Thank you! No plays yet, I've resigned to using EtaC for darkwater crossing in SE myself. But since this is bare-bones, you can probably install it direct to SE without any issues.
Thanks, it doesn't use meshes that need to be converted or anything? If it's just a matter of resaving it in CK that would be wonderful but I figured it would be more complicated.
Aww I want to but I just saw the comments about the deleted navmeshes and itms and unfortunately I have no modding experience and don't know how to do manage those lol. I don't know how much they matter though...
Amazing job, love the very classic nordic feel of the new town and added home.
My only gripe is the banners. Maybe add in an option to change them. Having the banners for the Empire, House Telvanni and an evil Daedric cult in this otherwise seemingly very pro-Stormcloak traditonal nordic home seem very out of place/immersion breaking, Those are the only things stopping me from using this as my primary home. . Other than that, its amazing.
Great mod! Works as intended, didn't notice any issues with it either. The keep is amazing, especially with the view from the tower. Also, looking at the previous post... I didn't notice any issues with TES5Edit. Seems clean here... strange.
On the one hand, ClefJ is a prolific and skilled mod author with good descriptions on the front page and good interactions in the comments. On the other hand, he doesn't seem to use TES5Edit. - 31 ITM, 23 UDR, 3 deleted navmeshes - has 4 placed objects that conflict with Rorikstead objects in block -1,0 I thought the stone fortifications were excessive compared to other small settlements, so I went back to Arthmoor's Darkwater Crossing.
@structural: About the stone fortifications allow me to say that this is a characteristic of ClefJ's work, heavy fortified areas, which personally i love the most!! I always hated how small sentlements were originally made ingame! They look like half-finished areas in the middle of nowhere with dangers of any kind around! And when we talk about a mine area, such as Darkwater Crossing which offers much to the economy, what better and more logical than having strong fortifications (?).
@Dreadborn I agree; like most fantasy IP's, Skyrim's ecology makes no sense. With ubiquitous bandits and monsters, every settlement would have to be fortified (plus agriculture and water protected). We have to live with the disconnect, mod in walls for every village, or mod out the undefended villages
Just realized that I've been using this mod for nearly a year and hadn't endorsed. Apologies for that - great mod! Lore friendly and, as you say, it makes Darkwater Crossing far more appropriate it's pivotal early role (Ulfric's capture). Your work is great. I'm also using your updates on Dragon Bridge, Half-Moon Mill, Morthal, Rorikstead and Shor's Stone. Keep up the superb work!
By the way, for those of you who like to start your characters "poor" (which I usually do), but want to live in this are and find moving into the wonderful mansion a bit much at the start of your career, a very old mod " Darkwater Crossing Cabin" by Slip Trick [link below] works fine with ClefJ's mod. It is a far more rustic place. Then, when you've killed a few dragons and earned some gold, you can move into the great player house provided in ClefJ's mod.
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There's ground clipping near entrance gate. But for temporary fix I just remove record Darkwatercrossing in SkyrimBridges.esp :(
These are low resolution and I prefer to use the 2K ones I already have for Raven Rock.
My only gripe is the banners. Maybe add in an option to change them. Having the banners for the Empire, House Telvanni and an evil Daedric cult in this otherwise seemingly very pro-Stormcloak traditonal nordic home seem very out of place/immersion breaking, Those are the only things stopping me from using this as my primary home. . Other than that, its amazing.
Also, looking at the previous post... I didn't notice any issues with TES5Edit. Seems clean here... strange.
- 31 ITM, 23 UDR, 3 deleted navmeshes
- has 4 placed objects that conflict with Rorikstead objects in block -1,0
I thought the stone fortifications were excessive compared to other small settlements, so I went back to Arthmoor's Darkwater Crossing.
By the way, for those of you who like to start your characters "poor" (which I usually do), but want to live in this are and find moving into the wonderful mansion a bit much at the start of your career, a very old mod " Darkwater Crossing Cabin" by Slip Trick [link below] works fine with ClefJ's mod. It is a far more rustic place. Then, when you've killed a few dragons and earned some gold, you can move into the great player house provided in ClefJ's mod.
Slip Trick's mod: http://www.nexusmods.com/skyrim/mods/17081/?