i still kept this mod after the dragon attack, though for immersion's sake i disabled if for awhile after the dragon is taken care of and only enabled it after a week or so has passed so the tower get's repaired. in a way since you wont be returning to whiterun for quite awhile.
Was it possible to hang the script on the door of Balgruuf's palace so that it would work perfectly? I do not install this mod because in such an open world it is unlikely that anyone will comply with the conditions of the Whiterun gate 100%.
for some reason the tower stays intact even during the dragon attack....i tottaly don't mind the new,permanent outpost...but will that cause abnormalities in my save?
(for the sake of immersion)i disabled the .esp and (even i saved when i was infront of the modded tower) loaded my save the tower returned to broken version but there is extra guard(s) in the tower.....dunno whether to kill or leave em....other than that no bugs as far i can see it
There are mods that repair Whiterun Watchtower post dragon attack . The Environs mod by Siberpunk is compatible with this mod and repairs the tower over time. So immersive, can't wait to try both mods.
Another mod, like Diplomatic Dragons, that really should have been the way the main game was from Day One release of Skryim so many years ago. I like to think the devs simply ran out of time to implement this. Thank you.
I know this has been released for quite a long time, but instead of using a script to trigger it you could just have linked the Enable Parent of those staticsto mq104DragonAttackEnablerRef, it's disabled right when Dragon Rising starts during the scene with Delphine and it's never enabled again.
First of all - nice mod. Always really annoyed me to see the tower start the game all busted.
Am working on a new build I intend to use for several characters. Only one of which is going to be a Dragonborn. Was really looking forward to adding this into my build, but then found out it doesn't play well with Skyrim Unbound, which is kinda crucial for my non-DB characters.
Was happy to note Andzz's post about the mq104DragonAttackEnablerRef, since was thinking of doing a patch that would give me a manual switch with which to control the state of the tower. Learning that there is a suitable control object, tied to the event that should toggle the state of the tower, already available in the game, made things lot easier. Was able to set up a hack work around for the issue in less that two minutes.
Now obviously I haven't play-tested this solution fully, am only like 30% done setting up my current build, and still testing stuff and selecting mods. But knowing how the game handles this sort of stuff, I see no reason to expect it to cause any real issues down the line.
Not a critique of the mod, or even a call for a revision. The current one does what it claims. Just something I thought fellow Unbounded users might find useful to know.
I'm having an issue where after the dragon destroys the watchtower, the LOD is missing completely, leaving floating flags and chairs when approaching from a distance. Before the destruction, the LOD showed a solid watchtower perfectly fine. I'm using dyndolod 2.97. Anyone else having this issue or know of any fix?
I have a similiar issue, even before the watchtower is destroyed, at a certain distance lod is partially missing. Run through SSELodgenerator and on new game.
I still have not been able to fix or identify the cause, but I'm a dyndolod noob. I don't have any other whiterun exterior mods so not sure what else could be causing the issue besides a wonky load order.
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Am working on a new build I intend to use for several characters. Only one of which is going to be a Dragonborn. Was really looking forward to adding this into my build, but then found out it doesn't play well with Skyrim Unbound, which is kinda crucial for my non-DB characters.
Was happy to note Andzz's post about the mq104DragonAttackEnablerRef, since was thinking of doing a patch that would give me a manual switch with which to control the state of the tower. Learning that there is a suitable control object, tied to the event that should toggle the state of the tower, already available in the game, made things lot easier. Was able to set up a hack work around for the issue in less that two minutes.
Now obviously I haven't play-tested this solution fully, am only like 30% done setting up my current build, and still testing stuff and selecting mods. But knowing how the game handles this sort of stuff, I see no reason to expect it to cause any real issues down the line.
Not a critique of the mod, or even a call for a revision. The current one does what it claims. Just something I thought fellow Unbounded users might find useful to know.
Anyone else having this issue or know of any fix?