totally unusable with dawnguard. there just no dawnguard fortress anymore. uninstall and many oher stuff with tes editor don't help to come it back. argh don't wanna start new game, but there's no way I guess.
Just tested this on my install, it appears to work fine. Though I did edit the ESP with TESEdit to add in Dawnguard height map changes and to clean it, as it has deleted references that should have just been disabled and can cause CTDs if another mod edits the deleted reference.
Not sure if I am going to with this or Unique Border Gates, which is a nice mod but does not add guards to every gate (sometimes bandits, sometimes adventurers, etc). Closed and Guarded Border Gates is decent as well but does not add any NPC creature-comforts like tents, cooking apparatus' etc. Yet at the same time, Closed and Guarded Borders is the only with any real navmesh updates for the newly placed scene props.
have you tried making a tes5merge patch and after that a bashed patch with wryebash? I don't use MO so the way this follows is still according to the old rules. I don't know if it actually works with this but i have been doing it this way since forever and never had any issues.
Is there any way to use the console to teleport to one of these outposts if you've never been there before? I'm trying to use one as an alternate start (my character is just migrating from Cyrodiil to Skyrim) and I want to start directly at the outpost, but I've typed everything I can think of "help outpost" "help cyrodiil" "help border" I can't find anything.
In case, you should also think as to make the border open as the Civil War is finished, as there will not be any reason to lock the gare at that point.
(And, btw, they are by now some mods allowing for towns and others locations out of the borders).
Just wanted to point out that the border the player was crossing before the start of the game was the Rift-Falkreath border, not the Cyrodiil-Skyrim border. The Stormcloaks (and player) were captured at Dark Water Crossing. The Imperials then arrived at Helgen from the East, on the road from Helgen to Ivarstead. There is also no road from Helgen to Pale Pass.
The idea was for them to be holding the border to prevent the Civil War from spilling over. They aren't supposed to be permanent border checkpoints. I was really just going off of the TV Tropes idea.
I get what you're saying but nonetheless they can do it from their side of the border. You could have put Redguard soldiers or archers on towers or the border itself. As they are right now, they're basically invading Skyrim. That would be more authentic. Great mod nonetheless.
Will you still make a Wall with a Gate past Windhelm when you go to that Broken Tower with the Frost Trolls, where you are blocked by an Invisible Wall
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upd: have any ideas how it can be fixed?
Not sure if I am going to with this or Unique Border Gates, which is a nice mod but does not add guards to every gate (sometimes bandits, sometimes adventurers, etc). Closed and Guarded Border Gates is decent as well but does not add any NPC creature-comforts like tents, cooking apparatus' etc. Yet at the same time, Closed and Guarded Borders is the only with any real navmesh updates for the newly placed scene props.
endorsed
In case, you should also think as to make the border open as the Civil War is finished, as there will not be any reason to lock the gare at that point.
(And, btw, they are by now some mods allowing for towns and others locations out of the borders).