I'm using both JK's Skyrim and your mod together and I have to be honest, all though I do notice very small things clipping that you other wise wouldn't notice unless you went out of your way looking for them, your mod is quite friendly out of the box with other city overhauls. I do notice there is no specific patch to use to two together, is there any chance of having a compatibility patch for those of us who want to use both of those mods?
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.
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.
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.
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.
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.
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!!
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'.
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!
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.
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.
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into it and trap yourself, but it requires careful platforming and precision. Have fun trying out that silly challenge.
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'.
Super fps friendly.