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2024 Skyrim Build: Inner Whiterun


gregaaz

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Hope everyone is having a good weekend! Today we'll cross through the city gates and work on Whiterun proper, along with the Jarl's palace Dragonsreach. If you were reading the comments thread on the previous post, you already know that I had to delay this segment a little bit in order to do an integration of Hydragorgon Slave Girls that kind of grew into a side project of its own. You'll see some of the fruits of that in this volume, and continue to see more of it in future segments.

 

Before we begin, let's take a little tour of Whiterun and see our opportunities for customization. 

 

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Before we even get in, there's an odd bluish reflection on the bottom of the gates that might be a defect, so I've noted the asset for further investigation.

 

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So here we are at the entrance. There are two routes we can take to get to the Jarl's hall, but the game puts a scripted interaction on the right-side path which I think it intended to steer the player through the market. We'll take that route. 

 

Right off, a few things come to mind:

 

  • First, I'm not going to install any kind of pervasive overhaul of the Whiterun World zone. Every one that I've looked at adds too much clutter, and while the ones that expand the worldspace are interesting, they're out of scope for the main quest walkthrough. We might fiddle with individual textures or models, but not the overall world.
  • I already customized Idolaf during the 2023 build, but I'd like to do something about Adrianne. I'm tentatively thinking of putting her in the Nord version of the Blacksmith costume and dropping a normal map on her to make her arm muscles more pronounced. 
  • One of the plot points in Whiterun is that there's this internal conflict between the Battle-Born clan and the Gray Manes. I'm thinking of adapting Whiterun Roof Tiles to make the houses of each faction more obvious. This can be accomplished by putting texture sets on the relevant roofs.

 

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Here's the Whiterun market. Nazeem is here and we can give him a custom outfit since he puts himself forward as a Redguard noble. We can also look at the well and the market stalls to see if we want to customize them. I'm kind of also interested in reigning in the crazy grass in the market. While Whiterun has clearly seen better days, I don't think the marketplace (supposedly the trade hub of the whole region) would be overgrown like this.

 

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If we'd gone the other way we would have seen the Braith and Amren scenes which happen along the other path, but we'll leave those be for now. 

 

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Here's the status of Talos. While I want to have variety in the statues, the one in Whiterun should be the canonical statue, so we'll leave it alone.

 

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Defective outfit. We'll need to fix that.

 

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The pools, stairs, and bridge before the Jarl's hall are all areas that might be good candidates for customization.

 

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The interior of Dragonsreach itself might warrant a visual overhaul; additionally, I was happy with the Irileth customizations from my last build and I'll reiterate those here. I should also look to see if there is a good candidate for a servant's outfit that I can utilize for the household staff. So to review, here's our punchlist for "Before The Storm:"

 

  • Blue sheen on Large Wooden Gate / ocswhiterunmaingatenew.nif 
  • 1B1F1 locked even when MQ not started
  • Adrianne Avenicci appearance overhaul
  • Roof tiles
  • Nazeem custom outfit
  • Marketplace beautification
  • Whiterum landscape (excess grass)
  • Gerda outfit needs its sliders fixed
  • Stairs/Pools/Bridge
  • Dragonsreach interior
  • Servant outfit
  • Housecarl's outfit (Vvard glass)

 

The door mesh is from Glorious Doors of Skyrim. This mod has been updated since I last installed it, including an overhaul of the Whiterun doors, so we'll update that first things first. I also adjusted the load order of the GDOS assets so they will override certain other mods that were previously contesting it.

 

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Unfortunately, reinstalling the mod did nothing and I suspect this may be a case of dynamic cubemaps creating an unexpected result based on the angle of the material. Let's see how things look when we exclude the Whiterun gate from GDOS and use the SMIM version of the gate.

 

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Not as nuanced perhaps, but the issue with the reflections is resolved.

 

To add a little flavor to the town and possibly address the grass intrusion issues, I gave GGUnit's Impoverished Whiterun a try. This is the same guy who did Lux, so it's going to be high quality work, but let's see if its a good fit for my setup. I'm not seeing any landscape edits when I open the plugin, which isn't a great sign, but let's look at it within the game before passing judgment.

 

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The initial test confirmed that grass intrusion was still a problem (though I suspect it'll only really be unsightly in the area around the pawn shop entrance) and that further tweaks were needed to complete the look shown on GG's mod page. I leaned on the recommended assets he put forward and after a little fiddling I ended up with this down by the gate. While the grass is still intruding, it looks a lot less unnatural in conjunction with the unpaved road. 

 

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However, the area near Belethor's store is still an issue. I took a look at the landscape file for WhiterunPlainsDistrict01 and nothing is currently modifying the vanilla setup - so the issue is modded grass just not working in the context of that particular area. There's a landscape utility mod for Whiterun, which we'll try out and see how it impacts things before we try a more invasive solution. Or not. That mod was not only misleading in what it does (possibly something was lost in translation) but also it contained several serious errors in the landscape edits. So that one's out. 

 

Hold on... what's this? The issue is Dyndolod?? Yes, that's the issue. Lux Orbis disables grass in this worldspace, but Dyndolod turns the "no grass" flag off and forwards that change to the late loading occlusion file. I went ahead and forwarded the change manually, but I'm going to have to look at Synthesis and see if it has a patcher to automatically repair this issue. 

 

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...and it turns out, there is a Synthesis patcher for just that purpose.

 

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That fixes the grass intrusion, though I probably want to loop back at some point to assess if I should change the marketplace cobblestone texture, sicne it doesn't seem to line up right with the posts at the front of the shops... however, that might end up being a self-correcting problem when the time comes to overhaul some of these shops.

 

OK, so let's take a look at Adrianne. I don't actually mind her vanilla outfit, but I want an opportunity to show that he has strong arms which means they need to be bare. On my 1800-mod build, I used the Gomapero blacksmith outfit, which omits the undergarments entirely, but I think the minidress version, which is already in the game as the Nord-cut version, will be sufficient. The only issue is that the minidress version also shortens the apron, which I'm not sure I like as a change. DIE-RAV has a slight variation on Goma Pero's that adds a thong, and I might consider that one. 

 

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I think the real winner, however, is this one - the "KK" variant in the DIE-RAV pack. It has a skirt on the back instead of a thong, and while the apron is a little shorter than the vanilla version, it's not as short as the minidress one. Having said that, I might loop back to the Gomapero version with the thong as a replacement for the minidress version for Nords. In fact, let's do that.

 

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Generating those in bodyslide and hooking up a custom outfit was the easy part - now we need to get some muscles on Adrianne. Let's grab the assets from UNP Muscle Solution and use those as a starting point. Slightly trickier is the question of how we want to apply those normals. Since Adrianne is a potential romance partner, we don't want to only have the normals show when she's dressed. In principle we'd want to use a WNAM, but this can cause a bunch of problems with OBody and NPC Facegen patcher. The other route would be to create a fully custom race for her, but that has compatibility challenges of its own. I think we'll just go with the WNAM route; there are several different workarounds we can use to push through the compatibility issues and the most immediate one - facegen patching - won't be a problem unless we change Adrianne's face.

 

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Let's see how this looks in the game. 

 

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That'll work. There's some visible texture transition at the wrist, but I think that has more to do with D&D or with Dirt & Blood than with her normals. I think I'm going to remove the mace from her inventory and look at maybe some gloves to hide that transition. 

 

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The gloves seem to get the job done when it comes to hiding the wrist seam (which appears to actually be an issue with Dirt & Blood overlays, not the basic body). Undessed, the muscle definition from the normal maps is more visible, but you can still see it in the arms and shoulders when the light cooperates.

 

Next up are the roof tiles. Initially at least I'm going to limit the scope of this work to the Bannered Mare, using the multi-color option. The rival families' houses can come later, building on the work I do for the Mare, but they're not on the main quest path and I don't want to get too hung up on them.

 

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My original plan was to use texture sets, but after looking at this structuring here I think I'm just going to edit the nifs directly. Why? Well, with all the stuff I have installed still nothing is overwriting the basic bannered mare nif - and a quick search through the Nexus didn't obviously reveal any mesh replacers for the building. So that nif is probably stable. Let's extract these files to the colored roof tile mod and work on them there.

 

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Going into nifskope we can see that the roof is all one piece, which is convenient - only one set of texture mappings to edit. Here we'll drop in the new textures

 

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I'm not going to put in the parallax texture because it's not present in the original nif and, more importantly, I don't think it's actually ever going to be close enough for the parallax effect to be relevant to the player. There wasn't really an easy way to patch this into the LOD models because they have like an all-in-one texture and while I could patch it in Gimp, I decided that was too much work. Let's see how it looks in the game.

 

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Even without applying the texture to the LODs, the Mare looks fine from both a distant view and up close inside Whiterun... and I think this shortcoming shouldn't be too noticeable when viewing the city from the outside. Now, there is one thing I need to keep in mind that I hadn't fully thought through. While the vanilla game only uses this building once, that might not hold true for mods. If the Mare isn't unique anymore, then I'm going to find myself back to using a texture set. In fact, let's make sure this one isn't already being reused in my current mod stack.

 

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sigh, so much for my brilliant plan. The building gets used twice in Falskaar! OK, so we're back to doing a texture set. Fortunately, since it's just a single knockout, this should be easy.

 

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Perfect. One aspect of Hydragorgon that I thought was kind of inspired were the hostage parades. However, having the prisoners be naked except for shackles - while it fits the hyper-Gorrean aesthetic of Hydragorgon - wasn't a good fit for my game world. I made some tweaks to the dialogue (mostly just making it a little less misogynistic and removing a reference to Balgruuf selling the two hostages to slavers when he was done with them) and then made a custom outfit for each hostage based on their stories. The merchant scion is dressed more or less normally except for handcuffs, while the bandit queen is dressed in rags and tied up tightly with a doggie belt and thick metal shackles.

 

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Now that we've reached the marketplace, we've got another character who needs a custom outfit - Nazeem. In Dovahkiin's Infamy (which might make its way into the build eventually), Nazeem is a grifted putting himself forward as a nobleman from Hammerfell. Unfortunately, there are kind of limited options for Hammerfell garb, most of which is either armor or traveler's clothes. But after some thinking I realized that where it failed Hod, the Rugged Rogue outfit might work here (or perhaps its sister mod, Practical Pirate). Unfortunately, after playing around in Outfit Studio neither of them was quite right.

 

After a kind of frustrating search, I finally decided to go with a minimalist route and just add some warming items to his outfit. I used Keeping Warm for the scarf, though I deleted all of the outfit edits. 

 

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That'll be suitably fancy for now. We're not quite done with Nazeem however. There's an NPC in Hydragorgon called "Royal Recorder" who basically wanders around telling rumors to a servant who records them. While the randomly generated stories were an interesting addition to the game, the character always felt kind of tacked on, and I wasn't sure I was going to keep him. On some consideration however, I decided that telling fanciful rumors sounded like just the sort of thing Nazeem would get up to, so I modified the various packages and quests so that I could delete the Royal Recorder and have Nazeem fill his role. Below you can see him walking through town, city clerk in tow, filling her head with the latest "news". 

 

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Next, let's review the options for overhauling the marketplace itself. Unfortunately, mods for this particular type of edit are a bit thin on the ground. Conceivably I could reach into a full-city overhaul and just pull out the marketplace cell, but a lot of those clutter up the area quite a bit and it seems like more work than it's really worth. I did find some alternate textures for the market stalls, so I hooked those up to texture sets. I also experimented with the WRSlate textures from Illustrious Skyrim that GGUnit had recommended. They looked OK but not great, so I may replace them in the future. 

 

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Next, let's fix Gerda's outfit. I suspect I already know what the issue is, but I guess we'll find out. It turns out the issue wasn't the tri file, so I think the underlying bodyslide was defective. I'm going to replace this one with one of the DIE-RAV farm clothes options - that set includes a working BHUNP bodyslide for the minidress meshes, so we'll just hook up its nif instead. 

 

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Easy fix. We're almost to Dragonsreach now, so we're going to have to make some more comprehensive edits. My wife went through the various Dragonsreach mods on the Nexus and gave me advice on which ones she liked best, which I then used to stitch together a unique take on the palace. 

 

For the outside, I used Especially Special Dragonsreach as the baseline, though I removed some excess clutter as well as a couple of guard spawns who seemed to be getting stuck in terrain. This mod adds a pair of the big graybeard statues to the moat, but while they looked good it didn't feel right to me from a lore perspective. Since Whiterun is the home of the Temple of Kynareth, I replaced the graybeards with statues of that divine instead. I also used the same technical approach I put into my Hydragorgon Furniture Patch to put a crucified bandit on the cross that ESD adds. 

 

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Now, with the exterior done (and by the way, you might notice in the final image that I finally got around to fixing the whole mutant male nipple texture issue with D&D) we can move inside. I used JK's Dragonsreach (with the "fewer trophies" patch) as a baseline then I added the furnishings from Redbag's Dragonsreach and the hanging ivy and vines from Maxi's Dragonsreach. Next, I looked to the NPCs for more customization options. Balgruuf and Farengar are kind of iconic characters, so I didn't mess around with their outfits (though the Jarl does get the skimpy variant automatically since he's a Nord). For Irileth, I reprised her setup from my last build by giving her Vvardenfell glass armor.

 

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I equipped the housekeepers with this nice SMP dress (which oddly enough you can only download from a link in the comments of this video), which I thought fit the decor pretty well.

 

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Ida Black Briar got some clothes, albeit somewhat minimalistic. I tweaked her dialogue to remove the references to her being used sexually by the Jarl's servants and instead focused on Balgruuf humiliating Ida to try and provoke Maven Black Briar while still barely conforming to the letter of the expectations of treatment for a noble hostage. 

 

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Bergitte Free-Winter's story was heavily rewritten, dropping the infidelity angle entirely and instead focusing on the reason why her brothers are imprisoned in other cities. 

 

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I deleted several of the remaining Hydragorgon characters because they just didn't fit in with the worldbuilding, which cut down a bit on the distractions in the hall. I may still come back to further revisit Dragonsreach, such as looking at the porch area during The Fallen, but for now I think we've done a pretty good job customizing Dragonsreach.

 

And with that, we've taken the player character up through the end of Before The Storm. I'm on the fence about whether to live blog the next segment, which would take us through Bleak Falls Barrow, Dragon Rising, and ultimately The Way of The Voice. On one hand, I want to maintain a fairly steady pace of content, but on the other it was actually pretty effective to do a lot of the work first and then loop back and convert my notes into a series of blogs that could benefit from lessons learned along the way. I'll ponder on this for a bit, and if it does end up looking like there will be some downtime before the next blog I'll post a programming note explaining the plan. Otherwise, I'll look forward to seeing everyone soon!

 

 

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For some reason most of the images steadfastly refuse to load, will try later. As for those I can see.

Isn't that an awful lot of high grass and plants at the Whiterun marketplace? Especially around the well? That's certainly a high traffic area, one would expect everything but the most recessed grasses and mosses to have been trampled into nothing long ago.

Also, why Dirt & Blood? I never felt that mod made any sense whatsoever. One can of course argue that it's a fantasy game, so differs from history in that regard. Though if that's not the intent, people in the medieval age were a lot more conscious of cleanliness and body grooming, what the clueless twats in Hollywood made people believe. This is especially true for the Vikings. Admittedly, they did not enjoy our modern days amenities and often had jobs that involved getting dirty, but they would certainly got cleaned up somewhat before heading to the Tavern/Temple/bed.

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53 minutes ago, Talesien said:

For some reason most of the images steadfastly refuse to load, will try later. As for those I can see.

 

I'm sorry to hear that - I just double checked and I was able to see the images OK. Hopefully in the future the site will behave for you better.

 

53 minutes ago, Talesien said:


Isn't that an awful lot of high grass and plants at the Whiterun marketplace? Especially around the well? That's certainly a high traffic area, one would expect everything but the most recessed grasses and mosses to have been trampled into nothing long ago.

 

Yeah, I touch on this in the blog further down, its a bug caused by Dyndolod. I ended up fixing it using a Synthesis patcher to restore a flag in the Top-level Cell Data that Dyndolod has (I assume unintentionally) removed.

 

53 minutes ago, Talesien said:

Also, why Dirt & Blood? I never felt that mod made any sense whatsoever. One can of course argue that it's a fantasy game, so differs from history in that regard. Though if that's not the intent, people in the medieval age were a lot more conscious of cleanliness and body grooming, what the clueless twats in Hollywood made people believe. This is especially true for the Vikings. Admittedly, they did not enjoy our modern days amenities and often had jobs that involved getting dirty, but they would certainly got cleaned up somewhat before heading to the Tavern/Temple/bed.

 

I believe D&B only preemptively applies dirt to NPCs who work in "dirty" professions or who are on the bandit faction. Otherwise, dirt only accumulates on the player (and maybe followers, I don't remember) and can be cleaned off. I do agree with you that it occasionally still looks off, such as if Blacksmith goes to the temple without washing up, but all in all I like the functions of the mod enough to not squint at it too intensely.

 

It also has some interface with Sexlab for cleaning up after messy sex.

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Vor 11 Stunden sagte Talesien:

Aus irgendeinem Grund weigern sich die meisten Bilder standhaft, zu laden. Ich werde es später versuchen. Was die betrifft, die ich sehen kann.

Ist das nicht eine Menge hohes Gras und Pflanzen auf dem Marktplatz von Whiterun? Besonders rund um den Brunnen? Das ist auf jeden Fall ein stark frequentierter Bereich, man würde erwarten, dass bis auf die tiefsten Gräser und Moose alles längst in Nichts getreten ist.

Und warum Dirt & Blood? Ich hatte nie das Gefühl, dass dieser Mod irgendeinen Sinn ergibt. Man kann natürlich argumentieren, dass es ein Fantasy-Spiel ist und sich in dieser Hinsicht von der Geschichte unterscheidet. Obwohl das nicht die Absicht ist, waren die Menschen im Mittelalter viel bewusster auf Sauberkeit und Körperpflege, was die ahnungslosen Trottel in Hollywood den Leuten glauben machten. Dies gilt insbesondere für die Wikinger. Zugegebenermaßen genossen sie unsere modernen Annehmlichkeiten nicht und hatten oft Jobs, bei denen es darum ging, sich schmutzig zu machen, aber sie würden sich auf jeden Fall ein wenig aufräumen, bevor sie in die Taverne/den Tempel/das Bett gingen.

 

The returning crusaders brought the Arab bathing culture to Europe in the 11th and 12th centuries... in fact, in the 13th century every larger settlement had bathing rooms


Anyone who had ever played "Patricians"... they were an important element of the game... and of fundamental importance for society in the 13th century - and not just because of physical hygiene.

For example, you could be banned from the church - and not use the public baths!


The unhygienic age only began at the end of the 16th century - the peak was the Rococo period in the middle of the 18th century... bathing once every two weeks was the highest hygienic effort for the European nobility.


The political movements of the bourgeoisie consciously set a cultural counterpoint and revived bathing

 

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10 hours ago, gregaaz said:

 

Es tut mir leid, das zu hören. Ich habe es nur noch einmal überprüft und konnte feststellen, dass die Bilder in Ordnung sind. Ich hoffe, dass sich die Seite in Zukunft besser für Sie verhält.

 

 

Ja, ich gehe weiter unten im Blog darauf ein, es ist ein von Dyndolod verursachter Fehler. Am Ende habe ich das Problem mithilfe eines Synthesis-Patchers behoben, um eine Markierung in den Zellendaten der obersten Ebene wiederherzustellen, die Dyndolod (ich nehme an, unbeabsichtigt) entfernt hat.

 

 

Ich glaube, dass D&B Schmutz nur präventiv auf NPCs anwendet, die in „schmutzigen“ Berufen arbeiten oder der Banditenfraktion angehören. Sonst sammelt sich Schmutz nur am Player (und evtl. Anhängern, ich weiß es nicht mehr) an und kann abgereinigt werden. Ich stimme Ihnen zwar zu, dass es gelegentlich immer noch komisch aussieht, etwa wenn Blacksmith zum Tempel geht, ohne sich abzuwaschen, aber alles in allem gefallen mir die Funktionen des Mods so gut, dass ich nicht zu sehr darauf schielen möchte.

 

Es verfügt auch über eine Schnittstelle zu Sexlab zum Aufräumen nach unordentlichem Sex.

 

The nonsense is the fact - that you have to go wash in streams and ponds... since there are no public or private baths anywhere to clean your own body.


Physical needs such as urinating or defecating were not even thought about during the game!

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4 hours ago, Miauzi said:

 

The returning crusaders brought the Arab bathing culture to Europe in the 11th and 12th centuries... in fact, in the 13th century every larger settlement had bathing rooms

 

Very true, and even before that my understanding is that areas that had been more heavily 'culturally Romanized' prior to the decentralization of the empire into its successor states often continued to enjoy their hygenic culture for extended periods - essentially until the relevant infrastructure fell into disrepair, and in many cases even after that in a diminished capacity. 

 

4 hours ago, Miauzi said:

Anyone who had ever played "Patricians"... they were an important element of the game... and of fundamental importance for society in the 13th century - and not just because of physical hygiene.

For example, you could be banned from the church - and not use the public baths!

 

My wife and I listened to a nonfiction audiobook about the early medieval period and this was one of the points they raised. I don't remember which one it was as wel listened to these two more or less back to back but it was either:

 

  • The Very Secret Sex Lives of Medieval Women: An Inside Look at Women & Sex in Medieval Times, by Rosalie Gilbert, or;
  • The Time Traveller's Guide to Medieval England: A Handbook for Visitors to the Fourteenth Century.

Both books were fun to listen to, though I'm not sure if they are available outside of English.

 

4 hours ago, Miauzi said:

The unhygienic age only began at the end of the 16th century - the peak was the Rococo period in the middle of the 18th century... bathing once every two weeks was the highest hygienic effort for the European nobility.

 

This was a plot point in the novel 1632 by Eric Flint (one of my favorite "comfort food" audio books to listen to because of the combination of interesting characters and a good narrator), specifically in the context of the Spanish Inquisition's efforts to unmask hidden Jews and Muslims, and how too much attention to your hygiene could get you ratted out by your neighbor as a potential 'Morisco,' and given the perverse incentives for the church to maintain a high conviction rate, once you were denounced you were probably doomed... so people maintained a 'pious level of Christian grime' for safety's sake. 

 

I wonder if the larger decline in hygiene is linked to that phenomenon directly or if its a confluence of other factors. I imagine sectarian conflict like the 30 years war didn't help, since it increased the number of displaced or otherwise destitute people and increased the population density in cities, while simultaneously reducing supply of staple goods and forcing people to make cuts elsewhere to keep fed and housed.

 

4 hours ago, Miauzi said:


The political movements of the bourgeoisie consciously set a cultural counterpoint and revived bathing

 

 

Agreed. One blind spot I often see in U.S. leftists (possibly because of the influence of Chinese socialist thought on some U.S. academics, which despite its slow death spiral into monarchy still clings to Maoist concepts like the ability to successfully build a socialist society directly on the foundation of a feudal one) is the idea that in the Marxist worldview, a phase of capitalism and the emergence of a bourgeoise is necessary to establish the infrastructure and baseline societal standards for more egalitarian modes of society to emerge. Obviously, Marx was neither a psychic nor a time traveler, and he got many things wrong in the details, but in the broad strokes the concepts of historical materialism (especially in a Eurocentric context) are valuable in understanding seemingly spontaneous shifts in social standards.

 

The combination of the gradual erosion of church power as a direct competitor to state power and the gradual disintegration of entrenched guild systems in favor of something that more resembled a modern professional and business-owner class, undoubtedly increased both the demand for better quality of life at all levels of society while simultaneously increasing the "supply" of the collection of goods and services that actually enable that standard of living.

 

As you noted, that transition happened over a very long time scale that might make it seem like a spontaneous, undirected development, but I think a deeper analysis of the trends in European society shows that the inciting events had been snowballing for quite a while.

 

But I digress. Have I mentioned how much I enjoy the historical insights you bring to these comment threads?

 

5 hours ago, Miauzi said:

 

The nonsense is the fact - that you have to go wash in streams and ponds... since there are no public or private baths anywhere to clean your own body.


Physical needs such as urinating or defecating were not even thought about during the game!

 

Haha quite true. In past builds I've tried to add facilities like these to the game, but it's difficult because the intense scale compression of the map makes it hard to maintain the illusion of scale at a distance if you add too many buildings to the exterior. And you can only add so many doors to large interior spaces before the suspension of disbelief starts to slip. 

 

That said, I expect I'll find at least some opportunities to add this kind of infrastructure to the world here and there.

 

4 hours ago, Miauzi said:

It doesn't have to turn out like this (thanks to Dwemer technology).

 

In my last build I used the Dwemerfication of Skyrim and Industrialized Skyrim mod to add amenities like this. I decided not to use them this time, though we'll see if Dwemerfication of Markarth at least makes it into the game - in the context of that particular city adding lots of Dwemer technology is much more lore friendly than elsewhere.

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On 1/29/2024 at 2:36 PM, gregaaz said:

 

Sehr wahr, und schon vorher geht es meines Erachtens darum, dass Gebiete, die vor der Dezentralisierung des Reiches in seine Nachfolgestaaten stärker „kulturell romanisiert“ waren, ihre Hygienekultur oft über längere Zeiträume hinweg genossen – im Wesentlichen bis die entsprechende Infrastruktur zusammenbrach verfallen und in vielen Fällen auch danach in verminderter Leistungsfähigkeit. 

 

 

Meine Frau und ich hörten uns ein Sachbuch über das frühe Mittelalter an und dies war einer der Punkte, die sie ansprachen. Ich weiß nicht mehr, welches es war, ich habe mir diese beiden mehr oder weniger hintereinander angehört, aber es war entweder:

 

  • Das geheimste Sexualleben mittelalterlicher Frauen: Ein Einblick in Frauen und Sex im Mittelalter, von Rosalie Gilbert, oder;
  • Der Leitfaden für Zeitreisende durch das mittelalterliche England: Ein Handbuch für Besucher des 14. Jahrhunderts.

Es hat Spaß gemacht, beiden Büchern zuzuhören, obwohl ich nicht sicher bin, ob sie außerhalb der englischen Sprache erhältlich sind.

 

 

Dies war ein Handlungspunkt im Roman „1632“ von Eric Flint (wegen der Kombination aus interessanten Charakteren und einem guten Erzähler eines meiner liebsten „Comfort Food“-Hörbücher), insbesondere im Kontext der Entlarvungsbemühungen der spanischen Inquisition versteckte Juden und Muslime, und wie zu viel Achtsamkeit auf Ihre Hygiene dazu führen könnte, dass Sie von Ihrem Nachbarn als potenzieller „Morisco“ verpfiffen werden, und angesichts der perversen Anreize für die Kirche, eine hohe Verurteilungsrate aufrechtzuerhalten, wurden Sie wahrscheinlich, nachdem Sie denunziert wurden, auch verurteilt zum Scheitern verurteilt ... also behielten die Menschen aus Sicherheitsgründen ein „frommes Maß an christlichem Schmutz“ bei. 

 

Ich frage mich, ob der größere Rückgang der Hygiene direkt mit diesem Phänomen zusammenhängt oder ob es sich um ein Zusammenwirken anderer Faktoren handelt. Ich kann mir vorstellen, dass sektiererische Konflikte wie der 30-jährige Krieg nicht geholfen haben, da dadurch die Zahl der Vertriebenen oder anderweitig Mittellosen zunahm und die Bevölkerungsdichte in den Städten zunahm, während gleichzeitig das Angebot an Grundnahrungsmitteln verringert wurde und die Menschen gezwungen wurden, anderswo Kürzungen vorzunehmen, um sich zu ernähren und untergebracht.

 

 

Vereinbart. Einen blinden Fleck, den ich oft bei US-Linken sehe (möglicherweise aufgrund des Einflusses des chinesischen sozialistischen Denkens auf einige US-Akademiker, die trotz ihrer langsamen Todesspirale in Richtung Monarchie immer noch an maoistischen Konzepten wie der Fähigkeit festhalten, eine sozialistische Gesellschaft direkt auf dem Fundament erfolgreich aufzubauen einer feudalen) ist die Idee, dass in der marxistischen Weltanschauung eine Phase des Kapitalismus und die Entstehung eines Bürgertums notwendig sind, um die Infrastruktur und grundlegende gesellschaftliche Standards für die Entstehung egalitärerer Gesellschaftsformen zu etablieren. Offensichtlich war Marx weder ein Hellseher noch ein Zeitreisender, und er hat im Detail viele Dinge falsch gemacht, aber im Großen und Ganzen sind die Konzepte des historischen Materialismus (insbesondere in einem eurozentrischen Kontext) wertvoll für das Verständnis scheinbar spontaner Veränderungen sozialer Standards.

 

Die Kombination aus der allmählichen Erosion der kirchlichen Macht als direkter Konkurrentin der Staatsmacht und dem allmählichen Zerfall fest verwurzelter Zunftsysteme zugunsten von etwas, das eher einer modernen Klasse von Berufstätigen und Unternehmern ähnelte, steigerte zweifellos die Nachfrage nach besserer Lebensqualität auf allen Ebenen der Gesellschaft und erhöht gleichzeitig das „Angebot“ an Gütern und Dienstleistungen, die diesen Lebensstandard tatsächlich ermöglichen.

 

Wie Sie bemerkt haben, vollzog sich dieser Übergang über einen sehr langen Zeitraum, was den Eindruck einer spontanen, ungerichteten Entwicklung erwecken könnte, aber ich denke, eine tiefergehende Analyse der Trends in der europäischen Gesellschaft zeigt, dass die auslösenden Ereignisse schon seit geraumer Zeit auf dem Vormarsch waren.

 

Aber ich schweife ab. Habe ich erwähnt, wie sehr mir die historischen Einblicke gefallen, die Sie in diese Kommentarthreads einbringen?

 

 

Haha, ganz richtig. In früheren Builds habe ich versucht, Einrichtungen wie diese zum Spiel hinzuzufügen, aber das ist schwierig, weil die starke Maßstabskomprimierung der Karte es schwierig macht, die Illusion des Maßstabs aus der Ferne aufrechtzuerhalten, wenn man zu viele Gebäude an der Außenseite hinzufügt. Und man kann nur so viele Türen in große Innenräume einbauen, bis die Aufhebung des Unglaubens zu rutschen beginnt. 

 

Dennoch gehe ich davon aus, dass ich hier und da zumindest einige Möglichkeiten finden werde, der Welt diese Art von Infrastruktur hinzuzufügen.

 

 

In meinem letzten Build habe ich die Mod „Dwemerfication of Skyrim“ und „Industrialized Skyrim“ verwendet, um Annehmlichkeiten wie diese hinzuzufügen. Ich habe mich entschieden, sie dieses Mal nicht zu verwenden, obwohl wir sehen werden, ob Dwemerfication of Markarth es zumindest ins Spiel schafft – im Kontext dieser bestimmten Stadt ist das Hinzufügen von viel Dwemer-Technologie viel Lore-freundlicher als anderswo.

 

I finally find the time and muse to formulate an answer... a lot of things are going through my head because of my broken hip joint - but today I said "o.k." received from the doctor - who will then insert the "artificial" into me - in 8 weeks.


Why people went from the relatively clean Middle Ages (in terms of "body hygiene") in the Baroque era to downright "I don't wash myself no matter how I smell - what's the point of perfume after all" - I've heard or read a lot about that in the course of my life .


Today I would say... there were many factors - and I would even like to mention your reference to the Inquisition.


The bathing culture of the ancient Romans or the Muslim Arabs (all the way up to the Ottomans) differs very fundamentally from that of medieval Europe... essentially, even in the bathing rooms of larger cities, there are no "brick" pools - but tubs were used wooden.

In the rural areas the facilities were not even in permanent houses but in tents - the game "Kingdom Come Deliverance" shows this quite well.

In contrast, an Ottoman hammam was always a permanent building - even in villages.


Already in my youth - when I was dealing with the history of fashion (clothing, etc.) - I read the first explanations about the changes in body hygiene... in particular the plague epidemics were highlighted - the bathing rooms should be a main place of disease transmission.


In addition, there was a push from religion - because things were a little more "relaxed" in terms of morals and customs in the bathhouses.


From today's perspective, that's not enough for me - because it ignores two important circumstances:

- the (natural) climate change towards a small ice age (think of the frozen canals in the winter pictures of the painters from the Netherlands or Flanders)

- the deforestation of large parts of Europe - caused by the "iron economy"... at that time trees were felled and processed into charcoal in kilns - in order to be able to smelt iron ore. There wasn't much left to do the complex heating of the water and the bathing rooms.


It was only the severe cholera epidemics in the 19th century that led to a rethinking of water management and ultimately also personal hygiene.

 

--

I had been using a mod for the player house in Whiterun for a long time - which has at least a small bathroom in the basement... that's also in the game - but since my avatar wasn't in Helgen yet - there are no dragons and I can't use the house ( without a separate mod).


So I leave it with the intact sanitary facilities of my Dwemer Tardis - in addition to sinks, I also have flush toilets and showers - plus a steam sauna and cold room and, to top it off, a large whirlpool ... the absolute crowning glory of "Roman" decadence !

And of course a swimming pool under the library!!


I'm not redesigning the rest of Skyrim.

☺️

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