Skyrim Special Edition

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Janquel Czasior ra2phoenix robertgk2017

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About this mod

Too many mods add things outside of Whiterun. This page will have many patches, but not the specific one you want.

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Whiterun's exteriors are a really popular spot. There's SO MANY mods that touch that area. This patch page will be an ever-growing location where we attempt to cover a number of patches and their combinations for it.

Major Whiterun Exteriors mods:
JK's Whiterun Outskirts - already patched individually and in combination with Ryn's Whiterun City Limits
- Ryn's Whiterun City Limits - already patched individually and in combination with JK's Whiterun Outskirts

Warbird's Whiterun Metropolis - patches planned (some are already started), but no ETA
Whiterun Outskirts Market - patches are planned (patch for JK's Whiterun Outskirts it's already on the kojak's page), but no ETA

Dark's Whiterun Market - patches aren't planned in the nearest future
- Whiterun Valley - Hold Expansion - patches aren't planned at all, but who knows?

We will not cover every combination. That way lies madness. Like seriously, if you've never dealt with navmesh or landscape conflicts, you genuinely don't know what you're asking for. That likely means it may not cover the specific combo you're looking for. Sorry.

Included Patch Descriptions

Due to the nature of how these combinations work, there's not going to be a specific list of changes as per usual. Instead, we're going to list what these specific mods did/where they conflicted (ICAIO is a specific exception which will have its changes detailed per request from Shurah).

As the holidays hit, this project combined with other ones basically hit all of us as a sledgehammer to the face. We've hit version 1.0 now, and Whiterun Market patches will be coming, but they won't be immediate.

All patches for JK, Ryn's, and JK+Ryn's should now be present. Not everything below actually needed a patch, but they were all at least checked.

  • 3DNPC - CR on one ref, moved another. Patch for Ryn's not needed. Last checked against version 4.54.
  • A Cat's Life - CR on navmesh and stuff around the added building. Last checked against version 2.0.
  • Alternate Start - Life Another Life - CR on items placed for the Khajiit Caravan start. Last checked against 4.2.0.
  • Beasts of Tamriel - CR on various farm/wild animals. Last checked against version 5.2.1
  • Better Courier - CR on navmesh, shifting things around such that the building fits in. Last checked against 2.0.8.
  • Capital Whiterun Expansion: CR on two buildings added by Capital Whiterun are moved into non-conflicting spots, in Ryn's version some walls are removed/adjusted to maintain access to the signal tower, and re-finalization of navmesh, position adjustments to markers. Last checked against version 1.5 and Rob's Bug Fixes version 2.1.
  • Carriage Drivers are Alive - CR on landscape. Last checked against version 7.8.
  • Carriage Ferry Travel Overhaul - Just some minor CR, if memory serves.  Last checked against version 2.0.
  • Carriage Stops of Skyrim - Moves the stop to a different spot.  Last checked against version 1.6.
  • Clockwork - CR and refinalizing navmesh. Last checked against version 1.0.
  • Complete Alchemy and Cooking Overhaul - Very slight modification to make some placed crops fit the rows of both added mods.  Last checked against version 2.1.1.
  • Convenient Carriages: I finally beat Tarlazo to one! Ryn's patch is on his page already. CR on landscape for JK. Last checked against version 5.9.7.
  • Creation Club: Fishing - If memory serves this ended up being needing to rotate one casting marker?
  • Creation Club: Tundra Homestead: Adds a building and a bunch of stuff around it. Landscape conflicts out the wazoo. Copy of the one from Ryn's page included here for sanity (and because there's a combo patch with Iggath)
  • Cutting Room Floor: Adds a building, CR on landscape/navmesh. Adjusts some placed stuff/repaints some navmesh to match, as well as deleting some duplicate wheat in one case. Last checked against 3.1.15.
  • Dwemer Colosseum - Clean Dwemer Colosseum. It needs it. JK does not need a patch if cleaned. Ryn's still does, and the patch is made in such a way that will work if you don't clean it. Last checked against 1.7.1.
  • ELFX Exteriors - Mostly just shifting a few placed things.  Last checked against version 3.0.6.
  • Elysium Estate - For Ryn's, CR on landscape/navmesh and slight cleanup to work together. For JK, completely moving the exterior wall to route around the estate, cleaning up some stuff the estate places outside, adjusting the entrance, and tweaking of landscape. Last checked against version 5.0.1.
  • Enhanced Landscapes - CR on landscape, adjusted some trees position. Last checked against version 2.0.1.
  • ESO Imports: - CR on some chicken models. Last checked against version 10.0.1.
  • Hearthfire Extended - CR on a few things (including landscape), adjusting added stuff to fit. Last checked against version 1.0.5.
  • Hold Border Guards - Adds some extra fortifications which conflict in obvious ways, including navmesh. Last checked against version 1.1.1.
  • Honey Bee Hives - CR, adjusted/removed fence as needed, shifted landscape and such to fit, various other things. HBH didn't include navmesh changes when it honestly should have, and I didn't decide to redo it in the patches, so....there's jank in the navmesh here? I should probably fix it? But it's not a priority path so.....yeah. Last checked against version 1.1.
  • Iggath - CR on navmesh/landscape/etc. Combo patch for JK + Tundra Homestead + Iggath still needed.  Last checked against version 1.01.0
  • Illustrated Town Panels - Adjusted sign position.  Last checked against version 1.2.3.
  • Immersive Citizens - AI Overhaul - ICAIO places multiple markers/has some changes to a couple farms (adding work areas, etc), and correspondingly touches the navmesh in a few cells. There's a few refs there's CR on, adjustment of markers to still be accessible, and re-do of navmesh to restore access to the modified areas. Last checked against version
  • Immersive Fallen Trees - Shifts one fallen tree which was partially clipping into a house. Last checked against version 2.0.2.
  • Immersive Horses: Slight CR on some fence stuff, overlap on placed horses. Last checked against version 3.0.
  • Immersive Laundry - Shifts some clotheslines/removes some rocks to prevent clipping. Last checked against version 1.0d.
  • Improved Bridges - CR, re-navmesh, combine changes to bridges. Last checked against version 1.0.1.
  • Landscape and Water Fixes - Looooots of CR, but primarily ownership/movement of crops. Ownership should have been added to all added crops, but I probably missed something obvious. Last checked against version 7.9.
  • Landscape Fixes for Grass mods - Conflicts on landscape for obvious reasons. Last checked against version 5.1.
  • Lanterns of Skyrim II - Shifts a few lanterns to not clip in new placed objects, shifts a few other things to match. Last checked against version 4.1.
  • Legacy of the Dragonborn - Only needed for Ryn's. Shifts the placement of the mail pile so it's not clipping into the landscape. Last checked against version 5.6.5.
  • Lux Via: Removed/repositioned clipping records, adjusted navmesh in conflicting cells, preserved Via bridges in JK's version of the patch. Last checked against version 1.7.
  • Medieval Lanterns of Skyrim - Shifted a few placed lantern poles/one brazier to match new exterior. Last checked against version 1.0.5.
  • Mihail Mammoths - Shifts some bones so they're not growing through a placed road. Last checked against version 1.
  • Nature of the Wild Lands - I can't remember. Disables and adjusts the placement of some trees. Last checked against version 2.4.
  • Populated Skyrim legendary - Shifts a couple spawn markers to not be within stuff. Last checked against version 4.1.
  • Provincial Courier Service - Moves the building to a new spot, places collision markers and re-finalizes navmesh. Last checked against version 4.1.5.
  • Requiem - Shifts one book so it's accessible. Last checked against 5.4.4.
  • s6o6t LORE - Oblivion Gates - Moves the oblivion gate to a different spot. Last checked against version 5.0.
  • Second Great War - Shifts some banners, CR, placed new banners to match new spots, ties all newly placed banners in respective mods to banner enables. Last checked against version 1.10.
  • SkyBirds - CR on two refs. In the Ryn's patch case, removed a deleted nest from a roosting area. Last checked against version 
  • Skyrim 3D Trees: CR on trees, made a couple tweaks to prevent clipping through added fortifications/rocks. Last checked against version 5.0.1.
  • Skyrim Better Roads - Honestly mostly just removing some fences where it looked silly having a wooden fence in front of a stone fence. Last checked against version 1.4.1.
  • Skyrim Bridges - Landscape and navmesh changes due to changing the layout of some bridges. Last checked against version 3.2.
  • Skyrim Reborn: Whiterun Hold - Complete integration of changes for the fort. If using all three actually makes the fort a fort. I'm kinda proud of it! Last checked against 1.1.7.
  • SkyTEST Realistic Animals and Predators - Mostly shifting some farm animals. Last checked against version
  • Skytest Redux - Same as previous. Last checked against version 1.1.
  • The Brotherhood of Old - Tweaks placement of some stuff outside Whiterun (It's been a while since I verified this, gimme a bit). Last checked against version 1.1.2.
  • Treasure of the First Nords: Quite a bit of navmesh CR, and in some cases some modification to some fortifications to not clip through an added building. Last checked against version 1.1.
  • Trees Addon - Shifts some tree placements to match new layout. Last checked against version 1.2.8.
  • USSEP - Patch only needed with JK, Ryn's got updated to be natively compatible. There was a tree growing through a wall mostly, but also some very minor placement tweaks. Last checked against version 4.2.9a.
  • Walls of Whiterun - CR on navmesh/landscape mostly, if memory serves. I don't think there was any overlap otherwise. Last checked against version 1.3.
  • Whiterun Watchtower Doesn't Start Broken - Patch not needed for Ryn's, landscape CR for JK. Last checked against version 1.02.
  • Windmills of Skyrim - CR, shifting one windmill. Last checked against version 1.1.
  • Zulfardin - CR on navmesh, re-finalized. Last checked against version 2.2.

Mods that have been checked and do not need a patch.

  • Point the Way - Even though there IS a conflict on a ref with JK, it looks fine either way. Not making a patch
  • Skyrim Sewers - Not actually needed. Turns out Sewers DOESN'T tie into the navmesh, so I'm not going to introduce more problems by forcing it. If followers don't follow's their fault, I swear :P
  • Sounds of Skyrim Complete - Crap, while writing this I realized I still need to make a "add SoS stuff to new buildings" patch.

Other patches we're aware of.

Important thing to keep in mind: effectively, every mod which mentions "landscape" or "navmesh" probably needs combo patches for everything else which touches that cell and adjacent cells for that record type (and then that cascades to all the ones touching THAT, and so on and so forth). You're not going to be getting all those patches.