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Enhanced Whiterun
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0.441 MB
Nov 11, 2012 @ 7:51pm
Nov 9, 2013 @ 5:33pm
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In 1 collection by modelmode
Modelmode's Mods
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Description
The front gate of Whiterun has an alcove on top that you can't get to... Until now. That spot always seemed like a wasted opportunity to me, so I fixed it to my liking and hopefully your's too.

This is ver 1.0 of my Enhanced Whiterun mod.

This mod has two major changes:
A completely reworked front gate of Whiterun, inside and out.
A complete Skyforge. Complete with an armor workbench, smelter, and a few (literally) decorative bits.

I have NOT added any new weapons, chests, or major loot. So no worries about becoming uber powerful as a result of this mod. That said, it would be best not to use any new barrels or weapon racks as their locations may change in future versions. Which would likely nuke any precious weapons or items stored in them.They're really just for looks.

Ver 2.0 Enhancements:

Reworked front gate (both sides). Altered the navmeshing to match.
rails to the bridge in the courtyard.
Enhanced the drawbridge (both sides).

Note: As near as I can tell, all these changes should be compatable with the attack on Whiterun in the Stormcloak vs Imperials campaign story arch. If anyone runs into trouble with this mod during this sequence - i.e. NPCs stuck on walls and stuff that isn't in vanilla Skyrim; please let me know what you experienced.

Ver 3.0 Enhancements:

The Skyforge Terrace, complete with enchanting and alchemy tables.
The Skyforge Armory entrance. The Armory will be like a stairwell with weapon racks all around. There will also be a ground level entrance in the companions courtyard. and perhaps to the Underforge.
You will notice a door at the far end of the Skyforge terrace. This door is currently off limits as it is not connected to anything yet. Stay tuned.
34 Comments
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copley28 Mar 7 @ 1:48am 
can i request some vats of pitch and ignitable oil.... for all skyrims pyromanics ... i was thinking push them off the wall or have you roll them through whiterun during a civil war siege....
loxoceles Mar 6 @ 11:39am 
Works for me. I like it. I have no problems with the Companiion abode. Thanks for all your work.
TheAveragePolishGamer Dec 9, 2013 @ 1:27pm 
Its a good mod but it is a pain in the ass in my game it makes it impossible to inter the companions base (i cant be botherd to spell the real name). So i deinstalled the mod but it was still there i had to try to deinstall it like 6 times befor it finnaly deinstalled
Shadefur Nov 9, 2013 @ 4:52pm 
There is one project I would like to do, but I have no knowledge in the Creation Kit. Make a statue of Mirabelle Ervine in the courtyard of the College.

Those who make mods have a lot of imagination to try. Of course, the only way to know where it doesn't work is to test it. ^_^

I also informed the Victory Flag mod author that it is a little too close to the bride for another mod. But it's alright, I'm not asking for perfection.
modelmode  [author] Nov 9, 2013 @ 11:52am 
@Shadefur : I think you have to accept my friend request and then you can send me the screencap. Thanks for your help testing this. I would have to delete Skyrim and reinstall to test it myself and would likely lose alot of good mods. I already had to do that once and all the backups in the world couldn't save alot of stuff that just isn't available anymore. As far as compatibility goes, It would be impossible to design around all those other mods, so compatibility will likely always be an issue. I should have separated the front gate improvements from the skyforge improvements. Made them separate mods. Now I can't. Oh well.
Shadefur Nov 8, 2013 @ 1:09am 
It could have been a glitch, but I'll check again, get a snapshot and (how do you upload/send photos?) send it to you.

Improved Skyforge mod and yours has some interception with their work table with the door, but doesn't make it unuseable.
Oh and with another mod that displays victory flags intercepts with the small bridge outside of Whiterun.

Like I said, though, your mod is awesome and really impressive. Just had those minor things I thought I'd report to you so you'd know.
modelmode  [author] Nov 7, 2013 @ 5:18pm 
@Shadefur :The floor behind the SkyForge is a custom tile object I created because the brick pattern of the SkyForge floor doesn't exist in a stand alone tileable form. The CK is supposed to compile all elements needed for a mod including custom objects, but it doesn't seem to be doing that here. The trouble is I can't see the problem as the mod works perfectly on my end. I've moved my custom floor piece from my custom directory and into the games meshes directory. Can you confirm whether the floor is there or not? Thx.
Shadefur Nov 4, 2013 @ 9:13am 
Just tried out your mod, the skyforge intercepts with the Skyforge Upgrade that someone else made. Not saying you copied, no - yours is WAY different. I like them both.
Although, yeah...bad news... behind the skyforge for yours has no floor to walk on so I'm seeing floating tables and chairs.
Other than that, everything else is awesome!
modelmode  [author] Oct 17, 2013 @ 10:23pm 
@Foldable&Holdable: There's a big tree in front of the lower entrance to the Skyforge Armory but the door is still usable. Other than that, it looks like it works fine.
✝ Zephyrum ✝ Oct 17, 2013 @ 9:34pm 
If you have Villages Enhanced, does this mess anything up?