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  1. J3w3ls
    J3w3ls
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    I've added a few screenshots... More will come when I've run DynDOLOD on my full modlist!

    Here is a tracker for the mod, so you can see what I'm working on and how far along I am
    Whiterun Has Walls Redone - Update Tracker
  2. J3w3ls
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    Due to an uptick of people reporting the same issue, here are a couple warnings in bold red letters:
    1. If you see giant walls, please update Base Object Swapper.BOS changed how it handles the ScaleA transform, from 0-1 scale to 0-100
    2. You cannot use the occlusion plugin if you have eFPS (not needed) or Capital Whiterun (causes unfixable crashes) - I will force the option to be unselectable in the next FOMOD to prevent issues
    CHECK THIS MOD IF YOU HAVE CRASHES WITH CAPITAL: https://www.nexusmods.com/skyrimspecialedition/mods/142433

    3. If you downgraded your game, you absolutely NEED BEES! (regardless of this mod, it is mandatory)
  3. Eyre11
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    Does anyone know what's the matter?
    Spoiler:  
    Show



    1. J3w3ls
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      You have something that changes this model (WRStairs something) with another (WRWallTierDivide)
      Click on the mesh with more informative console. It will tell you more about what you may have done wrong.
  4. AdeptusFreemanicus
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    Great mod — definitely earned an endorse!

    I ran a few benchmarks with and without the mod, doing three runs each and restarting the game between every test.

    Based on that, I noticed the average FPS dropped by about 11 FPS with the mod enabled, and 1% lows were around 17 FPS lower. That’s roughly an 8.5% drop in average performance, and a 26.6% drop in 1% lows.

    For reference, this was tested in the Whiterun area — starting at Breezehome and walking up to Dragonsreach then taking in a full view of the town at the top.

    Of course, hardware, mod setups, and load orders vary wildly from person to person, so don’t let this discourage you. Just something to keep in mind — always best to do your own testing!

    Once again, fantastic mod — kudos and an endorse well deserved!
    1. J3w3ls
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      I definitely don't have any drop that bad on my end ^^ But of course some performance loss is to be expected, more stuff to render, a bit higher poly! 

      Thanks for taking the effort of doing the benchmarking though, I'm sure it can help people decide. What are your specs, for completion sake? Are you using any other whiterun mod besides this?
    2. AdeptusFreemanicus
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      I agree, I doubt most will have such a drop, might have to do with my settings, etc.

      I did the benchmark for myself (tryna find whatever mod that kills my fps), so they aren't exhaustive, three runs of a benchmark won't draw much of a picture so I'm sure the actual numbers of FPS loss is lower.

      My "SkyRig" has a 4070 super and a 14 gen i5. I only had hud mods, base mods (Like skse, etc.), and other location mods, but nothing else for Whiterun.

      I can re-test later with only it and base mods.
    3. J3w3ls
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      You should definitely not have such a massive drop with that rig :o Something is wrong there, are you running out of VRAM? Or is it drawcalls limiting you? If you use ENB you can check drawcalls in the profiler there.

      Another thing that can kill FPS, is HDT SMP on every NPC clothes and hair or crazy 8K-16K skin textures, leaving little room for visual overhauls
    4. AdeptusFreemanicus
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      You're right, not fully sure why it happens, with my full mod list it uses 10-11gb, with the mods I used to test it was around 9-10gb. In testing I didn't use ENB, but I'll make sure to check when I re-add it.

      That also wasn't in testing, but I do use HDT-SMP, that seems like it could be it, I'll check it for sure, thank you for the drop of your modding knowledge lol.

  5. spackshades
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    https://imgur.com/rWUDcRS

    Any thoughts on the cause?
    1. J3w3ls
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      Probably a mod order conflict. Something is reverting the main gate somehow. You have to find out which of your mods does it. Make sure you do have all of my meshes, and none are losing conflicts
    2. chorrainder
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      You using eFPS? Cuz that looks like it. And if so you'll need a patch.
    3. J3w3ls
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      I don't think this is eFPS, it looks like the entire gate is missing
    4. spackshades
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      Indeed it is. I did reinstall and will move all patches lower in load order. Would the mesh name still be the same as vanilla?
    5. J3w3ls
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      It shouldn't be! I swapped it with a mesh that has J3_ at the beginning of it
  6. Foisga
    Foisga
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    Just checking, new to the modding scene. This requires a new playthrough right? Or is it safe for midgame?
    1. J3w3ls
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      You probably want a new game. But who knows, it may work!
    2. IVANLEAL
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      You can use it in the middle of a game, but after you do the civil war, Whiterun guards keep appearing fighting against the faction you chose. It's kind of annoying.
    3. J3w3ls
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      Only stormcloaks. Whiterun guards by default are aligned with imperials. Blame bethesda for that!
  7. dutchblizzard
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    dyndolod baseroards for whitrun fron area are being loaded while like this i have capittal and whiterun has walls redon running with their lods
    1. J3w3ls
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      Not an issue of this mod. This is a vanilla game issue. Use LOD Unloading Fix!
    2. dutchblizzard
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      didn't help
    3. chorrainder
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      as far as I know Dyndolod doesnt handle roads.

      Run xLODGen
    4. J3w3ls
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      Select them in the console with More informative Console, see which mod they come from, what modified it last etc. 
  8. AlreadyFree
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    Around Dragonsreach, there are 2 ladders leaning against the walls, one on the left and right. Using the Capital Whiterun Expanision patch, the ladder on the right needs to be removed because it doesn't go anywhere and the ladder on the left needs to be repositioned because it clips into the wall making it impossible to actually get onto the wall using the ladder.
    1. J3w3ls
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      I don't think you are supposed to use those ladders at all :o

      Also if the ladder clips it's usually a bad load order or missing patch
    2. AlreadyFree
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      This is my load order:

      Whiterun Has Walls.esm
      Whiterun Has Wall - Navmeshed.esm
      Whiterun Has Walls - Exterior City Entrance.esp
      Whiterun Has Walls - Clutter.esp
      Whiterun Has Walls - Capital Whiterun Expansion Patch.esp
      Whiterun Has Walls - Capital Whiterun Expanision - Navmesh Patch.esp
      Capital Whiterun - Whiterun Has Walls Redone Occlusion Patch.esp

      Like I said, the one of the left could be usable if it was just moved slightly but simply removing both would be fine too if they aren't supposed to be usable. I made a patch to disable both since I don't know how to use the creation kit to move the left one but I figured you might want to know about the problem to fix it in your patch.
    3. J3w3ls
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      I don't think i have an issue with those ladders muself. They are not supposed to be useable though, again, they are static objects
    4. AlreadyFree
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      The one on the left gets repositioned by your Whiterun Has Walls - Capital Whiterun Expansion Patch.esp so that's why I was assuming you had meant to make it usable.
    5. J3w3ls
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      They are decorations, basically^^ ladders in skyrim are not natively useable, you need to add more stuff, and scripts, to make them work... I'd rather not do that!

      Make sure that the wall the ladder is clipping into wasn't moved by another mod! 
    6. AlreadyFree
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      I tested with only the mods I listed in the load order I listed. No change. I mentioned it because you had taken the time to move the position of the ladder on the left so I thought you'd like to know it was still clipping. Since you don't care, it's ok. Like I said, I made the patch to disable both ladders for myself.

      The ladders are usable when simply using Capital Whiterun Expansion, so I think either making them usable or simply disabling them in your patch would make the most sense.

      But either way, thank you for your mod. I have been using the original version and am doubly impressed with the design of the redone version.
  9. SloanSteel
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    Absolutely love this mod! Was wondering if there currently is, or could be, a patch to make it compatible with this https://www.nexusmods.com/skyrimspecialedition/mods/122302
    1. J3w3ls
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      Does it need a patch? It doesn't look like it conflicts based on the screenshots
    2. SloanSteel
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      Compatibility:Mods that change the placement of buildings or walls in Whiterun are INCOMPATIBLE. 

      I wasn't sure to be honest. This is what it says on the page regarding compatibility. I didn't know if this mod would be compatible since it didn't really change the placement of walls, just adds on to the existing. I'll go ahead and download it and see how it looks. 
    3. SloanSteel
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      Nevermind, everything seems to be working fine. Sorry to waste your time. Thanks for the response. 
    4. J3w3ls
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      See that's the thing, I reuse the vanilla wall shape! Of course some details here and there may be clipping but just judging on the screenshots it didn't seem like it would be :)

      Thanks for confirming that it works patchless!
  10. garliknexus
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    Hello J3w3ls and congratulations on this fantastic mod. I wanted to ask for some information: in my mod list, Whiterun is heavily modified, but despite that, I manage to fix all the various clipping issues between structures and objects with a mix of load order, patches, and Jaxon's Positioner. However, I have a big problem making your wonderful mod coexist with the "Whiterun Valley - Hold Expansion" mod, which adds a new district (the Marsh district) beyond the walls of Whiterun. Normally, I would have used the Positioner to move the walls to the new boundaries, as I did with Fortified Whiterun, but with WHW it's impossible due to the huge blocks in which the walls are divided. Even trying to modify it via the Creation Kit doesn't work because the Creation Kit tells me I have an outdated version of the editor. So, I wanted to ask if you have some time to make this patch, or if you could explain how to do it myself, even though I'm completely ignorant about cell editing.
    The Whiterun mods I'm currently using are jk+dawn of skyrim+CWE+ capital whiterun - hold expansion  and related patches for all: i know is a lot of stuff but everything works fine except for the issue I mentioned above.
    Thanks for your attention.
    1. J3w3ls
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      This one needs a patch indeed, it's in progress but I'm not focused on this mod at the moment, but on my next one. Once I release it (very soon), I can do another update on this one.

      However I will NOT patch the combo of hold expansion + capital whiterun. Too complicated, too few people use that anyway! If you need that one, you'll need the CK to do it. You need to use the Special Edition Creation Kit (not the old one for LE!) and you need Creation Kit Platform Extended to run it properly. If you downgraded your game it will be more complicated, you may need to downgrade the CK as well. I can't help you there though
    2. garliknexus
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      Thank you for the quick response! I'll wait for the patch for hold expansion since that's the one giving me the biggest problem, then I'll manage with the rest :) I understand your point of view and I agree. Thanks for the explanation about the creation kit...if I want to try my hand at a patch I'll try to downgrade, since I play on 1.5.97. Thanks again for the support!!
  11. cuddm
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    The old WHW had a combo patch for the 3-way combination of JK's Outskirts + Ryn's City Limits + Capital Whiterun, but i dont see this patch for the new WHWR. Is this patch no longer needed (i.e., individual patches for CWE on the one hand, and JK's Outskirts + Ryn's City Limits on the other hand are enough), or is this 3-way combination no longer supported by the new version?
    1. J3w3ls
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      Because I'm not sure it is needed! Did you try it? I've tried to make a patch but did not see anything out of place, so I assume it's not needed
    2. cuddm
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      OK, i will try it without the combo patch. Do i need all the individual patches, i.e.:

      • CWE patch 
      • JKs Outskirts patch
      • Ryn's City Limits patch
      • JK's Outskirts + Ryn's City Limits combo patch
      • CWE Navmesh patch 
      • JKs Outskirts Navmesh patch
      • Ryn's City Limits Navmesh patch
      • JK's Outskirts + Ryn's City Limits combo Navmesh patch

      or are the combo patches actually replacing the individual patches, i.e.:

      • CWE patch 
      • JK's Outskirts + Ryn's City Limits combo patch
      • CWE Navmesh patch 
      • JK's Outskirts + Ryn's City Limits combo Navmesh patch
    3. J3w3ls
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      You need every patch, that's how it should always be ;)
      No patch should include the changes of the individual patches, instead requiring them as master! (I tried to make the patches load order agnostic, meaning they will get sorted correctly relative to one another if you just respect the masters)
  12. SneakySeaSnake
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    Regarding changine the wood to non-ornate version, I would recommend also changing normal maps through Sniff. Otherwise there still might be ornaments depending on what kind of wood texture you have.
    So after doing the process written in description, do the same with these line: textures\architecture\whiterun\WRLargeWoodPillar01_n.dds
    textures\architecture\whiterun\WRFloorBoards01_n.dds
    1. J3w3ls
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      That's true, you can also actually enter this text to replace BOTH at once:
      textures\architecture\whiterun\WRLargeWoodPillar01
      textures\architecture\whiterun\WRFloorBoards01

      I'll add that to the FAQ