He's apparently cleaned it up quite a bit, reduced the banner sizes, gotten rid of my floating stables near Whiterun (lol), and added a few of his personal touches.
I haven't yet bothered installed SSE so I can't see for myself, but it's been well received so far. Go check it out!
This looks like a great mod, but every time I went to save a game it came up corrupt. After changing to a different fort dawnguard mod, the problem went away. It may have been a clash with mods on my end, which is what I'm believing, but I would rather you be aware in case of other problems, that I'm not sure of.
There's a weird issue with this mod. Whenever this mod is enabled, I can't progress with my DG quest because Isran won't talk to me. But if I turn this off, the quest proceeds again. Am I the only one? Or I'll have to repeatedly turn this thing on and off?
Anybody able to upload a fixed version of this mod? Really jarring leaving Whiterun and seeing part of a roof just chilling out about 80ft in the air. Haven't done enough to potentially encounter other bugs. Really want to use this mod cause it makes the Dawnguard MUCH more real compared to the vanilla game.
I was wondering, what might happen if you back-ported the esp from the SE version, but used it with the bsa from this mod? This bsa should have the non-converted meshes in it, which is why I ask.
I wouldn't recommend using sse, because Bethesda can easily break script extender; in fact it would be much less hassle for mod authors to just stick with LE. Regardless of all of SE's enhancements, it doesnt matter if Bethesda can just force you to have to update everything whenever they feel like it, LE will remain untouchable infinitly
I play as a vampire, and I found the "Destroy the Dawnguard" quest to be a little underwhelming, so I got this mod to make the attack challenging.
I took an AFT crew of vampires, and it was a pretty epic and long fight. -A couple of minor issues: some of the new NPCs were marked as essential, so I had to use the console to disable them onc "killed". -Some of the new dawnguards weren't hostile to me or any of my vampire followers (Dawnguard snipers, watchmen, unique npcs and some others). All the generic/vanilla ones (armored trolls, dawnguard hunters etc) were properly hostile.
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http://www.nexusmods.com/skyrimspecialedition/mods/9317/?
He's apparently cleaned it up quite a bit, reduced the banner sizes, gotten rid of my floating stables near Whiterun (lol), and added a few of his personal touches.
I haven't yet bothered installed SSE so I can't see for myself, but it's been well received so far. Go check it out!
Does this mod compatible with Immersive Dawnguard Dayspring Pass??
Breaking trainers is kinda like breaking the main game
isn't there any way you can fix this for your awesome mod?
You could sift through the script files, or just use xEdit to remove the trainer scripts from my NPCs.
Give it a try.
I read somewhere in the comments that that might happen? :confued:
Edit:Hmm, searching around you CAN easily backport SSE mods by just re-saving the mod in the CK EXCEPT for meshes, which in this case is facegen data.
schade das die wachen nichts taugen und gegen einen lächerlichen niederen Vampir ihr leben lassen..
aber ansonsten schöne mod
is this compatible with immersive fort dawnguard?
I took an AFT crew of vampires, and it was a pretty epic and long fight.
-A couple of minor issues: some of the new NPCs were marked as essential, so I had to use the console to disable them onc "killed".
-Some of the new dawnguards weren't hostile to me or any of my vampire followers (Dawnguard snipers, watchmen, unique npcs and some others). All the generic/vanilla ones (armored trolls, dawnguard hunters etc) were properly hostile.