Capital Whiterun Expansion - Patch Collection

⭐ ⭐ (931 endorsements) 📥 772,149 downloads 📌 v1.01 📅 7/21/2021
⚪ Last updated 2021

By MackDaMerc · Patches

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/30/2021 📅 Created: 7/21/2021
⚠️ Install Order · 5 steps
1🛠️ SKSE64 — Skyrim Script Extender 64 Download ↗
2🔧 USSEP — Unofficial Skyrim Special Edition Patch Download ↗
3🖥️ SkyUI — SkyUI (MCM framework) Download ↗
4🧩 Address Library — Address Library for SKSE Plugins Download ↗
5🔧 SSE Engine Fixes — SSE Engine Fixes Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.1% endorsement rate
  • 🏆 #93 of 243 Patches mods in this game by downloads

📋 About This Mod

Some patches for Capital Whiterun Expansion.

Capital Whiterun Expansion is one of the best Whiterun expansions available. It doesn't expand Whiterun's interior massively, and it doesn't add lots of useless clutter. Outside the walls, it adds just three buildings (the Roadhouse, the Customs Hall, and a courier).  I liked it so much, I decided to make a handful of patches for it to play nice with some of the other mods I use.

What these patches do:

A Few Trees in Whiterun: There were a quite a few trees that conspicuously clipped with several of the buildings added by Capital Whiterun Expansion. Some of its NPCs also seemed to hang up on a few trees. Some of the trees would protrude through the ramps, ramparts and towers of Fortified Whiterun. In keeping with the K. I. S. S. (Keep It Simple Stupid) theory, I moved the trees. Quite accidentally, the new tree locations also meld nicely with the following mods: JK's Bannered Mare, Oblivion Gates in Cities, The Bosmeric Drunken Huntsman, and This is Jorrvaskr.

Boardwalk Disabler: (Provided by InstantKor) instead of manually disabling the boardwalk (removing it from Whiterun's streets) by using the knives, this patch removes the boardwalk for you.

Fortified Whiterun (v1. 5)(not needed for v1. 6): (This patch requires a new play through to work correctly)

Outside the city fixes:

  • []In the outer bailey, along the western wall, there are three merchants. One merchant clips badly with the wall, the other is trapped inside it. This patch adjusts the location of all three so that they don't clip and aren't crowded together.

    []Two platforms added by CWE are blocked by Fortified Whiterun's walls (platforms removed).

   Inside the city fixes:

  • []The western most archway to the wind district (immediately north of the main gate guard house) had a section of the wall clipping at the top of the ladder. This is a good news / bad news situation. The good news is: I was able to resolve the clipping. The bad news is: the asset used to make the gatehouse requires its collision geometry to be edited so that the player can get on the rampart. The really bad news is: the ability to edit collision geometry is currently beyond my skill set. At least it will look a little better.

    []For those that do not use A Few Trees in Whiterun, this patch now moves the one tree that clipped through the platform in the Gildergreen Plaza. It will not conflict with the A Few Trees in Whiterun patch as they both move the same tree to the exact same location.

    Lanterns of Skyrim II: The Roadhouse's lantern was replaced with a swinging lantern. I also added a lantern to the Customs Hall and the courier's shack.

    The Brotherhood of Old: (Provided by InstantKor) this patch moves the clipping khajiit camp.

📊 Mod Details

Game
Skyrim Mods
Author
MackDaMerc
Version
1.01
Downloads
772,149
Endorsements
931
Category
Patches
Created
7/21/2021
Updated
7/30/2021

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