Skyrim Special Edition

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RubberSpaghetti

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RubberSpaghetti

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105 comments

  1. PonyTailSama
    PonyTailSama
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    Is this compatible with whiterun has walls
    1. RubberSpaghetti
      RubberSpaghetti
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      I'm not sure. It looks like it might be ok.
    2. PonyTailSama
      PonyTailSama
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      ok thanks
    3. LilyMu
      LilyMu
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      This is a bit late, but there's a patch for the two mods in the Patch Hub download located on the Whiterun Has Walls mod page. Without the patch, I noticed some objects clipping, but nothing actually game-breaking.
  2. BarryMeyers
    BarryMeyers
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    While this is not an issue of this mod, there is a giant empty resevoir barrel at the back of the Bannered Mare. It is indeed possible to jump
    into it and trap yourself, but it requires careful platforming and precision. Have fun trying out that silly challenge.
  3. french20
    french20
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    Could you make an option without the little festival flag? I'd love to see an option without the little festival Flags, Those flags are killing my barbaric whiterun lol.. still a great mod.
    1. RubberSpaghetti
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      Someone else already has you covered! Try out Not So Festive Spaghetti's!
  4. PrincessRosaria
    PrincessRosaria
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    Could you possibly shift this cart a wee bit to the side as to not clip with GG's Impoverished Whiterun?
    1. RubberSpaghetti
      RubberSpaghetti
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      No, sorry. I'm not going to go through the effort of updating this mod, the AIO, and all of the change logs and version numbers just to move a cart over 6 inches. Also if I did that it would be in the way of the path that is there, so then NPC's would get stuck on it.
    2. PrincessRosaria
      PrincessRosaria
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      That's understandable. I'll figure out CK and make a patch.
    3. camjp
      camjp
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      Sooo... is this basically compatible with GG's Whiterun, though? I like the idea of mixing these two to overhaul Whiterun.
    4. PrincessRosaria
      PrincessRosaria
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      This is actually a lot better now with the rework of impovorished whiterun.
    5. SKYKLF
      SKYKLF
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      hey I don't know if you ever got your problem fixed but it inspired me to make a patch. you can find it here :  SPAGHETTI CITIES WHITERUN - GGS IMPOVERISHED WHITERUN PATCH at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com). it took five seconds not sure why the original MO wouldn't help.
    6. RubberSpaghetti
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      Hey thanks for the patch! I actually explained why I wasn't going to do that in my original reply, and the time it took to move the cart in the Creation Kit was not one of them, haha.
    7. SKYKLF
      SKYKLF
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      Yea no worries and I hope I didn't offend you. You are way more experienced at modding than I am. I just meant I didn't know why you wouldn't make a patch for this ONE specific mod, since a patch for this ONE mod wouldn't really affect your AIO or anything like that to my knowledge since it could just be an offshoot like mine is...like it doesn't have to be included with anything y'know?...but like I said you have way more experience, I love your work man, it's actually one of my favorite things to pair with my Whiterun Enhancer. Again I hope I didn't offend. Happy Modding!!
  5. GangofDruids
    GangofDruids
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    For those of you with one or two conflicting/overlapping objects (such as those of us that use Immersive Laundry or some of the pics for other mods in the comments below), the easiest approach is to fix your unique individual overlaps/conflicts simply by disabling or moving the object using xEdit (e.g., SSEEdit).

    And the idiot's guide to do this -- which I admit I follow faithfully with zero issues -- is Carn114's video 5-minute tutorial (https://www.youtube.com/watch?v=rO4I6XbdGbY).  If you're moving objects, rather than disabling, it takes a bit of trial and error adjusting the x, y, z positioning, but it's still easy.

    You can also use the same approach if there is one or two items that Spaghetti put in that you don't like (for instance, I got rid of the smelter up at the Skyforge -- I just didn't personally care for one there, in part because of some other mods I run).

    *OCD Warning:  Once you realize how easy this process is, you may need to contain yourself doing this for all your other mods.... Just sayin'.
    1. RubberSpaghetti
      RubberSpaghetti
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      That guide definitely works as a permanent solution to the problem (unless you have to update or reinstall the mod)! There is an easier and more convenient way to remove objects in game, but it will only last for one playthrough. You can simply click on the object with the console, type "disable" (without the quotes), and press enter! As for moving objects, you can certainly do that through xEdit, but I believe at that point it would be easier to just download the Creation Kit and adjust them from there. It isn't anywhere near as intimidating as it sounds!
    2. GangofDruids
      GangofDruids
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      Spaghetti -- I'm pretty sure that using the console disable command only gets rid of the object until the cell reloads.  That said, I have read that it can also be dependent on whether the object is one that is baked into the save or not (e.g., if it is baked into the save, it won't reappear upon cell reload). Now, as to what gets baked into the save file versus doesn't I'm still -- after almost 12 years now -- a little foggy on that.
  6. Bectile
    Bectile
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    Thank you so much for this. I'm using City Trees and Blubbo's trees and I just wanted a little bit of extra flair, this is perfect.  Absolutely love the fact that navmesh isn't touched, I've had such headaches from other mods from that.
    1. RubberSpaghetti
      RubberSpaghetti
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      Thanks for checking it out, I'm glad you like it!
  7. dezena
    dezena
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    Is this compatible with JK skyrim whiterun outskirts? (or the all in one cities version)  Also, your  mods are just awesome.

    Super fps friendly. 
    1. RubberSpaghetti
      RubberSpaghetti
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      Yes it is compatible with Jk's Whiterun Outskirts, this mod doesn't affect the exterior of Whiterun at all.
    2. dezena
      dezena
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      Thank you for the reply <3 
  8. Azertyuiop1111111
    Azertyuiop1111111
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    Very nice discovery that is very close to the Whiterun I had in my imagination.However, is it compatible with Holidays?
    1. RubberSpaghetti
      RubberSpaghetti
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      I don't know, you will have to check it out for yourself.
  9. fustru
    fustru
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    Hey, This looks great! wondering if it plays nice with the civil war phase in the city?
    1. RubberSpaghetti
      RubberSpaghetti
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      Yes it works fine, I tested Whiterun, Solitude, and Windhelm to make sure there were no issues during the Civil War.
  10. LilSagemoon
    LilSagemoon
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    I am looking forward to playing with your AIO. I have used JK in the past but found I was crashing a lot because of compatibility with other mods.
    1. RubberSpaghetti
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      I hope my mods don't give you that issue!