I love the changes made to this but I have a bug. After getting Sorine and Gunmar and us 3 all standing in the light in Fort Dawnguard to prove we aren't bloodsuckers, Isran talks to the other 2 and then tells my girl Serana is here and to go see her, you moved her meeting place down past the workshops and troll den and now Isran never leaves his spot on the upper level as if expecting the dragonborn to meet him there and go to where the old torture room was. And so I am forced to console both him and Serana to the intended spot. Every single time I use this mod with different load orders, it doesn't matter load order, the result is the same. Once consoling the two the quest continues but it is an annoyance.
WARNING - If you have the wrong ENB or NAT weathers installed, this mod may make your Dayspring Pass overly bright, or totally grey without any color.
The mod adds in its own weathers, which do look pretty good in vanilla, but seem to have a habit of not playing nice with other visual effects. Just putting this here in case anyone else is in the process of spending 3 hours trying do diagnose their wonky color.
I seem to have that problem. I installed NAT weathers & NAT III ENB yesterday, there's a warning on the screen every time I enter Dayspring Canyon. Any suggestion on how to fix it, or maybe another ENB & weather mod that fits Immersive Fort Dawnguard?
Hello. I don't know how to fix this error. I can only tell you how to remove the error warning. You need to remove "NATENB_BadInstall" from the "enbseries" folder.
Once I install this mod, the Dawnguard Huskies are lost, when I use prid and player.moveto, I am teleported into the enclosure, but it is empty, so they should be there, but they are not visible or activatable. enable does nothing either
I ran into this issue, too. Looking in xEdit, both dogs are set to have an xMarker (editorID DLC1HunterHQKennelInitDisabled) as an enable parent (this is why using the console to enable isn't working). The marker itself is only enabled when DLC1HunterHQKennelInitEnabled is disabled. I didn't look into it enough to actually see what is causing the xMarkers to stay in the incorrect states, but if you want a quick and dirty "fix", just go into xEdit, head to the records for the two dogs, and make a patch removing the information under "enable parent" (XESP). They should just appear in game then. If they're still missing, you can now use the console to enable them.
There's good a chance it's a vanilla issue. I'd assume the state of these specific markers are defined by some vanilla script or however Bethesda did it (don't have time to dig into it, so this is just based on my assumptions). People just wouldn't have noticed if they experienced the issue without the mod because vanilla Dawnguard doesn't have the huskies themselves associated with the xMarker. From what I saw, it's just some decorations that are very easy to overlook.
I know this comment is over a month old, but for anyone that stumbles into this in the future wonder how to get their dogs back, I've bolded my amateur quick "fix" for the tl;dr people. Important bit being that I don't think the root of the issue is this mod itself, but rather some vanilla bug made more obvious by this mod attempting to make the availability of the dogs more immersive.
This mod is awesome, but I started having problems inside Fort Dawnguard. I downloaded this mod, in the middle of the game, around level 27, now I'm at level 37, so no chance to go back to an old save, if i still have.
If you added it mid playthrough there's nothing you can do. Those occlusion markers are persistent and lock in when you start your playthrough. A new game should solve it.
Hello So just started new game with this mod and noticed a compatibility error with the Lux lighiting mod. Around the Smithing area of the fort are a Buch of Braziers from the lux mod that are just floating. Iv looked around for a fix but dosnt seem like anyone els has run into this befor. and the only Immersiive Fort Dawnguard lux pach I can find is just to let the mod use the lighting additions from lux. The item in question are named Lux_BrazierWHStanding.
Edit: Im a dumnass and forgot to install the oficcial lux pach fomod. Ignore my bug report
I'm confused. I did install the Official Lux Patch fomod, and I have this patch, and it is loading after lux and IFD, but I still have the brazier problem for some reason.
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V1.2 has lots of bug fixes - see the changelog for details.
See you on the other side,
Granty
Please read the FAQ before posting bug reports :)
Face discolouration fix by Parapets - https://www.nexusmods.com/skyrimspecialedition/mods/42441
EasyNPC by Focustense - https://www.nexusmods.com/skyrimspecialedition/mods/52313
After getting Sorine and Gunmar and us 3 all standing in the light in Fort Dawnguard to prove we aren't bloodsuckers, Isran talks to the other 2 and then tells my girl Serana is here and to go see her, you moved her meeting place down past the workshops and troll den and now Isran never leaves his spot on the upper level as if expecting the dragonborn to meet him there and go to where the old torture room was. And so I am forced to console both him and Serana to the intended spot. Every single time I use this mod with different load orders, it doesn't matter load order, the result is the same. Once consoling the two the quest continues but it is an annoyance.
The mod adds in its own weathers, which do look pretty good in vanilla, but seem to have a habit of not playing nice with other visual effects. Just putting this here in case anyone else is in the process of spending 3 hours trying do diagnose their wonky color.
Great mod otherwise
I installed NAT weathers & NAT III ENB yesterday, there's a warning on the screen every time I enter Dayspring Canyon. Any suggestion on how to fix it, or maybe another ENB & weather mod that fits Immersive Fort Dawnguard?
There's good a chance it's a vanilla issue. I'd assume the state of these specific markers are defined by some vanilla script or however Bethesda did it (don't have time to dig into it, so this is just based on my assumptions). People just wouldn't have noticed if they experienced the issue without the mod because vanilla Dawnguard doesn't have the huskies themselves associated with the xMarker. From what I saw, it's just some decorations that are very easy to overlook.
I know this comment is over a month old, but for anyone that stumbles into this in the future wonder how to get their dogs back, I've bolded my amateur quick "fix" for the tl;dr people. Important bit being that I don't think the root of the issue is this mod itself, but rather some vanilla bug made more obvious by this mod attempting to make the availability of the dogs more immersive.
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Around the Smithing area of the fort are a Buch of Braziers from the lux mod that are just floating.
Iv looked around for a fix but dosnt seem like anyone els has run into this befor.
and the only Immersiive Fort Dawnguard lux pach I can find is just to let the mod use the lighting additions from lux.
The item in question are named Lux_BrazierWHStanding.
Edit: Im a dumnass and forgot to install the oficcial lux pach fomod.
Ignore my bug report