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Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.

* Each NPC now has their own home.
* All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
* LOD has been generated for the area, including trees, that account for the changes.

My Patreon Page: https://www.patreon.com/arthmoor


What's New in Version 2.0.5

Released

Two of the new houses were missing their window emmitance settings.


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33 minutes ago, chomppig said:

Hello, I love your town mods. Are the patches for JK's Skyrim uploaded anywhere?

Patches for JK's Skyrim are on the JK's Skyrim Nexus page.

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Thank you. I misread Jk's compatibility notes and thought the patches were on Arthmoor's old nexus pages.

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Trying to patch 2 conflicting Package records between Dawnstar and AI Overhaul. The only change that Dawnstar makes is to the schedule (PSDT - Schedule) for these 2 records, so can I just use the records from AI Overhaul and add in the changed schedules?

DawnstarIronBreakerMinerPackage (000876D8)

DawnstarQuicksilverMinerPackage (000877A8)

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