2024 Skyrim Build: Inner Whiterun
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.
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.
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.
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.
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.
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.
Defective outfit. We'll need to fix that.
The pools, stairs, and bridge before the Jarl's hall are all areas that might be good candidates for customization.
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.
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.
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.
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.
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.
...and it turns out, there is a Synthesis patcher for just that purpose.
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.
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.
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.
Let's see how this looks in the game.
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.
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.
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.
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
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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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