Please endorse if you like the mod! It is always appreciated! BIG thank you to all those who voted for October 2023 mod of the month, it means a lot!!!
Trying a new way of keeping you all updated: Update tracker
Spoiler:
Show
Older way
WIP: - Fix reported bugs - Full conversion to BOS to get around large reference bug fixes Good news, thanks to this new mod I've been able to make quick work of fully converting the plugin to BOS. I will now go through all the patches, converting those I can/should convert.
Future thoughts: - Adding occlusion to the city exterior (not really needed, but nice to have... project for later, if possible!) - Enable parallax on the "stone corner" decals (need help) - Create a mesh for the WRWallRuinsFree01Entrance01 mesh (not used in the actual walls, but by some other mods) - Making the walls walkable! - Patch for A Cat life with other exterior mods? (which combo needs patches?)
Whiterun Has Walls - Minor update: made the 2 flags bigger on the exterior gate
Patches - Updated JK's Skyrim Patch: moved a couple objects that were floating slightly - Patch for Lux Orbis - JK's Skyrim - Patch for eFPS (fixing awkward placement of occlusion at the towers, moved the occlusion at the main gate further back) - Patch for Vargrl3s Whiterun Re imagined - Patch for JKs Ryns Whiterun Exterior - Lux orbis combo - Patch for Kato's Whiterun
Full changelog:
Spoiler:
Show
Version 1.2.9
Whiterun Has Walls - Positioned Main Gate door nicely - Cleaned up the outside (prevented the swap of some rubbled walls that looked out of place) Mesh Updates - New WRMainGateDoor01 mesh (SREX and regular) - Fixed the holes on all main gate mesh variants Patches - Updated Ryn's patch: added some collision boxes for NPCs to walk around one area - Updated Dawn of Skyrim patch: added master - Updated Capital Whiterun patch (exterior building was clipping) - Updated Capital Whiterun - Exterior patch (moved one lean marker forward slightly) - Patch for Immersive College (extremely minor) - Patch for Lanterns of Skyrim II (extremely minor)
Version 1.2.8
Whiterun Has Walls - Fixed a WallLeanMarker that was slightly clipping - Fixed accidental ITMs
Mesh Updates - Fixed one triangle with bad UV on the WRWallGateDrawbridge01
Patches - Updated Capital patch (disabled the WallLeanMarker like in the Capital main plugin) - Updated both Spaghetti patches (removed edits to the WallLeanMarker) - Updated Ryn's patch: removed some leftover wall debris - Fixed FormID for Elysium Estate in the SWAP file - Updated JKs Ryns patch: rotated one cart - Patch for JKs Ryns Whiterun - Improved Bridges - Patch for This is Jorrvaskr
Whiterun Has Walls - Higher Walls - Changed one wall to be straight instead of curved (very minor change)
Version 1.2.7
Whiterun Has Walls - Removed a couple scaffold towers (barely visible but still)
Mesh Updates - Fixed transparent ground on WRWallGateTarTrap01
Patches - Updated Higher Walls - eFPS - Patch for Lanterns of Skyrim SE - Patch for SKYLYF (with or without navmesh edits) - Updated Lux Orbis - fixed brazier behind Jorrvaskr - Rebuilt the SREX_Whiterun Has Walls patch - Rebuilt the SREX_Whiterun Has Walls - Higher Walls patch - Rebuilt the SREX_Whiterun Has Walls - eFPS patch - Updated Capital patch (fixed deleted reference) - Patch for JK + Ryn + Capital exterior
Version 1.2.6
Whiterun Has Walls - Deleted vanilla collision on the tower near jorrvaskr, and added a more appropriate one to prevent hopping out of the city
Mesh Updates - Added a new mesh to the WRWallTower01 without stairs (for use with Capital Whiterun) - Fixed a tiny bit of wall sticking out for wrstairswater01, attempt at fixing the ground showing no snow on the ground with Seasons
Patches - Updated Capital patch, made sure guards won't get stuck patrolling. Also fixed one teleport marker for a door that was inside a wall. - Updated Higher Walls - Capital Whiterun Expansion - Bells of Skyrim Patch (fixed hole on the ground) - Updated Capital + JK's Skyrim patch, one ladder+door was clipping. - Updated Warbird Metropolis patch: fixed the clipping wall at the back entrance of the city - Updated Ryn's Whiterun City Limits patch (reverted edit to the carriage, resulting in no compatibility issue with CFTO or other carriage mods)
Whiterun Has Walls - Higher Walls - Fixed a tower that was accidentally shifted up ever so slightly (causing clipping with Spaghetti)
Version 1.2.5
Mesh Updates - Fixed minor issues with the WRWallGateTarTrap - Fixed bad UVs on top of the wrwallstrrubbled01free and wrwallstrrubbled02free - Fixed minor issues with WRWallGateDrawbridge (UV fixes, improved rounded wall piece)
Patches - Updated Ryns patch, fixed exterior gate clutter clipping through - Updated JK Ryns because of the above - Updated JK Outskirts (one tower clipping to the east of whiterun) - Updated JK's Whiterun patch (removed deleted records) - Minor update to Whiterun Valley Hold Expansion exterior patch (fixed one tower clipping) - Minor update to Capital Whiterun (added collision to prevent hopping out of the city through the towers)
Whiterun Has Walls - City Exterior - Updated, fixed an issue with the replacer version
Version 1.2.4
Whiterun Has Walls - Fixed additional microscopic gaps
Mesh Updates - Created a new mesh specifically for JK + Ryn exterior combo
Patches - Updated JK + Ryn to use the new mesh - Updated lux orbis patch (removed lux via master) - Updated Capital Whiterun patch (removed 1 scaffold) - Updated Vargr 1.0 Patch (removed one tower that had high chances to clip in combination with other mods) - Patch for Whiterun Expansion Redone SSE
Whiterun Has Walls - Updated due to WRWallStrUp128 mesh change
Mesh Updates - WRWallStrUp128 rotated slightly to match vanilla exactly
Patches - Updated all patches according to the mesh change (tweaked/reverted rotation of the WRWallStrUp128 objects) - Updated Warbird Metropolis, fixed Cell 7, -2 objects not being replaced - Fixed reported bugs on JK's Whiterun Exterior + Lux Via - Fixed reported bugs for JK Ryns Exterior patch
Whiterun Has Walls - Higher Walls - Updated due to WRWallStrUp128 mesh change
Whiterun Has Walls - City Exterior - Updated due to WRWallStrUp128 mesh change
FOMOD - Made it impossible to get the Skyrim Bridges Patch if you have the lux via patch for Skyrim Bridges (it should not be used then) - Added missing Capital + eFPS patch
Version 1.2.2
Whiterun Has Walls - Fixed Cell 7, -2 not being swapped (BOS version)
Mesh Updates - Fixed the invisible triangles on the drawbridge
Patches - Vargr patches: fixed floating items. Also added Vargr ESP that does not have Fortified Whiterun as master - Update JK's Skyrim patch (removed scaffold on top of exterior gate + moved the empty stable slightly) - Patched Capital Whiterun + Bells of Skyrim - Updated Capital Whiterun - added collision so as not to hop out of the city, made sure the walls are swapped in Cell 7, -2
Whiterun Has Walls - Higher Walls - Patched Capital Whiterun + Bells of Skyrim - Updated Capital Whiterun and Capital Whiterun + eFPS patch - Fixed Cell 7, -2 not being swapped (BOS version)
Whiterun Has Walls - City Exterior - Updated, fixed the wall piece at the river
FOMOD - Can't get the Skyrim Bridges Patch if you have the lux via patch for it (not needed)
Version 1.2.1
Whiterun Has Walls - Updated to add an invisible collision to prevent hopping out of the city
Mesh Updates - Fixed LOD matching textures + added missing LOD meshes for main gates - Fixed parallax issues on WRWallStrRuined01Free and WRWallStrRuined02Free
Patches - Updated JK's Skyrim patch (one bench moved ever so slightly, so as not to slip through with higher walls and not requiring a patch) + 2 collision on a couple benches that I missed - Patch for JK's Whiterun - Patch for Vargr - A Whiterun Overhaul - Patch for Warbird's Whiterun Metropolis - Renamed the JKs Skyrim - Dawn of Skyrim Patch (it was named whiterun HAX walls)
Whiterun Has Walls - Higher Walls - Updated: deleted one wall cap which was added for whatever reason, and slightly moved the wall piece next to it - Updated flags in the added Wall Caps, so that the LOD models don't show on top of the actual models
Version 1.2.0
Whiterun Has Walls - Fixed the weird collision (vanilla invisible collision removed) - Moved a dragon landing marker
Mesh Updates - Distant LOD meshes! - Closed all "gaps" on the walls - Fixed parallax on the Short "ruined wall" - No more ugly scaffold texture! - New Main Gate model, no more clipping!
Patches - Elysium Estate - Lux Via + JK outskirts - Whiterun Valley Hold Espansion (exterior) - Whiterun Valley Hold Espansion (interior) - Myq's Garden - Fixed Capital Whiterun + JK's Skyrim floating ladder - Potentially fixed the occlusion issue with eFPS/Capital Whiterun - Fixed floating lantern with JK Ryns exterior
FOMOD - Added option to use LOD models or not
Version 1.1.8
Whiterun Has Walls - Fixed the 1 deleted reference
Patches - Lux Via (gate braziers) - Lux Orbis (gate braziers) - Skyrim Bridges - Improved Bridges (BOS only) - Fixed JK Outskirts/Ryn 's City Limits and combo patch
Whiterun Has Walls - Higher Walls - Minor update - Capital Whiterun - eFPS combo patch
Version 1.1.7
Whiterun Has Walls - Added missing WRWallRuinsFree01 swap record that somehow wasn't seen yet
Mesh Updates - Fixed the tiny square in the middle of the drawbridge
Patches - Minor update to the JK's Skyrim patch - Minor update to JK's Whiterun Outskirts - Minor update to Ryn's Whiterun City Limits - Fixed the issues with JK's Whiterun Outskirts + Ryn's Whiterun City Limits combo - Added an optional addon for Whitewatch Tower for JK's Whiterun Outskirts and Ryn's Whiterun City Limits, and a combo of both - Patch for JK's Skyrim + Capital Whiterun combo
FOMOD - Fixed an issue with distribution of the JK Ryns exterior patch in the patch fomod - Optimized the logic of the patch fomod
Version 1.1.6
Whiterun Has Walls - Slightly rotated one wall near the entrance
Mesh Updates - WRGateTarTrap01 vanilla footprint, removed ugly latice, fixed 1 pixel gap - WRWallTierDivide01 Made the beam not stick out - WRWalTower01 removed ugly latice, fixed 1 pixel gap
Patches - Patch for Bells of Skyrim - Minor update to Whiterun Overhaul by Bighead - Minor update to SREX patch - Updated the Capital patch (entrance floating objects, one exterior wall moved slightly) - Updated JK's Skyrim Patch (refined placement of a couple clutter items, spikes no longer stick through outside) - Patch for JK Outskirts + Ryn's City Limits - Updated SREX patches for JK and Dawn - Patch for GG's Capital JK's Whiterun
Whiterun Has Walls - Higher Walls - Patch for Bells of Skyrim - Slightly tweaked placement of some objects in Capital Whiterun patch - Fixed a floating tower outside the city - Fixed an occlusion issue with Higher Walls-eFPS patch
Whiterun Has Walls - City Exterior - Redone the area at the river! Looks way better! - Updated the Capital Whiterun patch in consequence - Patch for Civil War Refugees
Version 1.1.5
Patches: - Patch for JK's Whiterun Outskirts - Patch for Ryn's Whiterun City Limits - Patch for Lux Via/Lux Via Repaired Whiterun Bridge (BOS) - Patch for Whiterun Overhaul By Bighead - Updated Patch for JK's Skyrim (skyforge area fixed) - Updated Patch for Dawn of Skyrim - Patch for JK + Dawn
Whiterun Has Walls.esp - Moved a barrel in main gate and a brazier near jorrvaskr
Higher Walls: - Patch for Capital Whiterun Expansion
Mesh updates - WRWallGateTarTrap01: flattened some ground, fixed invisible ground
Version 1.1.4
- Blubbos Whiterun (ESPFE + more trees, main mod page only) - Spaghetti's Cities- AIO - Fixed a minor issue with Capital Whiterun Expansion - Capital Whiterun Expansion - City Exterior patch (required navmesh patch... requires Rob's bug fixes) - Updated Spaghetti Whiterun
Whiterun Has Walls.esp - Moved some clutter around - hid a couple gaps leftover - moved 2 civil war markers slightly to better positions
Higher Walls: - fixed a gap right outside the gate - Cleaned up (kept the guard towers)
Mesh update: - Updated WRWallTower01, higher pillars should reduce clipping, also fixed the stairs that were not 100% aligned with vanilla
Version 1.1.3
-Patch for Capital Whiterun Expansion -Patch for An Abstract Whiterun -Fixed (?) DynDOLOD "duplicate formID" error (resaved the plugin in the CK)
Version 1.1.2
-Added Spaghetti Whiterun patch -Minor tweaks
Version 1.1.1
-Moved some wall pieces up (near jorrvasrk and a couple other places) when not using the higher walls -Fixed all gaps next to the walls -Reverted the occlusion in the city exterior, I'll have it properly done in the future -Fixed a couple meshes (drawbridge invisible ground, one of the 2 interior gates blocked NPCs) -Fixed wrong masters for some of the patches -Added a patch for SR Exterior Cities for all versions (except no mesh of course) -Improved the logic of the fomod
Version 1.1.0
- Added the missing mesh - Added a patch for JK's Skyrim! - Added a patch for JK's Skyrim + SR Exterior Cities - Added proper occlusion to the city exterior, no need for eFPS patch
When reporting bugs, please include a screenshot, that would help the fixing process immensely! Also include which mods and which patches you are using ;)
Hello, I love the mod! Would there be any possibility of a "Seasons of Skyrim" patch? There seems to be two textures that don't work well with this mod and I would absolutely appreciate if you can create a patch for "Seasons of Skyrim", thank you!
Any chance for a patch between this and Epic Gate of Whiterun? I've finally gotten around to massively overhauling my cities, WHW is definitely staying in my LO, but Epic Gates looks cool too. They're currently both in my LO, but there's definitely compatibility issues lol Idk if Epic Gate's MA is around anymore, so this may be a long shot. Figured I'd ask anyway :) Endorsed!
the capital expansion patch is not done correctly, theres still a piece of smaller wall infront of the entrence to the small district that has the new player home
While I think I'll try SR exterior cities whenever I start another save, I grabbed Open Cities without needing to start a new save, unfortunately I didnt realise the issues it would cause with this mod.
So I just wanted to join the small group of people that would like to see a patch, even if it just fixes the big stuff, Capital Whiterun Expanded is still accessible after some load order work, but the top half of the drawbridge gate is gone, the main city walls are clashing with the default and the Skyforge wall is a bit of a mess....the outside bit is fine though.
So, it'd be great to have a patch for anyone that hasnt swapped over from Open cities, or simply didnt notice the incompatibility with this mod amid all the other patching it requires.
I'm having an issue when I try to do the Whiterun Capital Expansion quest to clear out a basement full of skeevers. When I enter, there's a wall blocking the corridor.
This isnt too big an issue as i can just disable it with console or TCL my way through, just thought i'd see if theres any way to fix it with load order.
My Load Order for your mods are: Whiterun Has Walls Whiterun Has Walls - Higher Walls Whiterun Has Walls - City Exterior Whiterun Has Walls - Capital Whiterun Expansion Patch Whiterun Has Walls - JK Patch Whiterun Has Walls - JK's Whiterun Outskirts Patch Whiterun Has Walls - Higher Walls - Capital Whiterun Expansion Whiterun Has Walls - City Exterior - Capital Whiterun Expansion Whiterun Has Walls - City Exteriors - JK Patch Whiterun Has Walls - Capital Whiterun Expansion - JK's Skyrim Patch
Most Whiterun Related plugins are above this selection, though not directly together: JK's Skyrim Robs Bug Fixes - JK's Skyrim Capital Whiterun Expansion JK's Whiteruns Outskirts
Below your load order of mods, the only related mods are: JK's Skyrim - CRF Patch JK's Skyrim - Thunderchild Patch Whiterun Has Walls - Immersive College Patch, which I didnt lock in with the others since i cant imagine it causing an issue, and it is below them, unless I need to put it above the Higher Walls - Capital Whiterun Expansion
Beyond that, all the mods effective whiterun are interior mods like EEk's Whiterun and Palaces and Castles Enhanced.
I didn't do any patching in the interiors! I would never have dreamed that interiors would make use of whiterun walls?! Updating this mod isn't a priority at the moment, since I made a new version. You'll have to patch it yourself, here's how: - select the wall piece in More Informative Console, it will give you a ref ID. Mark it down. Also note the EditorID of the wall piece - In the BOS file, add a [References] section, and add a line to swap the J3_ model with the regular model. 0xRefID~plugin.esp|Original Wall EditorID
An example: [References] 0x089F2A~Skyrim.esm|WRWallCap01
Hello! I recently installed your mod alongside the patch hub, everything is fine inside whiterun but I have encounter this BUG in the exteriors just by the entrance of the city... I tried to follow your recomended load order in LOOT, but I can't seem to make that seam dissapear :( https://imgur.com/a/NsCvqHh
Am I doing something wrong? and thanks for your time.
It was indeed northern roads conflict and not this mod :) also, I tried putting whw after and before northern roads and the problem persist either way... so it's definetely a conflict betwenn northern roads and "X" mod. Tanks for your responses!
Edit: Ok I resolved the conflict it was indeed a conflcit between NR and Folkvangr (I deleted folkvangr world cell edits in xedit). Also adding parallax meshes to the walls was such a great option definetely the best mod I installed this month :D
I've been plagued with the same problem for a while without any resolution. Do you happen to remember what worldspaces you deleted in xedit? I'm scouring now but having a bit of trouble finding the locations
wow this was a long ass time ago and I don't remember exactly wich worldspaces I touched... but I remember finding them very easily using modmapper.com @GreyFangs
I have a big missing chunk of wall behind Jorrvaskr where the companions train, there are just floating pikes, as well as what I deduce are a couple of missing small towers up on Skyforge where there are just some floating shields, moss, and other decorations. I have the following plugins in this order:
Whiterun Has Walls.esp
Whiterun Has Walls - Higher Walls.esp
Whiterun Has Walls - City Exterior.esp
Whiterun Has Walls - Capital Whiterun Expansion Patch.esp
Whiterun Has Walls - JK Patch.esp
Whiterun Has Walls - JK's Whiterun Outskirts patch.esp
Whiterun Has Walls - Higher Walls - Capital Whiterun Expansion.esp
Whiterun Has Walls - City Exterior - Capital Whiterun Expansion.esp
Whiterun Has Walls - City Exteriors - JK Patch.esp
Whiterun Has Walls - Capital Whiterun Expansion - JK's Skryim Patch.esp
Make sure nothing else is overwriting the missing elements (aka move the whole group lower in your load order). Also I hope you didn't install it on an ongoing playthrough!
Yeah I’m seeing this even in a test profile on a new game with only these mods enabled. I’ll do some more troubleshooting to see if I can find exactly which mod/patch removes the pieces in question.
Have you ever considered making this a quest mod? Like the Unearthed quest from the Dragonborn DLC, you pay someone to build the wall in parts and every time you leave Whiterun and return a new part of the wall is upgraded. You repeat until all of Whiterun's walls are upgraded.
Too complicated, for a single line of dialogue in the entire game (nowhere else in the lore is it actually established that whiterun is in a huge state of disrepair). In the actual written lore, just FYI, there is only this:
High wooden walls protect its denizens from the wolves, mammoths, bandits and other dangers lurking beyond. - A Gentleman's Guide to Whiterun
Wooden walls ^^ So there is an inconsistency between what bethesda wrote and what bethesda made ingame already ;)
Maybe not in the lore but it does look like it's been in disrepair if you look at it.
I just wanted it to be a quest to have an in-game reason for why the walls look different instead of suddenly looking different mid-playthrough. Player agency and all that, you know? But if you can't do it I understand, not everyone has the time or skill to make a good quest mod.
It is pretty well established in lore and multiple lines by the jarl and others that the walls are run down due to lack of maintenance over the centuries. Maybe you could work in a short storyline where they get fixed with some help by the Dragonborn: a quest to get some stone and wood delivered from different places, etc right before the siege.
This. But maybe simplify it so that you only need to talk to an NPC and pay them to have it fixed instead of doing it yourself. Our character IS the thane of Whiterun after all.
1285 comments
BIG thank you to all those who voted for October 2023 mod of the month, it means a lot!!!
Trying a new way of keeping you all updated:
Update tracker
Older way
WIP:
- Fix reported bugs
- Full conversion to BOS to get around large reference bug fixes
Good news, thanks to this new mod I've been able to make quick work of fully converting the plugin to BOS. I will now go through all the patches, converting those I can/should convert.
Future thoughts:
- Adding occlusion to the city exterior (not really needed, but nice to have... project for later, if possible!)
- Enable parallax on the "stone corner" decals (need help)
- Create a mesh for the WRWallRuinsFree01Entrance01 mesh (not used in the actual walls, but by some other mods)
- Making the walls walkable!
- Patch for A Cat life with other exterior mods? (which combo needs patches?)
Full changelog:
Version 1.2.9
Version 1.2.8
Version 1.2.7
Version 1.2.6
Version 1.2.5
Version 1.2.4
Version 1.2.3
Version 1.2.2
Version 1.2.1
Version 1.2.0
Version 1.1.8
Version 1.1.7
Version 1.1.6
Version 1.1.5
Version 1.1.4
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1.0
Version 1.0.0
Initial release
Also include which mods and which patches you are using ;)
Since that would be a mesh patch, I would need explicit permission from the author to do anything with it!
So I just wanted to join the small group of people that would like to see a patch, even if it just fixes the big stuff, Capital Whiterun Expanded is still accessible after some load order work, but the top half of the drawbridge gate is gone, the main city walls are clashing with the default and the Skyforge wall is a bit of a mess....the outside bit is fine though.
So, it'd be great to have a patch for anyone that hasnt swapped over from Open cities, or simply didnt notice the incompatibility with this mod amid all the other patching it requires.
Also your load order is incorrect, I refer you to SR Exterior Cities' mod page for the correct one
Whoops I didn't notice that.
When I enter, there's a wall blocking the corridor.
This isnt too big an issue as i can just disable it with console or TCL my way through, just thought i'd see if theres any way to fix it with load order.
My Load Order for your mods are:
Whiterun Has Walls
Whiterun Has Walls - Higher Walls
Whiterun Has Walls - City Exterior
Whiterun Has Walls - Capital Whiterun Expansion Patch
Whiterun Has Walls - JK Patch
Whiterun Has Walls - JK's Whiterun Outskirts Patch
Whiterun Has Walls - Higher Walls - Capital Whiterun Expansion
Whiterun Has Walls - City Exterior - Capital Whiterun Expansion
Whiterun Has Walls - City Exteriors - JK Patch
Whiterun Has Walls - Capital Whiterun Expansion - JK's Skyrim Patch
Most Whiterun Related plugins are above this selection, though not directly together:
JK's Skyrim
Robs Bug Fixes - JK's Skyrim
Capital Whiterun Expansion
JK's Whiteruns Outskirts
Below your load order of mods, the only related mods are:
JK's Skyrim - CRF Patch
JK's Skyrim - Thunderchild Patch
Whiterun Has Walls - Immersive College Patch, which I didnt lock in with the others since i cant imagine it causing an issue, and it is below them, unless I need to put it above the Higher Walls - Capital Whiterun Expansion
Beyond that, all the mods effective whiterun are interior mods like EEk's Whiterun and Palaces and Castles Enhanced.
Updating this mod isn't a priority at the moment, since I made a new version. You'll have to patch it yourself, here's how:
- select the wall piece in More Informative Console, it will give you a ref ID. Mark it down. Also note the EditorID of the wall piece
- In the BOS file, add a [References] section, and add a line to swap the J3_ model with the regular model.
0xRefID~plugin.esp|Original Wall EditorID
An example:
[References]
0x089F2A~Skyrim.esm|WRWallCap01
Am I doing something wrong? and thanks for your time.
Edit: Ok I resolved the conflict it was indeed a conflcit between NR and Folkvangr (I deleted folkvangr world cell edits in xedit). Also adding parallax meshes to the walls was such a great option definetely the best mod I installed this month :D
I wrote a tutorial for landscape seams a while back: here on github
Like the Unearthed quest from the Dragonborn DLC, you pay someone to build the wall in parts and every time you leave Whiterun and return a new part of the wall is upgraded.
You repeat until all of Whiterun's walls are upgraded.
In the actual written lore, just FYI, there is only this:
I just wanted it to be a quest to have an in-game reason for why the walls look different instead of suddenly looking different mid-playthrough.
Player agency and all that, you know?
But if you can't do it I understand, not everyone has the time or skill to make a good quest mod.
Our character IS the thane of Whiterun after all.