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Whiterun Revisited WIP


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Posted

@EinarrTheRed

I have he "HearthfireDungeon Addon".  When your "Whiterun Revisited" is ready for the public, will the "HearthfireDungeon Addon" be compatible, or will I have to remove it?  Or better yet, is it or some facsimile of it, included in "Whiterun Revisited"?

 

Posted
8 minutes ago, tinkerbelle said:

I have he "HearthfireDungeon Addon".  When your "Whiterun Revisited" is ready for the public, will the "HearthfireDungeon Addon" be compatible, or will I have to remove it?  Or better yet, is it or some facsimile of it, included in "Whiterun Revisited"?

The two mods are unrelated so there's no compatibility issue.

 

However, I can tell you that pretty much any mod for Breezehome will be incompatible with what I've done.

 

You won't be using JKs Whiterun with mine or even ETAC (my mod provides its own "village" outside of Whiterun that occupies the same space).  Part of my goal was to provide a comprehensive mod that did in a single mod what you might otherwise need 2 or 3 or 4 mods to do.  So in the long run, lot of content with a smaller load order.

 

It is compatible with MME, the Bathing Beauties Bath House and a number of other mods that are popular.  Once I get the alpha release out (still aiming for a December release) people will be able to see for themselves and I'll be able to better build a list of conflicts and compatible mods.

 

Long as I'm here, we have worked out the remaining bugs with the Bannered Mare and I'm working on finishing up the new NPCs so I can get some screen shots and show things off.  Most of the interior of the city (WhiterunWorldspace) is now complete, and I'm working on the exterior and some additional content for Dragonsreach.  I've also done a pretty thorough testing of the mod with the CW content and made sure that was working along with adding some enhancements.  There's more content related for that planned for the future (events after the battle, and options to repair damage and so forth).  The updated Whispering Door quest has been tested and is working properly (the Ebon Blade is now in a new vault hidden... somewhere a little more interesting ?)

 

I'm also working on eventually developing a system that will make being a Thane in Whiterun more of an actual thing, there will be council meetings to attend, decisions to make, perks, responsibilities, etc.  All aimed at increasing immersion.

Posted
6 minutes ago, EinarrTheRed said:

The two mods are unrelated so there's no compatibility issue.

 

However, I can tell you that pretty much any mod for Breezehome will be incompatible with what I've done.

 

You won't be using JKs Whiterun with mine or even ETAC (my mod provides its own "village" outside of Whiterun that occupies the same space).  Part of my goal was to provide a comprehensive mod that did in a single mod what you might otherwise need 2 or 3 or 4 mods to do.  So in the long run, lot of content with a smaller load order.

 

It is compatible with MME, the Bathing Beauties Bath House and a number of other mods that are popular.  Once I get the alpha release out (still aiming for a December release) people will be able to see for themselves and I'll be able to better build a list of conflicts and compatible mods.

 

Long as I'm here, we have worked out the remaining bugs with the Bannered Mare and I'm working on finishing up the new NPCs so I can get some screen shots and show things off.  Most of the interior of the city (WhiterunWorldspace) is now complete, and I'm working on the exterior and some additional content for Dragonsreach.  I've also done a pretty thorough testing of the mod with the CW content and made sure that was working along with adding some enhancements.  There's more content related for that planned for the future (events after the battle, and options to repair damage and so forth).  The updated Whispering Door quest has been tested and is working properly (the Ebon Blade is now in a new vault hidden... somewhere a little more interesting ?)

 

I'm also working on eventually developing a system that will make being a Thane in Whiterun more of an actual thing, there will be council meetings to attend, decisions to make, perks, responsibilities, etc.  All aimed at increasing immersion.

Thanks for the response.  :)

I like the Whiterun Breezehome hearthfire extension.  I just wish the floor wasn't burning where the old campfire was.  I also have a Bannered Mare Extention from the Maria Eden collection, but that can go, I rarely do anything with it.
You mentioned MME, I also have "The Dungeon", an MME related file that adds a player "house" in the sewer just under the last bridge before the Whiterun doors.  It makes a great first player house and later a training grounds for all those poor Paradise Halls - Home Sweet Home slaves I acquire.  I'd hate to lose that one, but I can make do.

 

I look forward to this mod with much anticipation, possibly a christmas present!  This and the return of the new and improved SexyBanditCapitves.

 

Posted (edited)
1 hour ago, tinkerbelle said:

I like the Whiterun Breezehome hearthfire extension.  I just wish the floor wasn't burning where the old campfire was.  I also have a Bannered Mare Extention from the Maria Eden collection, but that can go, I rarely do anything with it.

I don't think I'm familiar with the Breezehome mod you mention.

 

Here's what I can tell you about Breezehome, and hopefully I'll be able to do a walk thru preview soon.

 

Breezehome

Spoiler

Breezehome got a major overhaul, being almost entirely rebuilt and even relocated.

 

So the first major change is that its now located in the Wind Distrct where Carlotta's house used to be (and Carlotta's is now in the Plains District where Breezehome used to be and she now has her own vegetable garden behind her house).

 

The main interior (the original interior cell) now has three floors.  There's the main floor, the upstairs (both of which are now larger) and a basement.

 

Lydia moved down in the basement where she has a larger and much nicer bedroom.  Complete with her own lil practice area and things to maintain her armor and weapons.  She has her own table, dresser and wardrobe, a wash stand, and a nice custom built four poster bed and some trophy weapons she's collected.  Her night table contains her sleep wear and she automatically changes into her night clothes when she goes to bed and back into her regular gear when she gets up.

 

Also in the basement is an armory with storage for weapons, two mannequins, racks and an arrow storage dispay, a dragon mask display and 3 safes and a chest for extra storage.

 

There's a work bench and grindstone down there as well.

 

Lastly there's an bath with seating for six.  The bath will have several upgrades, some of which will require side quests to complete.  There are two cabinets for swim wear (male and female) and NPCs going in the bath, stop at the dressing table, change into the swimwear, enjoy the pool and when they get out they dry off in front of the fireplace and then go back to the dressing table and dress before leaving... all with animations.  That part is thanks to Blackbird Wanderer who designed the system.

 

On the main floor the fire pit is gone and is now a fireplace in the wall.  There's a larger dining table and its much easier to move about (less clutter in the floor plan, its more open).  There's actually more seating.  I knocked out the back wall and added a round tower and that area now contains the kitchen and also the alchemy area.  The alchemy area is quite large and decorated with lots of dynamic displays that automatically change based on what ingredients you put in the ingredient storage chest.  The side childrens room can either be a childrens room or a regular guest room with two beds for adults if you have extra followers living in the house (or slaves, depending on your play style).

 

The upstairs main bedroom is gone and that floor was actually removed to make a balcony overlooking the main floor and front door.  Gives the house more of an open breezy feel that I thought fit the house.

 

In the upper part of the "tower" is the library with an enchanting table with lots of magical decor, and includes a staff enchanter that becomes available after you do the correct Solstheim quests.  There's also more storage and trophy storage here including Elder Scroll display and displays for all the Black Books.

 

What used to be Lydia's room is now an extra spare room, and one of the upgrades I'm working on will be the option to hire one of several NPCs to live in Breezehome.  You can only hire one and will have a choice between a Bard, a Maid, a Merchant, or an Apprentice Mage.  Each will have different behaviors and offer different options.  The bard obviously is good for entertainment, the merchant will be able to sell loot for you, just dump stuff in his chest and over time he'll sell it and you can pick up the proceeds.

 

Then up a ladder you enter the new Main Bedroom which is in its own interior cell in the top of the tower.  It has its own private bath, a nice four poster bed with your choice of 5 different bed spreads, desk, safe, chest, wardrobe, etc.

 

The house has a total of five fire places now, so its a much warmer and more cozy place.

 

When I set out to do this redesign I knew I'd be creating something that meant people couldn't use other Breezehome upgrades so I took a hard look at both Elianora's Breezehome and JadeShadows Elysium Estate as the bar I was aiming to match or exceed.  I want to create something so nice, and so much fun to work on upgrading and hang out in you wouldn't want anything else.  I hope I've achieved that.

 

The Bannered Mare

 

The new version is... well... bigger.  There are now a total of six guest rooms, so it actually feels more like a real inn instead of this weird one room inn that only you the player ever used.  Now it really gets used.  Plus Hulda now has her own bedroom above the bar, and she actually gets to sleep at night.  At night her assistant Eerika takes over and will rent you a room.  We have a new barmaid as well.  Plus if Saadia meets and unfortunate end, there's a new replacement barmaid that shows up so the place still has a full staff.

 

But the biggest change is the new guest system.  Again, full marks to Blackbird Wanderer for designing this and I can't wait to get the rest of my part finished up so I can show this off.  What is it?  Well, I mentioned there are five extra guest rooms, as well as a guest register at the main bar.  We have a pool of over 40 unique NPCs that can randomly show up as guests at the Bannered Mare.  There is a quest system that randomly selects a guest who arrives at the main gate, walks up the main street and enter the inn where they go to the main bar and check in.  One of the barmaids then shows the guest to their room.  They light the candles (which are normally unlit) and baggage (which is different depending on what guest checks in) appears in the room.  The guest then will move about the inn and even wander around town.  Some guests are merchants and peddlers you can trade with (even late at night when other shops are closed).  The peddlers have carts that appear outside the main gate and the merchants have wagons that show up in a new "wagon park" I created out by the main road, and the wagons each have their own guard that appears as well.  The guest will stay a few days to a week or so (its random) and then will check out.  When the check out they go to the front desk, say good-bye and then leave.  One of the barmaids will then sweep out the room, put out the candles and clean up.  The guest room doors even lock when a guest is sleeping in there and the guest change into sleep ware at night.

 

I am super proud of what Blackbird has created for this, even if it did pull her away from SBC for a bit... it was well worth it!   At this point I'd say our Bannered Mare is the best inn in all of Skyrim!

 

This same system will get used for the new Rising Falls inn outside Whiterun near the Meadery but with a whole different set of guests.  A similar system will be used for the Refugee camp.

 

This helps make Whiterun more of a dynamic, living and breathing place and I think it adds a lot to the immersion.  You feel more like you're staying at a real inn with people coming and going and other guests checking in or out.  Despite all these big changes I worked hard on the rebuild to keep the proportions of the interior the same.  The fire pit is still there in the center with flanking benches and so forth.  You could almost think you were in the same old Bannered Mare... at first... and then you start noticing all the differences.  I tried to make it subtle enough it feels like the same familiar place... just better, roomier, easier to move around in even with a crowd, and more functional and more... alive.

 

1 hour ago, tinkerbelle said:

You mentioned MME, I also have "The Dungeon", an MME related file that adds a player "house" in the sewer just under the last bridge before the Whiterun doors.  It makes a great first player house and later a training grounds for all those poor Paradise Halls - Home Sweet Home slaves I acquire.  I'd hate to lose that one, but I can make do.

I'm not sure, what I can tell you is that I did add a sewer entrance under there.  Whiterun now has its own tunnel / sewer / catacomb / cistern system (its a mix of construction done by different people in different era's for different reasons, and its turning into quite the maze, much of it is still unfinished).  So that might take a little tweaking at worst to keep compatible (like moving the entrance over a bit or something, there's room).

 

I can tell you that I did leave the option not to upgrade that side room so if you add an HSH slave cage there, that option still works.  Might even work a lil better cause I improved the navmeshing a bit.

 

The regular MME milk pumps or the fancy milk barn behind Belethors should still work fine with my mod.

 

Elysium Estate, Tara's Whiterun Brothel, and the Devious Devices shop should all also work fine with no conflict (I worked to mod around that area, I did place some trees in that area but the navmesh is unchanged and you can disable the trees with an in game feature if they are in the way of something you are using).

 

You should be able to use any appearance replacer you want for any of the vanilla NPCs, we've built in a quest allias system to ensure they still have the updated behaviors, factions and house keys they need.  The only two potential conflicts are both minor.  One is Lydia, I did lot of work on Lydia recently to make her look nice but also to give her stats and perks that make her a much better tank in a fight while staying lore friendly.  Unfortunately perks can't be added with aliases, in fact they can't be added at all.  So if you use an appearance replacer for Lydia and it doesn't update her perks, you might want to use TES Edit to copy my perks over, other than that there's no other conflicts with her.  I also gave Olfina Greymane better perks because if Vignar becomes Jarl, she becomes his housecarl and it seemed silly that she had almost no combat ability... now she's nearly a match for Lydia and Jon better be on his best behavior!  ?  Here again, while I'm working to update her appearance so she looks nice out of the box, if you want to use an appearance replacer for her you can she just won't have the upgraded stats and perks but you can easily copy that over in TES Edit an be good to go.  Since she doesn't fight much (unless its maybe a vampire or a KS Dragon attack) her combat ability doesn't really matter 99% of the time anyway.

 

I've still got a LOT of work to do, but I'm pushing to get the alpha release by Christmas.  I really, really, really want to do that.   It won't have any of the quest content and I may not have the tunnels part finished... but there will be a whole lot of new locations, buildings, NPCs and things for everyone explore, interact with and enjoy.  An the Battle of Whiterun is a lil more interesting now too, especially from the Stormcloak side.

Edited by EinarrTheRed
Posted
1 hour ago, EinarrTheRed said:

I don't think I'm familiar with the Breezehome mod you mention.

 

Here's what I can tell you about Breezehome, and hopefully I'll be able to do a walk thru preview soon.

Spoiler

Breezehome

  Hide contents

Breezehome got a major overhaul, being almost entirely rebuilt and even relocated.

 

So the first major change is that its now located in the Wind Distrct where Carlotta's house used to be (and Carlotta's is now in the Plains District where Breezehome used to be and she now has her own vegetable garden behind her house).

 

The main interior (the original interior cell) now has three floors.  There's the main floor, the upstairs (both of which are now larger) and a basement.

 

Lydia moved down in the basement where she has a larger and much nicer bedroom.  Complete with her own lil practice area and things to maintain her armor and weapons.  She has her own table, dresser and wardrobe, a wash stand, and a nice custom built four poster bed and some trophy weapons she's collected.  Her night table contains her sleep wear and she automatically changes into her night clothes when she goes to bed and back into her regular gear when she gets up.

 

Also in the basement is an armory with storage for weapons, two mannequins, racks and an arrow storage dispay, a dragon mask display and 3 safes and a chest for extra storage.

 

There's a work bench and grindstone down there as well.

 

Lastly there's an bath with seating for six.  The bath will have several upgrades, some of which will require side quests to complete.  There are two cabinets for swim wear (male and female) and NPCs going in the bath, stop at the dressing table, change into the swimwear, enjoy the pool and when they get out they dry off in front of the fireplace and then go back to the dressing table and dress before leaving... all with animations.  That part is thanks to Blackbird Wanderer who designed the system.

 

On the main floor the fire pit is gone and is now a fireplace in the wall.  There's a larger dining table and its much easier to move about (less clutter in the floor plan, its more open).  There's actually more seating.  I knocked out the back wall and added a round tower and that area now contains the kitchen and also the alchemy area.  The alchemy area is quite large and decorated with lots of dynamic displays that automatically change based on what ingredients you put in the ingredient storage chest.  The side childrens room can either be a childrens room or a regular guest room with two beds for adults if you have extra followers living in the house (or slaves, depending on your play style).

 

The upstairs main bedroom is gone and that floor was actually removed to make a balcony overlooking the main floor and front door.  Gives the house more of an open breezy feel that I thought fit the house.

 

In the upper part of the "tower" is the library with an enchanting table with lots of magical decor, and includes a staff enchanter that becomes available after you do the correct Solstheim quests.  There's also more storage and trophy storage here including Elder Scroll display and displays for all the Black Books.

 

What used to be Lydia's room is now an extra spare room, and one of the upgrades I'm working on will be the option to hire one of several NPCs to live in Breezehome.  You can only hire one and will have a choice between a Bard, a Maid, a Merchant, or an Apprentice Mage.  Each will have different behaviors and offer different options.  The bard obviously is good for entertainment, the merchant will be able to sell loot for you, just dump stuff in his chest and over time he'll sell it and you can pick up the proceeds.

 

Then up a ladder you enter the new Main Bedroom which is in its own interior cell in the top of the tower.  It has its own private bath, a nice four poster bed with your choice of 5 different bed spreads, desk, safe, chest, wardrobe, etc.

 

The house has a total of five fire places now, so its a much warmer and more cozy place.

 

When I set out to do this redesign I knew I'd be creating something that meant people couldn't use other Breezehome upgrades so I took a hard look at both Elianora's Breezehome and JadeShadows Elysium Estate as the bar I was aiming to match or exceed.  I want to create something so nice, and so much fun to work on upgrading and hang out in you wouldn't want anything else.  I hope I've achieved that.

 

The Bannered Mare

 

The new version is... well... bigger.  There are now a total of six guest rooms, so it actually feels more like a real inn instead of this weird one room inn that only you the player ever used.  Now it really gets used.  Plus Hulda now has her own bedroom above the bar, and she actually gets to sleep at night.  At night her assistant Eerika takes over and will rent you a room.  We have a new barmaid as well.  Plus if Saadia meets and unfortunate end, there's a new replacement barmaid that shows up so the place still has a full staff.

 

But the biggest change is the new guest system.  Again, full marks to Blackbird Wanderer for designing this and I can't wait to get the rest of my part finished up so I can show this off.  What is it?  Well, I mentioned there are five extra guest rooms, as well as a guest register at the main bar.  We have a pool of over 40 unique NPCs that can randomly show up as guests at the Bannered Mare.  There is a quest system that randomly selects a guest who arrives at the main gate, walks up the main street and enter the inn where they go to the main bar and check in.  One of the barmaids then shows the guest to their room.  They light the candles (which are normally unlit) and baggage (which is different depending on what guest checks in) appears in the room.  The guest then will move about the inn and even wander around town.  Some guests are merchants and peddlers you can trade with (even late at night when other shops are closed).  The peddlers have carts that appear outside the main gate and the merchants have wagons that show up in a new "wagon park" I created out by the main road, and the wagons each have their own guard that appears as well.  The guest will stay a few days to a week or so (its random) and then will check out.  When the check out they go to the front desk, say good-bye and then leave.  One of the barmaids will then sweep out the room, put out the candles and clean up.  The guest room doors even lock when a guest is sleeping in there and the guest change into sleep ware at night.

 

I am super proud of what Blackbird has created for this, even if it did pull her away from SBC for a bit... it was well worth it!   At this point I'd say our Bannered Mare is the best inn in all of Skyrim!

 

This same system will get used for the new Rising Falls inn outside Whiterun near the Meadery but with a whole different set of guests.  A similar system will be used for the Refugee camp.

 

This helps make Whiterun more of a dynamic, living and breathing place and I think it adds a lot to the immersion.  You feel more like you're staying at a real inn with people coming and going and other guests checking in or out.  Despite all these big changes I worked hard on the rebuild to keep the proportions of the interior the same.  The fire pit is still there in the center with flanking benches and so forth.  You could almost think you were in the same old Bannered Mare... at first... and then you start noticing all the differences.  I tried to make it subtle enough it feels like the same familiar place... just better, roomier, easier to move around in even with a crowd, and more functional and more... alive.

 

I'm not sure, what I can tell you is that I did add a sewer entrance under there.  Whiterun now has its own tunnel / sewer / catacomb / cistern system (its a mix of construction done by different people in different era's for different reasons, and its turning into quite the maze, much of it is still unfinished).  So that might take a little tweaking at worst to keep compatible (like moving the entrance over a bit or something, there's room).

 

I can tell you that I did leave the option not to upgrade that side room so if you add an HSH slave cage there, that option still works.  Might even work a lil better cause I improved the navmeshing a bit.

 

The regular MME milk pumps or the fancy milk barn behind Belethors should still work fine with my mod.

 

Elysium Estate, Tara's Whiterun Brothel, and the Devious Devices shop should all also work fine with no conflict (I worked to mod around that area, I did place some trees in that area but the navmesh is unchanged and you can disable the trees with an in game feature if they are in the way of something you are using).

 

You should be able to use any appearance replacer you want for any of the vanilla NPCs, we've built in a quest allias system to ensure they still have the updated behaviors, factions and house keys they need.  The only two potential conflicts are both minor.  One is Lydia, I did lot of work on Lydia recently to make her look nice but also to give her stats and perks that make her a much better tank in a fight while staying lore friendly.  Unfortunately perks can't be added with aliases, in fact they can't be added at all.  So if you use an appearance replacer for Lydia and it doesn't update her perks, you might want to use TES Edit to copy my perks over, other than that there's no other conflicts with her.  I also gave Olfina Greymane better perks because if Vignar becomes Jarl, she becomes his housecarl and it seemed silly that she had almost no combat ability... now she's nearly a match for Lydia and Jon better be on his best behavior!  ?  Here again, while I'm working to update her appearance so she looks nice out of the box, if you want to use an appearance replacer for her you can she just won't have the upgraded stats and perks but you can easily copy that over in TES Edit an be good to go.  Since she doesn't fight much (unless its maybe a vampire or a KS Dragon attack) her combat ability doesn't really matter 99% of the time anyway.

 

I've still got a LOT of work to do, but I'm pushing to get the alpha release by Christmas.  I really, really, really want to do that.   It won't have any of the quest content and I may not have the tunnels part finished... but there will be a whole lot of new locations, buildings, NPCs and things for everyone explore, interact with and enjoy.  An the Battle of Whiterun is a lil more interesting now too, especially from the Stormcloak side.

 

Ah, I had thought the Breezehome basement mod was yours, but I was wrong.  It's by ThadeusCalvin.   But since you've moved Breezehome I'm certain it's not compatible.  One thing that was particularly nice was the "Back Door" exit/entrance (which was an outhouse across the Whiterun entrance road from the travel carriage, gotta love that humor).  It's especially nice as a freewoman in Slaverun.  I look forward to seeing your Breezehome and Lydia, of course.  I have the Bijin (sp?) Lydia and I rather like that look, but I'll try yours before I decide to muck with her.

 

Blackbird Wanderer is amazing.  If I'm not mistaken, they went from an Elder Scrolls modding newbie to practically an expert in very short time (I'd just say an expert, but I avoid programming games for immersion reasons and so lack specific knowledge about modding in Skyrim).  I truly admire them and their work.

 

If the sewer entrance to "The Dungeon" is a problem, then I can lose it *sniff*, but I'll live, teary eyed, but alive.  :P   The actual entrance is on the side, perpendicular to the culvert pipe and a few feet away.  Once inside, there are indications that the actual world space is in Windhelm, rather than behind the grey door.  I should paint it green, considering what goes on in there.

 

Immersion is where it's at for me.  This will be a great mod, I can feel it.

 

Posted (edited)
19 minutes ago, tinkerbelle said:

Ah, I had thought the Breezehome basement mod was yours, but I was wrong.

Yeah in mine the basement is actually the same cell as the main floor (so no load screen, just walk down the steps).

 

There's no back door, but it does have a shady lil garden outside with 8 Hearthfire style planters in pots.

 

19 minutes ago, tinkerbelle said:

Blackbird Wanderer is amazing.

Yup.

 

19 minutes ago, tinkerbelle said:

If the sewer entrance to "The Dungeon" is a problem, then I can lose it *sniff*

Ah well, may not be an issue then, mine is inside the pipe on the side wall.  That gets you into a tunnel that's part of the old barracks tunnels.  All the barracks were connected by a tunnel system that also served as an escape tunnel for the Jarl.  That tunnel in turn connects to the old cistern, and the Catacombs.  The Catacombs haven't been built yet but they'll connect to other stuff including the Old Crypts (which I also haven't finished yet). which are the lower part of the Crypts beneath the Hall of the Dead.  Those crypts will no longer have undead in them, but there will be other stuff going on there.  They're also getting expanded so that all the new NPCs will have burial urns in the event of an untimely demise, accident, misfortune or being eaten by a dragon.  Shit happens, ya know.  Andurs amulet will get placed somewhere in the Old Crypts and that will have randomly spawned leveled undead.

 

I got so much work to do in the next three months... so I'll just be over here panicking. ?

 

19 minutes ago, tinkerbelle said:

Immersion is where it's at for me.

Same for me and that's something I am heavily focusing on in this mod.

 

19 minutes ago, tinkerbelle said:

This will be a great mod, I can feel it.

Thank you, I'm doing my best to make it so.

 

Also far as I know it should be mostly if not completely compatible with Slaverun Reloaded.  It is completely compatible with AYGAS and works quite well.  Also compatible with Immersive Wenches and mostly with Yuriana (a few of the posters are floating in mid air was the only problem I recall).  Completely compatible with Misty Sky.

Edited by EinarrTheRed
Posted

The mod sounds better and better all the time.  A more lively Whiterun, (eventual) new quests and compatibility with Misty/IW/Elysium Estate/BBLS checks off all the important boxes for me.

 

In the past I've always liked Breezehome Fully Upgraded and the Group Bathing add-on, sounds like you've got that covered with your pool/bath with seating for 6, as well as the armory and HF garden area, alchemy and enchanting, etc.

 

The one little nit I would pick over a mod that's not even released yet is the separate cell for the main bedroom in Breezehome.  I like how I can have my waifu army wander around BFU and gaze longingly at me as I'm in my upstairs bath or bed (I am the Dragonborn after all).  I also know I can use MHIYH2 to schedule limited routines so they may come visit me on a day shift or night shift basis.  Just curious, is it a separate cell because of the memory limitations for a cell in the CK, or more practical reasons like a ladder was the only way to squeeze in an upstairs bedroom?  It's certainly nothing that will keep me from using the mod; like Tinkerbelle, it would at most be a minor inconvenience that I can easily deal with.

 

Looking forward to both this and the return of SBC so I can start a new game.

Posted
29 minutes ago, travelmedic said:

The one little nit I would pick over a mod that's not even released yet is the separate cell for the main bedroom in Breezehome.  I like how I can have my waifu army wander around BFU and gaze longingly at me as I'm in my upstairs bath or bed (I am the Dragonborn after all).  I also know I can use MHIYH2 to schedule limited routines so they may come visit me on a day shift or night shift basis.  Just curious, is it a separate cell because of the memory limitations for a cell in the CK, or more practical reasons like a ladder was the only way to squeeze in an upstairs bedroom?  It's certainly nothing that will keep me from using the mod; like Tinkerbelle, it would at most be a minor inconvenience that I can easily deal with.

Its a bit of all of the above.  Space constraints made building a working stair up difficult and trying to get sandboxing working on 3 floors was also an issue (which I did get working).  Originally I had bookshelves in the library with room to hold hundreds of books but that's since been cut down because I found out that with hi-res book texture replacers the memory usage for all those books became problematic (so I replaced most but not all the book shelves with nicely decorated cabinets that have the advantage you can store anything in them, not just books).  Even still, the main interior does demand a lot of memory especially if you have 4-6 NPCs sandboxing around in there.

 

Lastly putting the main bedroom in its own cell makes it good as a place for making save points.  If there are no other NPCs in there at the time you can usually reload a save game without those pesky crashes.

 

The bath has seating for six plus an idle marker for the shower upgrade.  I've been working on finishing out a Dwemer shower (and enchanted boiler) upgrade which will be one of the high end final upgrades.  Here's a sneak peak... its not the final version and I am already working on changing a few things but it should give you the idea.  Here's Lydia (my version) and Iona (Bijin's version) enjoying the bath.

Spoiler

ScreenShot21.jpg.4d2805e07353a991de9939a53c56d1f3.jpg

 

And Lydia under the shower

ScreenShot24.jpg.1a798781f0e4c9b7ecdfb91a6e508e1e.jpg

 

Posted

Thank you Einarr and I hope you didn't take my comment as any sort of criticism.  Sometimes I worry that my thinking out loud will be misconstrued in a negative way when it's only me brainstorming.

 

One other thought that occurs to me now, is will there be an outside balcony (like BFU) or tower top (I think like Elianora's Breezehome) accessible from the main bedroom that people can then fast travel from without having to go through an extra load screen walking through the house?

 

On the con side, I know it's more work with doors and landing zones  and more navmesh in an outside area.  The outside navmesh might also attract random people off the streets of Whiterun to walk through the house to get to the balcony if there are idle markers there.  Not to mention that if any followers who you want to bring with you have been put in wait or relax mode in the house, you still have to go get them and thus nullify the advantage of the balcony for one less load screen.  Plus, I know some people just don't use fast travel for immersion reasons.

 

On the pro side is just a little bit of added convenience, but again, certainly not something that would keep people from using the mod.

 

PS  The bath area looks great.  One thing I did before was set up an SBC captive in the BFU Bathing hall as a "bath attendant with benefits" for Lydia.

 

PPS:  Would the vertical sandboxing be fixed by an .ini file?  I may be totally wrong, but isn't that how EFF does it?

 

 

Posted
9 hours ago, travelmedic said:

Thank you Einarr and I hope you didn't take my comment as any sort of criticism.  Sometimes I worry that my thinking out loud will be misconstrued in a negative way when it's only me brainstorming.

No worries, we're just having a conversation.  You should have seen the behind the scenes conversation the other day regarding hairs styles and make up for just 3 NPCs in Prettier Bandits... I think all total there were 60 or so replies from my development team in one day on just that. ?

 

Also, mixing 2 custom tats in purple and pink looks like someone went overboard with those bubble gum press on tattoos.  Won't do that again. ?

 

9 hours ago, travelmedic said:

One other thought that occurs to me now, is will there be an outside balcony (like BFU) or tower top (I think like Elianora's Breezehome) accessible from the main bedroom that people can then fast travel from without having to go through an extra load screen walking through the house?

There isn't one, but IIRC I think it got discussed with my team at one point.  At the time there were other issues that made me back away from it, but that was also before Breezehome got relocated to its new spot and several other changes.  I'm not going to try doing it for the Alpha release but I won't rule changing it later on depending on feedback.   As far as load time, the main bedroom loads pretty quick from the main house since its not having to swap a bunch of textures in memory.  There is a bit of wait loading going into the house or coming out though because a lot of textures have to get swapped around.

 

From a role play standpoint, I kinda liked the bedroom being more secure and the only access was from the main house and a protective Lydia.  But that's just one role play point of view, not a major thing.

 

9 hours ago, travelmedic said:

PS  The bath area looks great.  One thing I did before was set up an SBC captive in the BFU Bathing hall as a "bath attendant with benefits" for Lydia.

Thanks, I still have a bit more work to do on it, some things about the boiler will get changed.  I may also put a white plaster behind the trellis on the left.  The way its built the trellis is out from the wall so its got a nice dimensional effect but because the grey wall is so dark its harder to see.  BTW, SBC or HSH slaves sandboxing into the bath will also change their clothes but collars are NOT removed (nor is jewelry).  So you can still do that.

 

I even worked on a bit of history about Breezehome (and have been doing that for a number of buildings since part of the focus of this mod is the history and heritage of Whiterun).

 

Straight from my notes:

Spoiler

Breezehome History

Built sometime in the later part of the 3E originally the house is over 300 years old.

 

Its original builder was a wealthy merchant who died during the Oblivion Crisis

 

The next owner of the house was a Dunmer fleeing Morrowind after the erruption of Red Mountain, early in the 4th Era.  The Dunmer was a scholar and rumored to be a mage.  He expanded and redesigned parts of the house.  Not much was known of the house's interior or what went on there as the Dunmer did not entertain visitors, especially not locals.


    In reality the Dunmer was a scholar who in particular studied the Dwemer and experimented with trying to recreate some of their technology.  The plans for the Dwemer Shower and Boiler will be discovered during the house upgrades and this will kick off a quest for the player to find someone who understands what the plans are for, and then eventually build the upgrade.


The Dunmer lived in the house until his death in 174, 4E.  No one would buy the home after that and so it was sealed up until the player buys it.

 

There is an NPC who will be added later (won't be present in the Alpha) who is a scholar studying Whiterun, he'll be your go to guy for history questions.  He's an Imperial but he knows more about the history of Whiterun and the Nords than most Nords.  His home is in the new Spring District next to Ysolda's new house.

 

9 hours ago, travelmedic said:

PPS:  Would the vertical sandboxing be fixed by an .ini file?  I may be totally wrong, but isn't that how EFF does it?

Its actually done in the game settings in the mod.  Its kind of another goof by Bethesda.  The short of it is that there is a game setting (under Gameplay > Settings in CK; fSandboxCylinderBottom and Top) that alters how it does sandboxing.  The way Bethesda set it, its sort of a flattened cylinder that only allows them to sandbox on one floor mainly.  But by altering that so the "cylinder" is taller, suddenly NPCs are better about sandboxing on multiple floor levels.  That allowed me to create building interiors with up to 3 floors and the NPCs would sandbox up and down them just fine. 

 

I'm still working on Breezehome, there's some new features I'm still working on designing that were recently requested by my development team.  Plus the dining table will have the option of swapping place settings (different kinds of meals, or just drinks, or clear the dishes entirely... and I freely admit I got the idea from JadeShadow's Elysium Estate, neat idea).  I am doubtful I'll have time to build the upgrade system before the Alpha release so probably what you will get is Breezehome fully upgraded.  Then as I get time to work on the next stages will add the upgrade system in.  You'll be talking to the new resident woodwright for upgrades a lot, Rolf Junderhjal who runs the Maul and Glut.  There's also a stonemason who will be involved in some of the upgrades as well.  After the Alpha release, Breezehome upgrades, and general dialog for the new NPCs will be my first priority.  After that I'll start working on adding the side quests and the Jarl's Council system.

  • 4 months later...
Posted

Needless to say, things have gotten delayed.  I had hoped to be able to do a public release prior to last Christmas, but life had other plans.  Things are still chaotic for me so its hard to find time to work on mods and after a the involuntary hiatus I'm also spending a lot of time just getting re-organized and catching up on where I had left off before I was forced to stop work.

 

That said, I am back working on this mod as I can.

 

As it turns out I'd gotten more done than I remember, which is good, but there's still a lot left to do to get it ready even for a "early access" type release.

 

Most of WhiterunWorld space is done, There's a few things around the exterior of Dragonsreach left to do, but other than that the main part of Whiterun has its locations and NPCs in.  Outside Whiterun there's still more work to do but a lot had also gotten done.  Most of the updates to the exterior navmesh are done and tested.  All the new buildings have accessible interior spaces, though most of them are still empty and undecorated right now.  The interior of the Rising Falls Inn however is had a lot of work done and has some furniture in.

 

Some of the new shops and locations just outside Whiterun include:

  • The Maul and Glut, a woodwright's shop
  • The Sundered Stone, a stonemason's shop
  • The Wyrm's Wick, a chandler's shop
  • The Practical Pot, a potter's shop
  • the small home of a priest of Zenithar
  • a Vigilant of Stendarr outpost
  • The Rising Falls Inn
  • a refugee camp
  • The Alarsen Farm

A couple of new burned out farms have been added to the map and named.  These locations will have a lil bit of story that can later be discovered in game.  Their main purpose is to emphasize the damage 25 years of Civil war, bandits and marauders has done.

 

Sweetwater Farmstead finally has all its NPCs in and functioning, though I still have to set their final appearance and finish adding clutter and misc. items to the farm house interiors.

 

There's also a lot of new foliage, rocks and things in the area outside Whiterun, making it more detailed and visually interesting.  If you're familiar with Bruma and the level of detail in its worldspace, I'm trying to do something comparable around Whiterun.

 

I don't know when I'll be able to do a public release, which bugs me.  But until I can get things sorted in real life, modding is going to be slow at best.  I'll try to post some screen caps when I can.

  • 2 months later...
Posted

Work is progressing on the mod toward getting a first release out.  So here's what's going on currently.

 

There's a new tower and interior next to Dragonsreach, this is the home of an aging priest, Thuvald the Ancient who is a priest of Kyne (as opposed to Kynareth).  Thuvald worships Kyne in her original Nordic aspect, not that watered down version the Alessians came up.  Kyne is the mother of Nords, goddess of storms, chief living deity of the Nords... far more than an agricultural rain goddess.  He also maintains open air shrines to Mara and Dibella flanking a large shrine to Kyne.  Eventually he will have custom dialog where you can ask him about Kyne and learn a bit of divine lore from him.  He'll also be featured in some side quests.

 

On the other side of Dragonsreach is another new building built into the exterior wall, this is the Jarl's Storehouse.  Used to store supplies, food, etc. in case of seige, it is an important location that will have a couple new NPCs living there who's job it is to manage the storehouse.  Plans are that at game start the storehouse will be a bit.... bare.... well... understocked.  Later after you become a Thane, some of the available (radiant) side quests will involve helping stock up on provisions, with some game effects as a result of doing so.

 

Outside Whiterun I've added a lot more folliage around the stream and done more work decorating the exterior of various buildings, shops and farms, its looking a lot better out there.

 

Currently I'm working on the Hall of the Dead which is getting a near complete rebuild.  The original Catacombs (where people were buried and you constantly had to fight skeletons) is getting moved into the same cell as the main part of the Hall of the Dead and the undead are being removed.  The burial area is being expanded to make room for all the new NPCs to have burial urns / coffins.  With no undead in that part, NPCs may visit dead relatives or friends... so if say... Jon Battleborn dies, you might see other Battleborns and Olfina visiting his grave in the new Hall of the Dead periodically.  Meanwhile, a new Catacombs is being built which will have leveled undead, this new catacombs will be a respawning dungeon where you find Andurs amulet and may have other quests there eventually.

 

Work has also started on overhauling Dragonsreach itself.  This is focusing mainly on sorting out the weird interior layout which... if you've ever tried to figure out how all those rooms connect... its not possible.  I'm working to fix that so that the interior layout matches the exterior of the building.  In the process new areas are being added.  A new cell will contain the servants quarters as well as a barracks for the new Jarls Housecarls.  The Jarl will now have a personal force of housecarls, not just Irileth.  These housecarls not only guard the Jarls quarters but may be sent out on missions.  What's more, before you become a thane, you can meet Lydia here BEFORE she becomes your housecarl (ever wonder where Lydia came from when she suddenly appeared in Dragonsreach as your housecarl... wonder no more).  At game start the Jarl will only have maybe a half dozen housecarls but there will be room for more, as Thane your actions may help that guard grow, strengthening Whiterun and your Jarl.  The Jarls quarters will be rebuilt, and the Jarl gets a new private deck with a heck of a view of Whiterun.  Other additions will include a new storeroom for food under the kitchen, a treasury, royal crypts, and a bath / hot room.  All together it should make Dragonsreach one of the finest palaces in the game and a rival to the Blue Palace.

 

I'm also working more on the Rising Falls, starting to get the sandboxing packages for patrons built and tested.  Meanwhile Blackbird has been working with me to debug and finish up the guest system for the Bannered Mare which will be the basis of a similar system for the Rising Falls.

 

I'll post some screen caps once I have more done.

 

 

Posted
17 hours ago, EinarrTheRed said:

Work is progressing on the mod toward getting a first release out.  So here's what's going on currently.

 

Looking forward to the new Whiterun, along with Blackbird Wanderer's new Sexy Bandit Captives.

 

  • 9 months later...
Posted (edited)

Small announcement.

 

Right now I'm on hold with all my mods.  Real life is taking up all my time and I just haven't had any thing left for games or modding.  Not something I'm happy about but it is what it is.  Some of you have been waiting for a long time for me to release my Whiterun mod, much longer than I would have liked.   Part of that was because the mod kept expanding, part of it was because I'm a perfectionist and I didn't want to release anything until it met my own high standards.  And some of it has just been real life demands eating up all my time.

 

Well... sometimes you have to adapt.

 

I have been thinking about going ahead and releasing what I have, talked it over with my beta test team and they encouraged me to do so.  So, my plan for now is to take the mod in its current state and clean up a few things, get everything bundled up in a new build and pass that to my test team to help me make sure what is currently there is working as intended (textures are there, navmeshing works, NPC behaviors are functioning, etc.) then hand it to Blackbird for a few scripting fixes before it gets passed back to me and then.... out to all of you.

 

This will be a early very alpha alpha WIP release.  So fair warning there is a TON of unfinished stuff.  Empty buildings that don't yet have their NPC occupants, lots of things yet to be done.  But... what is there does work and I dare say its beautiful and a big improvement even as is.

 

I can't say when I will get back to work on it, except to say... eventually.  But at least this way, it puts something out there everyone can hopefully enjoy instead of looking at a few screen shots and wondering.

 

That's all for now, it will probably take a couple weeks to get a public alpha release out.  I need to allow time for me to finish up fixing a few small things and then time for my team to do their part to get it ready for release.

 

I think I'll feel a little better too, just for having finally gotten something out and not feeling like all this work I've done, the hundreds of hours I've put in, had all been for nothing.  Even if it isn't finished, if some people can enjoy it, then it was for something.  That, I think, will help keep me motivated to get back to this as soon as I can at some point in the future.

 

Okay, maybe this wasn't really a small announcement.  I always had a gift for understatement.

Edited by EinarrTheRed
Posted
8 hours ago, EinarrTheRed said:

Small announcement.

 

Right now I'm on hold with all my mods.  Real life is taking up all my time and I just haven't had any thing left for games or modding.  Not something I'm happy about but it is what it is.  Some of you have been waiting for a long time for me to release my Whiterun mod, much longer than I would have liked.   Part of that was because the mod kept expanding, part of it was because I'm a perfectionist and I didn't want to release anything until it met my own high standards.  And some of it has just been real life demands eating up all my time.

 

Well... sometimes you have to adapt.

 

I have been thinking about going ahead and releasing what I have, talked it over with my beta test team and they encouraged me to do so.  So, my plan for now is to take the mod in its current state and clean up a few things, get everything bundled up in a new build and pass that to my test team to help me make sure what is currently there is working as intended (textures are there, navmeshing works, NPC behaviors are functioning, etc.) then hand it to Blackbird for a few scripting fixes before it gets passed back to me and then.... out to all of you.

 

This will be a early very alpha alpha WIP release.  So fair warning there is a TON of unfinished stuff.  Empty buildings that don't yet have their NPC occupants, lots of things yet to be done.  But... what is there does work and I dare say its beautiful and a big improvement even as is.

 

I can't say when I will get back to work on it, except to say... eventually.  But at least this way, it puts something out there everyone can hopefully enjoy instead of looking at a few screen shots and wondering.

 

That's all for now, it will probably take a couple weeks to get a public alpha release out.  I need to allow time for me to finish up fixing a few small things and then time for my team to do their part to get it ready for release.

 

I think I'll feel a little better too, just for having finally gotten something out and not feeling like all this work I've done, the hundreds of hours I've put in, had all been for nothing.  Even if it isn't finished, if some people can enjoy it, then it was for something.  That, I think, will help keep me motivated to get back to this as soon as I can at some point in the future.

 

Okay, maybe this wasn't really a small announcement.  I always had a gift for understatement.

Thanks for the "small" update.  :)    I still look forward to trying the alpha version and further forward to the final version.  Thanks.

 

Posted
29 minutes ago, tinkerbelle said:

Thanks for the "small" update.  :)    I still look forward to trying the alpha version and further forward to the final version.  Thanks.

Thank you.  I started work on building the next dev build this morning and will do some more this evening.  Even though the mod is still incomplete and has a lot left to be done, sometimes I forget just how much is actually already there.  Its been a long road getting here.

Posted

Well... good news and bad news.

 

I swear I'm going to stop announcing anything because its like every time do I jinx myself.  After the above announcement I started working on gathering up the files for the mod and looking at what needed to be cleaned up to get it ready for release.  That's when I ran into a problem with CK, it would let me open the esp but soon as I tried to view WhiterunWorld it would crash.  It ran fine in game so I figured CK had gotten corrupted.  I tried uninstalling just CK with Steam and.... for reasons unknown to me... Steam uninstalled everything and deleted my entire Skyrim game folder along with ALL my WIP mods.  My last back up of that folder is 6 months out of date... oops.

 

The good news is I had just finished copying all the Whiterun stuff to a mod archive folder... so I didn't actually loose much there and I'm working as spare moments allow to get it ready to release as an alpha WIP.

 

But the bad news is a lot of other stuff I was working did not have recent back ups (particularly Prettier Bandits) and a lot of work was lost and in a couple instances entire mod projects were lost... in all I estimate around 200 hours of work has been lost and I just don't have that kind of free time to rebuild it.  It may take me the rest of this year to do that.

 

That said, I am working on Whiterun.  I am finishing up some tweaks to Ysolda and Danica and then will be moving on to some stuff in the Bannered Mare that needs to be cleaned up and hope to have that done by this weekend.  Maybe a week after that I'll be able to finally post a WIP of the mod.

 

Hang on and stay tuned.

Posted
3 hours ago, EinarrTheRed said:

Well... good news and bad news.

 

I swear I'm going to stop announcing anything because its like every time do I jinx myself. 

 

I can't even imagine what it must feel like to lose that much work because of some stupid glitch like that.  Just know that we appreciate all the work you do for us in terms of your own mods, and the assistance you also give to other creators with their own mods.

Posted

Thank you for that, hearing things like that from time to time helps keep me going.

 

I intend to get this mod out as soon as I can, something I should have done long ago.  I know a couple of my beta testers have said they can't imagine Skyrim or Whiterun without it and neither can I, even in its unfinished state.  I hope soon, many of you will be able to enjoy it just as much.   That will make all of this worthwhile.

  • 2 weeks later...
Posted

Still making progress on getting the mod cleaned up for an early alpha release.

 

I have one problem I'm trying to get solved before release.  In the Wind District if you look across town (say from the Battleborn house looking towards the Skyforge or vice versa) I'm noticing a significant FPS drop.  It may be just because the additional stuff I've added, but I'm also checking to make sure there are no bad textures.  I'd like to have it solved before release but may not be able too.

 

Few things left to clean up related to the Bannered Mare and then it should be ready, so I'm not expecting this to take too much longer.

Posted
On 1/23/2023 at 1:39 PM, EinarrTheRed said:

Still making progress on getting the mod cleaned up for an early alpha release.

 

I have one problem I'm trying to get solved before release.  In the Wind District if you look across town (say from the Battleborn house looking towards the Skyforge or vice versa) I'm noticing a significant FPS drop.  It may be just because the additional stuff I've added, but I'm also checking to make sure there are no bad textures.  I'd like to have it solved before release but may not be able too.

 

Few things left to clean up related to the Bannered Mare and then it should be ready, so I'm not expecting this to take too much longer.

Sounds good.  Too bad I'm playing fallout 4 right now, but your whiterun will encourage me to take up skyrim again.

 

Posted
1 hour ago, tinkerbelle said:

Sounds good.  Too bad I'm playing fallout 4 right now, but your whiterun will encourage me to take up skyrim again.

Don't blame ya, the next DLC for X4 Foundations was just announced and I'm pretty sure that's going to distract me for at least a week when it comes out. ?

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