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[RELz] Dawnstar


Arthmoor

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dawnstar-logo.jpg

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 4.3.0 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.

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  • 2 weeks later...

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.

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  • 1 month later...

Version 2.0.2

Bodil's house was missing the light emmitance setting for the exterior windows.

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  • 6 months later...

Version 2.0.3

Fixed a gap under a rock behind Borgny's house.

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  • 3 months later...
  • 1 month later...

Version 2.0.5

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

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Version 2.0.6

Cleaned up some additional navmesh issues.

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  • 5 months later...

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.

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