Last updated at 1:09, 22 Jan 2017 Uploaded at 8:01, 28 Jun 2015
A simple village expansion for Darkwater Crossing.
If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accommodations for the 4 NPCs who had no place to call home.
* Sondas Drenim will offer to share his house if married to you.
* Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
* 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.
Official Skyrim patch 126.96.36.199.8 or greater.
DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager peform 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 Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Nexus Mod Manager
Use the "Download with Manager" button. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.
Installation - Manual
Drop the Darkwater Crossing.esp and Darkwater Crossing.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.
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 Darkwater Crossing.esp and Darkwater Crossing.bsa from your Data folder. Then reload your game as usual.
LOOT should be used for optimal placement.
This mod must load after Skyrim Bridges or the landscape and navmesh changes will be wiped out and the NPCs will not be able to access their homes.
This mod must also load AFTER Immersive Citizens - AI Overhaul or the navmesh data will be overridden in areas where the new buildings have been added and the NPCs will be unable to navigate properly.
Fully compatible with Bring Out Your Dead.
Will not be compatible with other mods that change the Darkwater Crossing exteriors.