Arthmoor Posted November 17, 2017 Share Posted November 17, 2017 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. Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Dawnstar.esp and Dawnstar.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Dawnstar.esp and Dawnstar.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the city. Compatibility Compatible with Falskaar - Dawnstar dock addition from Falskaar remains accessible. Compatible with Bring Out Your Dead. Will not be compatible with other mods altering the city layout. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. Kelsenellenelvian, namralkeeg, Leonardo and 2 others 5 Link to comment Share on other sites More sharing options...
Kelsenellenelvian Posted November 17, 2017 Share Posted November 17, 2017 Hell yeah!!! Link to comment Share on other sites More sharing options...
Arthmoor Posted November 25, 2017 Author Share Posted November 25, 2017 Version 2.0.1 Fixed some navmesh issues near the inn that were causing NPCs and guards to get stuck. Moved some patrol markers out of the bushes so the guards won't be standing in thorns. Moved foliage that was clipping with Gjak's house. Link to comment Share on other sites More sharing options...
Leonardo Posted November 26, 2017 Share Posted November 26, 2017 Thanks for sharing Arthmoor, much appreciated. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 26, 2017 Author Share Posted December 26, 2017 Version 2.0.2 Bodil's house was missing the light emmitance setting for the exterior windows. Link to comment Share on other sites More sharing options...
Arthmoor Posted July 20, 2018 Author Share Posted July 20, 2018 Version 2.0.3 Fixed a gap under a rock behind Borgny's house. Link to comment Share on other sites More sharing options...
Arthmoor Posted November 7, 2018 Author Share Posted November 7, 2018 Version 2.0.4 Navmesh cleaning with new versions of xEdit. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 11, 2019 Author Share Posted May 11, 2019 Version 2.0.5 Two of the new houses were missing their window emmitance settings. Link to comment Share on other sites More sharing options...
Arthmoor Posted June 22, 2023 Author Share Posted June 22, 2023 Version 2.0.6 Cleaned up some additional navmesh issues. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 14, 2023 Author Share Posted December 14, 2023 Version 2.0.7 Updated USSEP synchronization. Thanks to Robert (of Rob's Bug Fixes fame), some more nvamesh trimming was done to reduce the conflict footprint. Link to comment Share on other sites More sharing options...
Arthmoor Posted July 26 Author Share Posted July 26 Version 2.0.8 The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096) Link to comment Share on other sites More sharing options...
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