Hi again RCKraken. This is probably the finalupdate, because I took a deeper look into your mod and saw that there isn't anything else to do now. This is the version for 1.3.
You can copy this changelog too (improve the English format if you want):
- Hard work on modifying existing navmeshes for the new geometry. Guards are now able to get to the new towers and won't get stuck against pillars, etc. This was the hardest job to do as it requires a lot of experience to avoid deleting existing navmeshes;
- Navcuts have been added where possible to avoid editing navmeshes;
- Added a bsa file (because I like the order) which contains 4 new meshes inspired by the originals but which have been modified by the collisions (now it is possible to jump on the new walls added). They have their own name so they cannot conflict with other meshes.
- Removed the 2 additional patrol markers that were added in the first release and restored the 2 deleted and placed in the new position, which also having the parent will recall the guards in position in the 2 towers
- Fixed the positions of some triggers according to the new geometry;
- Fixed the z position of the new ramps, as guards would get stuck when trying to climb them;
- Added ESL Flag.
Congratulations on your mod, which should now be complete and in its final version. Cheers ;-)
Thank you for not editing the landscape and supporting my two favorite Whiterun mods (Capital and Ryn). I haven't even checked it in-game yet but I'm positive this will never leave my load order.
i'm using jk's skyrim + capital whiterun expansion + jk's whiterun outskirts and i want to have better walls for whiterun to make it more immersive for a trading hub in skyrim. I've tried various walls mods. Unfortunately, most of them are not really compatible with my whiterun combo. Your mod is THE MOST COMPATIBLE walls mod for my load order. many thanks!
note: "Whiterun has walls" mod (other mod) is compatible but it does CTDs when roaming new district and right side of dragonsreach (where there is a horse). I've followed patch and load orders correctly, but CTDs always happens.
Seamlessly well done to the point I was at first like "that did nothing" and then I removed it and was like "oh wow". It felt so natural that I didn't notice it until it was gone. Very hard to do.
Thanks, I've always been bothered by the vanilla "design" too. This is the perfect fix, and indeed it is less troublesome than Fortified Whiterun (which sadly bugs Immersive Citizens AIO too much for my tastes).
60 comments
https://drive.google.com/file/d/1LpEglQFcoqcN7xcoON17xt67XN_x2-2T/view?usp=sharing
You can copy this changelog too (improve the English format if you want):
- Hard work on modifying existing navmeshes for the new geometry. Guards are now able to get to the new towers and won't get stuck against pillars, etc. This was the hardest job to do as it requires a lot of experience to avoid deleting existing navmeshes;
- Navcuts have been added where possible to avoid editing navmeshes;
- Added a bsa file (because I like the order) which contains 4 new meshes inspired by the originals but which have been modified by the collisions (now it is possible to jump on the new walls added). They have their own name so they cannot conflict with other meshes.
- Removed the 2 additional patrol markers that were added in the first release and restored the 2 deleted and placed in the new position, which also having the parent will recall the guards in position in the 2 towers
- Fixed the positions of some triggers according to the new geometry;
- Fixed the z position of the new ramps, as guards would get stuck when trying to climb them;
- Added ESL Flag.
Congratulations on your mod, which should now be complete and in its final version. Cheers ;-)
i'm using jk's skyrim + capital whiterun expansion + jk's whiterun outskirts and i want to have better walls for whiterun to make it more immersive for a trading hub in skyrim. I've tried various walls mods. Unfortunately, most of them are not really compatible with my whiterun combo. Your mod is THE MOST COMPATIBLE walls mod for my load order. many thanks!
note: "Whiterun has walls" mod (other mod) is compatible but it does CTDs when roaming new district and right side of dragonsreach (where there is a horse). I've followed patch and load orders correctly, but CTDs always happens.
1 vote and 1 endorse from me!
Works well, no bugs, no performance hit.
Endorsed.
thank you!
Does this require an eFPS patch?
Secondly, does this mod suffer from the same issue Fortified Whiterun does with a massive amount of drawcalls?
Sad I can't endorse atm, Nexus doesn't seem to be tracking downloads atm!