About this mod

This mod overhauls Dragonsreach in Whiterun using various mod resource packs found on the Nexus, assets from some of the communities favourite mods and some of my own. It also converts the Jarls Quarters into a new player home with extensive views of Skyrim and a plethora of custom displays for most in game items. ICAIO & OCS versions available

Requirements
Permissions and credits
The most up to date version can be found at EEKs Immersive Whiterun, includes new clutter, furniture/containers and EXTERIOR INTERIORS.

Merging in with my EEKs Whiterun Interiors mod or a JK's Skyrim version is going to take a little longer. I've got some experimenting to do so I have moved all the meshes and textures from EEKs Beautiful Whiterun into the same file structure as the interiors and changed all the texture paths so you can merge it yourselves if you like for now.




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This mod overhauls Dragonsreach and adds a new playerhome in Whiterun using various mod resource packs found on the Nexus as well as assets from community favourite mods Bandoliers - Bags and Pouches, Winter is Coming SSE, HD Photorealistic Ivy, Heavy Armor - New Weapons, High Poly Project, SPOA Silver KnightBook Covers Skyrim, Unique Uniques.

In Dragonsreach I've done my normal and deleted a few walls here and there, added some windows, added tonnes more clutter and reconnect/switch around some of the doorways to make the internal layout make a bit more sense when compared to the exterior.

There are also two new NPC's. Ulfarr who works with Farengar and is married to Clara and Marco Virane who is the new chef and brother to Anton Virane from Markarth.

I have created two main versions, one is Dragonsreach with Dovahsreach and it's different patched versions, and the other is a merged version with EEKs Beautiful Whiterun and it's different patched versions.
Only use one esp from whatever version you use.

The EEKs Beautiful Whiterun version connects the door from Farengar's room to the greenhouse and also changes Clara's and Molly's AI to now use the new bedrooms in Dragonsreach. I also had to swap the greenhouse around too as when building it originally I didn't realise there wasn't an internal mesh that would let me place the door in the same corner.
IT ALSO REPLACES EEKs BEAUTIFUL WHITERUN.

There has also been a change to Irileth's AI making her sleep in her new bedroom instead of staying up all night.

The Immersive Citizens versions delete some clutter and furniture, moves some markers to more relevant positions and redirect Irileth to her new bed.

The Open Cities Skyrim versions forwards teleport destinatons and removes the door in Farengar's room and replaces it with bookcases.

The Eli's Breezehome versions of the EEKS DR+BWR version places a strong box on the table, fixes the deleted navmesh issue and rearranges outside. The EEKs Dragonsreach - ElisBH Patch just places the strong box on the table and is necessary when using Eli's Breezehome with the Dragonsreach versions. You will need to rename the main esp to EEKs Dragonsreach.esp for the patch to work (I can't be arsed to make another 4 versions).

There are also some patches available for Apophysis Dragon Priest Masks and Rustic Soul Gems that redirect the texture paths to the relevant textures in the mesh. The Rustic Soul Gem patch only affects the static animated/glowing meshes I've added.

The Mystic Condenser patch moves the condenser to a more suitable position. When using this patch rename the main esp to EEKs Dragonsreach.

Included are the 2K textures from SPOA Silver Knight that are used on some of the mannequins. They are set up on the same texture file path as the mod so if you already have it installed you can delete the textures from this mod. There are also 4K textures available with the original mod.




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The new player home, Dovahsreach, is placed in a duplicate of Whiterun and is accessable via the door to the balcony in the Jarls Quarters. To gain access you'll need to buy Breezhome and there will be a strongbox with the key inside on your bedside cabinet. For Eli's Breezehome users it is placed on the table downstairs with the other keys. I thought of many better ways to implement the home but don't yet have the knowledge to implement them properly so until then it's this.

To get round having to go through a total of six loading screens to get in and out of the place I have placed a Teleport Spell Book the otherside of the bed in Dovahsreach. To get out just fast travel with your map. There isn't a non cheaty way to get back to Dragonsreach from Dovahsreach but if you really want to you will have to TCL through the top floor where you'll see a door on the underside of the floor.

Throughout Dovahsreach you will find various activators for placing items. Some of these will be via direct placement but the majority are done via Display containers. The Display containers are clearly labelled and are restricted to only allow the required items. Only one of any item is required to be placed in the container.


You will also notice several new crafting stations that are used to build all the bottom floor display walls/stands and items. I have left the main display walls unrestricted so that you can get an idea of what to collect whilst out exploring. The mannequins and a few other items are restricted and will require that armor piece/quest item to be in your inventory in order for the recipe to show in your crafting options.

When placing certain objects, the Sigil Stone for example, new crafting stations such as the Atronoch Forge will appear. This in turn opens up more crafting options. Next to the forge you'll see a recipe strong box with recipes detailing what can be crafted through the Atronoch Forge. I couldn't really work out how to restrict this crafting so it's only done somewhat by recipe.

I've tried to make it as intuitive as possible so let me know if your struggling to find/place something.




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If installing this mod mid playthrough you will probably experience floating objects and the enchantment table being in the vanilla position. These are items that are baked into your save and I can't do anything about them. Deleting them through the console is recommended but don't delete any chests. For the enchament table use Jaxonz Positioner.
To avoid this altogether it is recommended to start a new game.

Any mod that alters the interiors of Dragonsreach will be incompatible as I have pretty much changed everything in some way and you will need to delete the following interiors from any conflicting mod using SSEedit, it'll only take a minute.

Navigate to Cell:-

Block 5 - SubBlock 5 Dragonsreach
Block 6 - SubBlock 6 Dragonsreach Jarl's Quarters
Block 0 - SubBlock 9 Dragonsreach Dungeon

Right Click and remove entry, then exit.


Dragonsreach Dungeon isn't a biggy as all I have done in there is change the lighting so if you need to keep this for another mod delete it from mine.

I've taken a look at Palaces & Castles Enhanced and determined a patch is pointless as nothing would stay. This is by no means a slight to Sette and his work it's just that they don't meld well with the changes I've made, so these will also need deleting.

All lighting mods will need to be edited in the same way, except those that change the lighting template & image space only, ELE for example. To use ELE's settings just place it beneath this in your load order. I've implemented my own lighting that is very much in the style of ELFX & RLO.

Some of the lights/beams and their sources are on timers for a day/night cycle type effect. The state is determined on initial cell load and sometimes will become a bit jank when waiting/sleeping in there, causing some flickering. Coming back later will sort it.

As usual the lighting is at it's max in there and introducing extra light sources may cause some flickering. The windows now cast shadows which looks nice but the extra shadowcasters "maybe" problematic for weaker machines.

Be aware that the EEKs BWR version comes with replacement meshes for a lot of Whiterun as well as textures for the stone city walls which have been re-pathed to wrstonemortar01 texture. Feel free to delete these as you see fit to suit your needs, the only ones truly required are the ones created by Ambershore and are part of the mod proper. I've also included the re-mapped firewood meshes so that the logs aren't identical. Check EEKs Beautiful Whiterun for more details.

The mannequins are created using vanilla meshes so some armor mod textures may conflict with them. Weapon placement was done with LeonWolf's Better Shaped Weapons meshes but again may be slightly off dependant on what meshes you use.

You don't need to re-run Dyndolod for the trees as they are set up under different names and set to full lod so that will appear from outside the city. Bit of a bonus for me was when I first loaded up Dovahsreach the trees from EEKs BWR appeared in the duplicate world so it doesn't look so empty. I haven't experimented running Dyndolod with this mod active but it shouldn't cause any problems. If it turns up in the world listing just untick it as it uses the Tamriel Lod.

Just so you know Dovahsreach has it's own weather and includes the Sovngarde sky and non Whiterun auroras. When it's cloudy and raining the cloud textures can play havoc with the glass. I'm up for making it so it doesn't rain but I left these weathers in because they can transform the place at times and it looks really atmospheric in there. Let me know what you guys think on the subject. ENB depth of field struggles focusing with the glass as well but in game depth of field is fine.

The door in Farengar's Lab on the Dragonsreach version leads no where and is meant for the EEK's Beautiful Whiterun version. Whilst I replaced it on the OCS versions it didn't occur to me (d'oh) to do it on the non OCS versions. When I next do some updates I'll try to remember to sort this. Probably not until I'm doing final versions of everything Whiterun, so a ways off.




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For reference my PC specs are i7 6700K, GTX 970, 16gb RAM, SSD, Win 10, so fairly old! I tested on a mod light build of USSEP, 2k+ textures for everything, JK's Whiterun, Waterplants, Real Wildlife, Birds of Skyrim, Birds & Flocks SSE, Immersive Citizens, Vivid WeathersRudy ENB.

I haven't suffered any performance issues in Dragonsreach.

Loading times into Whiterun (if using that version) and Dragonsreach will be increased as it is loading a lot more in, nothing major though. Mechanical drive users in particular will suffer!

In Whiterun without this mod I have a near constant 60 fps everywhere with a slight fluctuation of 1-2 fps in places. With this mod enabled you'll definately hear your fans rev up! There is a big drop (10fps) whilst stood at the entrance looking up the main street as well as on the top steps of Dragonsreach and looking back across the city. It soon sorts itself out though when you turn away. With Rudy ENB on I lost a couple more frames here and there but nothing to write home about.

These are the longest draw distances in the city and the only thing I can do is to delete some stuff or get a better PC, I'm happy to live with it! I have added more occlusion boxes where I can in order to help keep performance up.

In an effort to keep performance up in Dovahsreach I have deleted almost everything except buildings, walls and terrain from Whiterun. Whether this was necessary or not I don't know as I did it early on as a just in case, but I imagine it was.

As you fill Dovahsreach performance will decrease and loading times increase. I went from 60 fps to 45 fps in places over the course of filling it up but considering what's is in there I call that a win!

If your wondering what you performance will be like when Dovahsreach is fully loaded you'll find various test/cheat chests inside the tower on the balcony. There purposes are clearly labeled and player discretion is advised. I recommend doing this when testing if it'll stay in your loadorder as it'll help with your understanding on how it all works. I also recommend doing the top floor first and then having a run around the bottom just so you can get an idea on what is added. If you just pick the items from the Items Required chest and run around the crafting stations you'll also see what gets crafted where.

Also remember you don't have to place everything, even placing 50% of it still looks cool! So just place what you can if performance starts to suffer.




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USSEP and JK's Whiterun (if using the EEKs BWR version) are required masters. Book Covers Skyrim is required for the meshes and textures.

EEKs Renthal Flora Collection is recommended as I have designed and planted with these meshes and texture variations but there is no reliance. Skyrim 3D Trees & Plants also looks good and adds a totally different atomsphere to Whiterun.

Realistic Aspen Trees is recommended as I have placed fallen leaves to match the colour change in leaves, not a biggy though.

Embers HD is also recommended as I have come up with a work around for the blinking smoke utilising it's FXfireWithEmbers01_Cheap mesh which emits smoke that doesn't blink.

Guard Torch Remover is recommended to help with any blinking light sources caused by torches.

Rustic Animated Potions especially for ENB users.




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A new game is recommended. Install normally but just make sure that your using the right version of this mod for your mod list and this mods esp and patches are loaded after any mod that makes changes to the navmesh. Ideally as low as possible but LOOT should take care of it. This is a mixed load order so just remove the mods your not using and remeber you can have what you like in between these esp's.








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