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J3w3ls

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J3w3ls

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About this mod

This is the new and upgraded version of Whiterun Has Walls. I decided to redo things from scratch with a more realistic look, more compatibility, and, most notably, walkable walls!

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This is the new and upgraded version of Whiterun Has Walls.

As I was updating the first iteration of this mod, I ended up seeing it was not as compatible as I originally intended. I still had to patch many mods in order for it to look right, and got burnt out doing so. As a result, I decided to redo things from scratch with a compilation of the critics and desires from there:


A more realistic look
One of the complaints that I received was that the walls looked very unrealistic (which is true, they were... but I liked the new look!). This time I  built my meshes in a way that would at least look structurally sound instead of stone walls supported by wooden pillars that would crumble easily. I tried to retain the Whiterun feel to them, going for an architecture style that matches what you would see in Vanilla, with slanted wood roofs supported by pillars.


More compatibility
The wall pieces reuse the vanilla wall shape, merely building on top. That way, the footprint really is unchanged from Vanilla, resulting in far fewer position adjustments of the walls, thus fewer patches needed! Most changes are wall caps rotated, etc. Very minor changes. I did go for rounded towers and wall caps, but matching VERY closely with the vanilla shape.
The mod is now an ESM (flagged ESL), which should also ensure the absence of large reference bugs with DynDOLOD. I also did not edit occlusion, which means no need to eFPS patching!


Walkable walls!
This was one of my most requested feature, which I was always uncomfortable with, seeing as it requires a navmesh for NPCs to use. In addition, the walls themselves had an issue of being too narrow and awkward to realistically make them walkable... With this new design, it is entirely possible! The walls have been designed to be walkable in their entirety.

The navmesh was created with compatibility in mind, with a little trick: NPCs that walk on there never actually leave it. It is not connected to any of the city navmeshes, instead making use of interior locations that are rarely ever touched (guard barracks, dragonsreach balcony, hall of the dead). While you as the player can enter the walls through any of the 5 towers and from Dragonsreach, NPCs will still be able to join you on top of the walls, albeit not directly (they will need to go through the interior locations, which is near instant in vanilla). It may look a little strange, but that is the compromise. Compatibility over all.


A few additional notes:
- Performance should be on par with the previous iteration, perhaps slightly heavier since I added some clutter. 
- The files are all flagged ESL, but in version 1.71 meaning you need to use BEES if you are on a downgraded Skyrim.
- Patches will come, please don't be pushy or entitled in the comments, stay respectful! I'm just one person, I manage my time however I choose.


Installation steps are extremely complex. 

  • Install with your mod manager.
  • Install the patch hub with your mod manager.
  • Done!




Compatible with any texture mod, as I don't include any in the mod. It will use whatever texture replacer you have for Whiterun!

Incompatible with:
  • Fortified Whiterun (quite obviously, everything it changes conflicts with this mod)
  • Open Cities (use SR Exterior Cities, it is far better implemented, boasts better performance and easier patching)

Please see the article for compatiblity!


- Fix issues
- Add more patches if needed
- Navcut included in the mesh collisions: NPCs detect the objects and avoid them instead of walking into them (without any need for navmesh edits or navcut collision boxes to be added (allowing more patches to be fully BOSified)
Here's a good guide for those interested: here or here


To see the planned patches and general progress on the mod, please check this link here!





Q: Could you change the ornate wood? I don't like it and would prefer it with plain wood instead
A: I'm not going to change that, since it would be multiple versions to maintain which is a nightmare. However, you can do it easily yourself with just a few clicks:
Spoiler:  
Show

Get Sniff at this link here (don't worry it works for Skyrim SE too). Run it, and do this:

1. Enter or browse to the mod folder (NOT THE DATA FOLDER)
2. Go to Search and replace assets
3. Enter the textures to replace like shown above
4. Click on Process. It should take a few seconds at most.
5. On Vortex, you may need to redeploy. On MO2 you're all set, nothing to do



Q: Which mods are you using in the screenshot?
A: I have a rather large modlist (2800+) but these are probably what you are asking for:
Textures, Riton Whiterun + Tomato Whiterun Walls on top. Check out Tomato's Whiterun if you want a fully unified look
Trees: Nature of the Wild Lands
ENB: An older version of Cabbage ENB
Weather: NAT.III
Grass: My own mashup that is as of yet unreleased
City: Dawn of Skyrim
Exterior: Ryn's Whiterun City Limits


Q: Can you patch XYZ?
A: Possibly, in my own time. I'm just one guy, doing this in my free time. Be patient and respectful please, don't demand patches like you're entitled to it.




Kelretu for his excellent mod resources, which I took a barrel from: Kelretu's Modders Resource
Wenderer for his FOMOD Creation Tool
1990srider for his tutorials that helped me get better
RavenKZP for his ESP to BOS'Inator (xEdit Script), of which I use a heavily modified version.
The various people on Modding Guild (even TrueAwesome since he wanted to be named specifically) and SRider's discords that provided their opinions that helped shape this new mod

If you'd like to support me, here's a link :)