0100
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      One of the houses- the Farm Workers' house (sorry, I forget their names)- was in the place where I put the tower.
      I moved that house and all its accessories (its doorstep, the benches out front, it's porch light, etc) up the path a bit towards the Farm.  That, and the corresponding NavMesh update, is the extent of the Settlements Expanded compatibility changes.

      I moved the house, but Farmhouse Chimneys doesn't know that- so apparently it's putting the chimney where the house used to be.

      Easy fix:
      go to the top of the tower, run up in front of the chimney
      open the console `
      click on the chimney
      type disable
      hit enter
    2. jwisser
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      Ah, that explains it. But yeah, like I said, 'disable' doesn't work on Farmhouse Chimneys because of the way that mod is implemented, or I probably wouldn't have bothered to comment.
    3. subhuman0100
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      I missed that key phrase in your first post.

      Please tell me you're not one of those heathens who won't use SKSE, because the fix I'm doing will require SKSE... :)

      Edit:  I hate when this happens.... still working on it:
      [01/15/2022 - 12:43:24PM] Error:  (0C029A6E): cannot be moved.
      stack:
          [ (0C029A6E)].ObjectReference.SetPosition() - "<native>" Line ?
          [ (FE047871)]._SUB_PWB_ChimneyMover.OnCellAttach() - "_SUB_PWB_ChimneyMover.psc" Line 10
      [01/15/2022 - 12:43:24PM] Error:  (0C029A6E): cannot be rotated.
      stack:
          [ (0C029A6E)].ObjectReference.SetAngle() - "<native>" Line ?
          [ (FE047871)]._SUB_PWB_ChimneyMover.OnCellAttach() - "_SUB_PWB_ChimneyMover.psc" Line 11
    4. jwisser
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      My load order depends on SKSE, so definitely not. :-p But thank you for looking into this at all!
  3. jwisser
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    Love the fortification near Loreius Farm, but I've had Whitewatch Tower Reborn in my load order for years and it's come to feel like part of the base game for me. I know this is a PITA, but I have to ask: any chance of a version that only includes the Loreius Farm/Expanded Settlements fortification? :3
    1. keyah111
      keyah111
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      +1
    2. subhuman0100
      subhuman0100
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      You will need xEdit and the CK to perform the following successfully:
      Open "Pale-Whiterun Border.esp" in xEdit
      1) expand cell,
      ?delete:
      ?Block 4
      2) expand Location
      ?Delete:
      ??WhitewatchTowerLocation
      ??_SUB_WhitewatchGuardHouse
      3) Delete 'Navigation Mesh Info Map'
      4) expand WorldSpace.   Expand Tamriel.   Expand Cell D74.  Expand Persistent
      ?Delete:
      ?000DC2C1,?000DC2C3,?000DC2CA,?000DC2CB,?000DC2CC,?000DC2CE
      ?000DC2CF,?000DC2D0,00?0DC2D5,?000DC2D6,?000DD99A,?000DD99B
      ?where "xxx" is your specific load order,
      ?also delete:
      ?FExxx912,?FExxx924,?FExxx99F,?FExxx9A0,?FExxx9A6,?FExxx9A7
      ?FExxx9A8,?FExxx9A9
      Still under Worldspace:
      5) expand Block 0,0.   Expand Sub-block 0,0
      ?Delete:
      ?0000915F
      ?00009160
      ?0000917E
      Exit xEdit, saving the plugin in the process.
      6) Load the plugin in the CK, as the active file.
      One the CK finishes loading, select "save" and then exit the CK.   You will now have rebuilt the updated Navigation Info Map we deleted in step #3, above.
      7) play.
    3. pisci101
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      Thankyou
  4. JOHNBELT
    JOHNBELT
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    I use a mod called "Guards Armor Replacer" https://www.nexusmods.com/skyrimspecialedition/mods/22671 which does pretty much as stated. Will the guards added by your various mods have that armor or the more traditional vanilla armor, or something completely different?

    Great idea BTW, these areas certainly need a boost.
    1. subhuman0100
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      I haven't changed the vanilla armor appearance at all.  If Guard Armor Replacer, or any armor mod changes the vanilla meshes- that's what they'll look like.
      But it looks like GAR does more than just that, it looks like it also updates the guard outfit lists.
      Using both together shouldn't cause a conflict.   I'm not going to undo any changes made by GAR or anything like that.  But the guards I add are probably not going to use the full GAR armor sets, and will look closer to vanilla.

      Which may not even be very out of place.  Giving guards at these backwater border posts "mundane" armor compared to the guards in the capitals might even be more authentic.
    2. subhuman0100
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      There's a new optional file at the Common Guard Resources page that adds armors from GAR to the guards' leveledlists.
  5. kn1ghtfall
    kn1ghtfall
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    Love these little mods... your guard overhauls, Sungard Pass Checkpoint, Border Fortifications...
  6. m1sf1t711
    m1sf1t711
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    Is a patch needed for Capital Whiterun, especially as it adds a quest around Whitewatch Tower?

    1. mostsocial
      mostsocial
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      I was thinking the same thing.
    2. subhuman0100
      subhuman0100
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      It shouldn't need one.   The CWE quest triggers are still very accessible. One of the possible idle markers is covered by the barracks, but since the AI Package manager has 5-6 others to choose from it shouldn't matter.

      There is one potential problem.  That quest temporarily spawns one Imperial Whiterun guard at the tower.    It's always Imperial, regardless of whether Whiterun went Stormcloak or not.  This is a problem regardless of whether or not this mod is installed.
      If Whiterun went Stormcloak, that guard is going to get attacked and probably killed by the other guards- either in vanilla, or with this mod.
  7. AustinB1252
    AustinB1252
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    compatible with man those borders?
  8. GhoulSmasher
    GhoulSmasher
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    Another hit friend. Many blessings, may the sun shine upon you.
  9. Vendasia
    Vendasia
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    You planning on adding some LOS II support to your mods? Kinda madening to see either overlapping or static lanterns. Great ideas for mods though. :)
  10. Carbon14C
    Carbon14C
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    I'm really digging these vanilla-friendly additions from your mods, nothing too over-the-top, but adds much needed flavor to the game. Look forward to checking them out in my next playthrough!