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Yuril

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Yuril

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  1. Yuril
    Yuril
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    V1.0.8.3
    - Mesh optimization for WRssignpost02YU.nif. 8000+ Tri to 54

    V1.0.8.2
    - Replace the correct esp -FYX - Fortified Whiterun Consistency - NO Jorrvaskr Watchtower Edit.esp- ... 

    V1.0.8.1
    - Just add the missing mesh WRshipkatariahwoodfloor05YU.nif

    New Optional File
    - Patch for "Lentern for Fortified Whiterun" added (Read the Description)

    V1.0.8
    - Add Version " NO Jorrvaskr Watchtower Edit "
    - Add Patch for " Bells of Skyrim " mod (Read the Description C )
    - Add textures consistency for impwoodbeam01/08.nif
    - Add textures consistency for shipkatariahwoodfloor01/02/03/04.nif
    - Add textures consistency of the frame of shack and add vertex color for the interior of shack meshes
    - Fix vertex color for the Whiterun tower watch

    V1.0.7
    - Replace ShipKatariah textures with Whiterun textures.

    V1.0.6
    - Add vertex color on Whiterun towers.

    V1.0.5
    - Replace stairs textures with Whiterun textures.
    - Replace StockadeFreeWall with FYX 3D Stockade.

    V1.0.4
    - Replace Walkway texture with Whiterun texture.

    V1.0.3
    - Replace Solitude SighPost texture with Whiterun texture.
    !! SMIM is required since this version !!

    V1.0.2
    - Replaces Stockade walls with Whiterun style walls

    V1.0.1
    - Replacement of the 3rd tower.
    - Replacement: wall, roofs and windows of the first fortified gate with versions more consistent with the architecture of Whiterun.
  2. Prim919
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    Is there a way to make it so that I dont need SMIM?
    1. Yuril
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      You only need SMIM textures

      Otherwise try this => Delete WRssighpost02YU.nif

      Download FYX - 3D Solitude SighPost - FarmRopes
      Copy and paste ssighpost02.nif
      Rename it WRssighpost02YU.nif
    2. Prim919
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      thanks this works
    3. Yuril
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      Good :)
    4. MageBlade
      MageBlade
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      Thanks for this, can it get a sticky?
  3. McClane4Ever
    McClane4Ever
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    Wow, great work. This really elevates the mod. 
  4. Sillydude2023
    Sillydude2023
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    hello, just wondering if you or someone might know how i could get the companions at the start of whiterun, right after the giant battle to walk more centered in the road as they come from the garden and up through the gate house on to the whiterun entrance door. 
    "fortified whiterun", seems to add new navmeshing and paths, their walking path is to far to the right or left sometimes. i find them stopped by the stables house on the side. or if i try to use whiterun market see mod, they get caught on the first market stall walking in under the gate house on the right. 
    or they just don't ever leave the garden where they fought the giant....
    Aela the huntress seems to get hung up on her spawn location and does not run to greet player, nor is she able to walk back to whiterun. 
    with just fortified whiterun install she does. not harpin just bring it to your attention. you do great work.
    1. Yuril
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      Hi !

      I don't touch any Navmesh or AI, it only replaces meshes.
      It should work just like the original mod.
    2. Sillydude2023
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      hi, thanks for getting back. sorry your right its not your mod touching them. i decided to make a patch and change Aela's spawn location. it's working now.
      but i still got to figure out how to change thier walking patch up to whiterun entrance. 
      sorry about the big spiel.
    3. JerisEnigma
      JerisEnigma
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      In August the main mod was updated with redone NavMesh. This may need an update (if just replacing the meshes doesn't work?).
  5. Trojan78
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    Hello,Yuril

    Tthank you so much for this patch.

    Excuse my boldness but I wanted to ask you if you can make a patch for this mod of Fortified Whiterun and Open Cities, apparently they are not compatible because when you open the whiterun gate the inside disappears and in the opposite direction the same thing happens 
    1. Yuril
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      Hi Trojan78, you probably have eFPS for this to happen.
      If yes, try this and tell me if it works => https://mega.nz/file/I8kxkKQD#s8IRD51Uw6toYl_yml9MuMaCqOiX5jSlyEXkobi2wwc

      In your loading order place it after eFPS, WiterunDefense and OCS and any other patches that concern these three mods.
    2. Trojan78
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      Hey buddy.

      Thank you very much, you are very kind.
      I'll try it and see what happens.

      THANK YOU!!    🙏😊👍
  6. Sillydude2023
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    hey you've done great work with "Fortified Whiterun" i was wondering if it would be possible for you to make a fix for the disappearing wall and texture flicking in the basement of the second Gatehouse. i use it for a little store room and other gameplay. 
    I don't know how to link a picture.
    The author doesn't seem to be updating the mod, only reason i ask. 

    sorry to ask here, forums are down. 
    1. Yuril
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      I have never seen that.
      The author is still active, have you tried asking him in the comments of his mod?
    2. Sillydude2023
      Sillydude2023
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      yeah i mentioned it on his page, maybe you can have a look in your game, but seems to be in ongoing issue for others as well as im seeing.
  7. nexusbla18
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    Could you please make a parallax version?
  8. zaorish83
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    Hi your FYX - 3D Whiterun Guard Towers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) should be loaded before or after this one? or is included? Thanks
    1. Yuril
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      Are they in conflict?
    2. zaorish83
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      i am not really that good ,but MO2 doesn't color them, so i was wondering if maybe you included that fyx inside and made it redundant in another way
    3. Yuril
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      No, they are complementary.^^
  9. ChildofDragons
    ChildofDragons
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    Does this need updated for the newest version of Fortified Whiterun?
    1. Yuril
      Yuril
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      I do not think so. Ask Skyfall
  10. Cwronaga2167
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    Dumb question but could we get a patch that closes off the interiors of the interior watchtowers to hide the exterior lod and to prevent the horrid frame rate drop when climbing the tower on a modded setup?
    1. Yuril
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      You can place walls with CK and "oclusion plane" if you need to.
  11. Wookiejo
    Wookiejo
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    Hi, I recently made some change in my modlist, and then this happened ( 1 and 2 ). Using the console, this mod edits those refs last, and xedit shows no conflict with any other mod. I reinstalled everything, but it does not change. I guess it's a user error that I need to figure out, but would you have any idea what it can be ?

    Thanks
    1. Yuril
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      Hi !

      Are you using YAR and if so have you updated it?
    2. Wookiejo
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      Ah I see, just updated and the mesh conflict is gone. I guess that's what you call a FYX ! Sorry for the inconvenience.
      Cheers
  12. AngriusWindstorm
    AngriusWindstorm
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    Noice