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Dawn of Whiterun by BluePianoTwo

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https://www.nexusmods.com/skyrim/mods/37460/?

 

Lore friendly Whiterun enhancer.

 

Dawn of Whiterun is 100% lore-friendly and focuses on making Whiterun the trading capitol of Skyrim that it was meant to be. Plus, it uses DLC resources to pull everything together, and is one of the very first city overhaul mods to pull from the DLCs.

 

Lastly, the entire mod is script-free meaning that you can try it out risk-free, as the lack of scripts makes uninstalling much safer.

 

Enhancements include:

- 6 new merchants and vendor stalls

- Updated market square

- New livestock

- East Empire Company headquarters and representative

- A TON of immersive clutter

- Whiterun gate details

- Jorrvaskr entrance details

- Bannered Mare patio area

- Shrine of Ysgramor in Wind District

- Details around the Shrine of Talos, Gildergreen, and Dragonsreach

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I liked this one too. A coupe of suggestions:

 

The Skyforged dagger and battle ax plus the coin purses by the by the new statue should not be free to take - they should at least count as stealing if you grab them. (Easy enough in the night with few guards around.)

 

Also, Mithllon has a magic bow and sword laying on his table - he should have a magic weapon or two for sale in his inventory. (Maybe he does at higher levels I was only level one when I ran around the place.)

 

Great mod. Used with with Immersive Patrols and Inconsequential NPCs - makes for a nice bustling city. Love the goats and chickens in town (I assume they are yours) - they give it a very medieval feeling.

 

Can't wait until you do some more of the cities... hint hint...

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This one I exchanged for the Whiterun version of Immersive Settlements because the fps drop was more than I can tolerate for a city enhancer. Still loving Riften and Windhelm tho.

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Doesn't Immersive Settlements - Whiterun only cover the exterior of the town though?

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Yep, only exteriors. So I can give Whiterun "something" at least before entering the city. I loved the change Piano made to Whiterun inside walls but the performance impact was noticeable.

 

The word "exchange" was not a good choice :P

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I only got 2-3 FPS drops in Whiterun, and that's on a HD6950 2GB card... I guess it differs a lot per system.

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That's weird. I have a "good" rig but Whiterun hits me hard for some reason "10" fps.

 

Sent from my XT890 using Tapatalk

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The performance hit is pretty small by itself, but depending on what other city/lighting/enb mods you are using, the impact can increase.

 

If you have any questions about my mods, please don't hesitate to ask! :)

 

- BluePianoTwo

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Without lighting/enb 10 fps too. It's really weird. The only place where my performance drops so much.

 

Sent from my XT890 using Tapatalk

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Hey Piano, I was wondering if you could please remove the 3 wild edits to karliah's armor in this mod. I just noticed it from running the mod together with krypto's Nightingale Hall Restored. :)

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Hey Piano, I was wondering if you could please remove the 3 wild edits to karliah's armor in this mod. I just noticed it from running the mod together with krypto's Nightingale Hall Restored. :)

 

They're in Dawn of Riften, not Whiterun, and I was actually going to ask about them as well...

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Hey Piano' date=' I was wondering if you could please remove the 3 wild edits to karliah's armor in this mod. I just noticed it from running the mod together with krypto's Nightingale Hall Restored. :)[/quote']

 

They're in Dawn of Riften' date=' not Whiterun, and I was actually going to ask about them as well...[/quote']

Woops, too much navmesh editing can ruin your eyes :p

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OK, file this under weird and I still can't pin point what is the precise issue, but here it is:

 

Dawn of Whiterun causes the NPC Braith to fade into partial and usually complete invisibility.  Basically, like she (the whole NPC, clothes, skin, eyes, et al)  in particular is being rendered in and out of the game, while interactions, voice and scripting all stay normal.

 

So, how did I come to pint this issue on WhiterunAlivePiano.esp?

 

Well, I first suspected Xvision Complete and NonEssential Children, even the Unofficial Skyrim Patch, but after loading up clean saves entering Whiterun for verification via the process of elimination I finally started looking at seemingly unrelated mods...like Dawn of Whiterun. ( also have a mod that adds trees to Whiterun, but disabling it had no effect on Braith, etc)

But, I don't know how WhiterunAlivePiano.esp could cause this...my theory is that so much is being added to the city space that my PC won't render Braith? But why Braith and as far as I know, just Braith? Nothing on close inspection in TESSEdit showed anything to do with NPC's other than the NPC's added by the mod.

 

All that I know is that like a flip of the switch, WhiterunAlivePiano.esp enabled = Braith becomes a wraith, WhiterunAlivePiano.esp disaabled = Braith is normal...

 

O.o

Edited by Kuldebar
No spoiler tags

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Have you tried running a pristine MO profile with only Dawn of Whiterun activated? I'm talking 100% clean here, not even USKP.

That would determine if the issue really stems from DoW or if it's actually some sort of incompatibility/coincidence.

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OK, file this under weird and I still can't pin point what is the precise issue, but here it is:

 

Dawn of Whiterun causes the NPC Braith to fade into partial and usually complete invisibility.  Basically, like she (the whole NPC, clothes, skin, eyes, et al)  in particular is being rendered in and out of the game, while interactions, voice and scripting all stay normal.

 

So, how did I come to pint this issue on WhiterunAlivePiano.esp?

 

Well, I first suspected Xvision Complete and NonEssential Children, even the Unofficial Skyrim Patch, but after loading up clean saves entering Whiterun for verification via the process of elimination I finally started looking at seemingly unrelated mods...like Dawn of Whiterun. ( also have a mod that adds trees to Whiterun, but disabling it had no effect on Braith, etc)

But, I don't know how WhiterunAlivePiano.esp could cause this...my theory is that so much is being added to the city space that my PC won't render Braith? But why Braith and as far as I know, just Braith? Nothing on close inspection in TESSEdit showed anything to do with NPC's other than the NPC's added by the mod.

 

All that I know is that like a flip of the switch, WhiterunAlivePiano.esp enabled = Braith becomes a wraith, WhiterunAlivePiano.esp disaabled = Braith is normal...

 

O.o

 

 

# This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espApachiiHair.esmApachiiHairFemales.esmApachiiHairMales.esmSkyrim Project Optimization - No Homes.esmLanterns Of Skyrim - All In One - Main.esmTravellersOfSkyrim.esmXFLMain.esmXvision Children.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espSkyrim - Player Re-Voiced - Elven Races Complete - Male.espRelightingSkyrim.espRelighting Skyrim - Dawnguard.espRelighting Skyrim - HearthFire.espRelighting Skyrim - Dragonborn.espRelighting Skyrim - Update.espXvision Children - USKP.espXvision Children - Complete.espHousecarl Greetings Fix.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espRainbows.espBardSoundsMalukah.espImmersive Sounds - Magic.espImproved Combat Sounds v2.2.esprandomthunder.espmintylightningmod.espAMatterOfTime.espAuto Unequip Ammo.espAuto Unequip Helmet.espDragonBlood.espFullyEquippedBlacksmiths.espGBob_More_Minor_Vendors.espHARODATH_ImmersiveSoulgems.espHoldBorderBanners.espLanterns Of Skyrim - AIO - Dawnguard.espLanterns Of Skyrim - All In One - Somber ENB.espmcCampingLite.espCraftable and Placeable Havok-enabled Bedrolls .espORM-Arvak.espPoint The Way.espPopulated Dungeons Caves Ruins.espPopulated Forts Towers Places.espPopulated Lands Roads Paths.espShootingStars.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espSmoking Torches.espSwiftPotion.espSurilie And Argonian Wine.espTelvanniGuards.espTravellersOfSkyrim - Vanilla.espTravellersOfSkyrim - Dragonborn Addon.espimmersive wenches.espRaceMenu.espSkyUI.espSaveHotKeyMCM.espDreamBurrowsRegalHuntsmanArmor.espenchantedclothing.espmage_clothes_plus.espGlass Mage Armor Skyrim Vanilla.espGlass Mage Armor Outlander Gold.espGlass Mage Armor Ashlander Silver.espImmersive Weapons.espTwohanded Dawnbreaker.espSunburst Dawnbreaker.espwarchiefarmor.espSmithing Perks Overhaul_Remade.espComplete Crafting Overhaul_Remade.espCCO_SIC_Patch.espBetter City Entrances - All in one.espHolmwood.espBHTNF_Eli.espbeginnersshack.espGildergreen Regrown.esphigh hrothgar overhaul.esphjerimtnf.espHoneysideTNF.espproudspiremanortnf.espBetterDocks-MP-DLC-Compatible.espVHTNF.espWhiterun Ferns.espWindhelm Lighthouse.espHearthfireChimneys.espSkyrimCoinReplacerRedux.espWinterhold College Mage Student Dorm Improvements.espBrighter Campfires X15.espBrighter Candles.espGrassOnSteroids_Short.espInconsequential NPCs.espXvision Children - IncNPCs.espThe Paarthurnax Dilemma.espSleepTight.espRun For Your Lives.espGuard Dialogue Overhaul.espWeaponsArmorFixes_GuardDialogueOverhaul_Patch.espParalyze.espRichMerchants.espSkyFalls + SkyMills + DG + DB.espSkyFalls Dragonborn Small waterfalls.espConvenient Horses.espTrueGauldurAmulet.espUnreadBooksGlow.espWeapons & Armor_DragonPriestMasks.espsm_winterholdgate.espClosedBorderGates.espImpeREAL Empire - Unique Cities - Falkreath.espWhiterunAlivePiano.espOblivion Gates v3 - Skyrim + Dawnguard DLC.espDawnofRiften.espDawnofWindhelm.espFrostflowHome.espSky Haven Temple M&M3.espPopulated Cities Towns Villages.espBFT Ships and Carriages - HF.espSkyrimSewers.espForgottenMagic_Redone.espForestAtronach.espBetterMagic_FULL.espAuto Unequip Shield.espBeards.espBrows.espFlansEyesForSkrim.espTheEyesOfBeauty.espThe Eyes Of Beauty - Elves Edition.espPresets 2-3.espNPC_Overhaul_V_1_.espUSKP_NPCoverhaul_Patch.espprostitutes.espXFLDialogue.espXFLPlugins.espAnders_Companion.espAnruin - Faendal Replacer.espAuleric_Nord_Mage_Follower.espAzener.espAzazel.espBenor.espBrothers.espCrazy Sexy Cicero.espDelphine Makeover D2.espDimitri by CrimsonFairy.espFaelarNightfoot.espHot_Male_Housecarls.espJon Battle-Born.espJulienFollower.espJulienTheWise.espJulienTheWild.espKaiden.espMale Elven Followers Compilation V1.espMarque.espMarcurioGB.espOnmund by CrimsonFairy.espRavishingRedheadsFancy.espTalvas by CrimsonFairy.espValden.espNoNakedComments.espNonEssentialChildren.espXvision Children - NEC.espClassicClasses.espCharGen Morphs.espTTYM - Think to Yourself Messages.espNo More Glowing Edges.espiNeed.espWATER.espWATER Plants.espWATER DG.espWATER DB Waves.espImmersive Travel.espBashed Patch, 0.esp

 

 

For future reference, please use spoiler tags for long lists. Thanks :)

Fixed it for ya this time.

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      Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files.
      (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.)
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm
      TES5-Terrain-Tamriel-Extend.esm, SSE-Terrain-Tamriel-Extend.esm - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
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