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ClefJ

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ClefJ

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53 comments

  1. Chimer11
    Chimer11
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    I must say, this is my favorite Overhaul of DWC. Makes me actually  want to visit frequently. Thanks for sharing! 
  2. deleted69465838
    deleted69465838
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    • 17 kudos
    This looks like the mod need patch for Skyrim Bridges mod or otherwise.

    There's ground clipping near entrance gate. But for temporary fix I just remove record Darkwatercrossing in SkyrimBridges.esp :(
    1. ClefJ
      ClefJ
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      Tis an old mod, so yeah, prolly needs a lot of patches by now. 
  3. teresatiger
    teresatiger
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    Any hope of getting a port of this for SE? It looks amazing. Makes the area look so much more interesting.
    1. ClefJ
      ClefJ
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      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.
    2. teresatiger
      teresatiger
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      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.
    3. ClefJ
      ClefJ
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      Naw, no custom assets, I think this was before I ever dabbled in that.
    4. teresatiger
      teresatiger
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      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...
  4. SirRob2016
    SirRob2016
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    Installed on SE, no issues seen yet. Nice mod though, well done.
  5. diasflac0g
    diasflac0g
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    Hi. Can I delete both of these textures? dlc2rrdoor01.dds and dlc2rrdoor01_n.dds?

    These are low resolution and I prefer to use the 2K ones I already have for Raven Rock.
    1. ClefJ
      ClefJ
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      I believe so, but those doors are also new objects, and you'd likely have to use the CK to swap the new door refs out for the original ones.
  6. Throren94
    Throren94
    • member
    • 5 kudos
    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.
  7. chillator
    chillator
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    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.
  8. structural
    structural
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    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.
    1. ClefJ
      ClefJ
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      I totally accept that. Yeah, it's old, and I don't have a lot of experience with tes5edit, no defense there. XD
    2. Dreadborn
      Dreadborn
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      @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 (?).
    3. structural
      structural
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      @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
  9. gaultjohn
    gaultjohn
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    Thank you for all the town mods. You're group of improvements has become an essential part of my mod group. Thanks so much.
  10. otium500
    otium500
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    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.

    Slip Trick's mod: http://www.nexusmods.com/skyrim/mods/17081/?