Skyrim

File information

Last updated

Original upload

Created by

Pitchfork

Uploaded by

RedFire230

Virus scan

Safe to use

Tags for this mod

33 comments

  1. bigphil23
    bigphil23
    • member
    • 2 kudos
    salut, j'ai remarqué que dans Dawnguard il y a des ID d'autres pnj garde de l'aube, mais ils sont pas été placé dans et autour du fort, il est posssible que vous faites un mod qui rajoute tout les pnj garde de l'aube, Merci

    hi, I noticed that in Dawnguard there are other ID NPC guard dawn, but they are not placed in and around the fort, it is posssible you make a mod that adds all the NPC guard dawn, Thanks
  2. GuardianAngel42
    GuardianAngel42
    • premium
    • 0 kudos
    Is no one else having an issue where Serana won't enter the Fort, even with a moveto command?
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      Sorry can't fix it i am no longer developing this mod!
  3. AlextheGreat123
    AlextheGreat123
    • member
    • 1 kudos
    Oooo this mod looks promising, you could add a stable and with a few horses maybe, I mean they can't always be walking around in skyrim when their sent on a mission. Looking forward for this mod!
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      thanks!!!! I will make more stables and some patrols around skyrim but right now i dont have much time
    2. seden
      seden
      • premium
      • 17 kudos
      More stables = major compatibility issues ahead, out of very great (time) care as to placements..

    3. RedFire230
      RedFire230
      • member
      • 6 kudos
      no stables? ok! I think compatibility is better so i am not going to change things out of dayspring canyon.. XD
    4. seden
      seden
      • premium
      • 17 kudos
      Or, made them as an addon, option

      Then, if someone want them, the merge script can add them -if need arise.

      To be seen, as to the dungeon, not a lot of time as to check atm, sic.
    5. RedFire230
      RedFire230
      • member
      • 6 kudos
      ok
  4. RedFire230
    RedFire230
    • member
    • 6 kudos
    Just to know do you guys prefer prefer the torture room on top of the castle or in the armory? becase if you dont like on the top i will delete that one.
    1. seden
      seden
      • premium
      • 17 kudos
      What about a quite deep located full fledged torture room ?

      :x

      As to be "clean", it is indeed one of the part.
      At first the dawnguard is there (in Castle Dawnguard) for some time, without much to do/be, then, the DB come around, and it may change.
      Which mean that the mod should have two states, one before (at first) and one activated later on.

      To be seen.
    2. RedFire230
      RedFire230
      • member
      • 6 kudos
      I will try to do my best, like a dungeon XD
    3. RedFire230
      RedFire230
      • member
      • 6 kudos
      but dont have any idea where to put the entry
    4. seden
      seden
      • premium
      • 17 kudos
      Entry, hm, should be located into a room who guard(s) are almost by all time (security, in case), I guess the options are not that common, it is ?



      Looking good so far, thanks RedFire230 !
    5. RedFire230
      RedFire230
      • member
      • 6 kudos
      I found a room where i can put it but if u guys don't like the dungeon, the location or both i will retry it
    6. seden
      seden
      • premium
      • 17 kudos
      Ok, Looking at it once the file is online, or, some pictures as to see where it is located/accessed.
    7. RedFire230
      RedFire230
      • member
      • 6 kudos
      unfortunately I am working on it not much time as I should, I think its good but the file will only be published at the end of the month, and still'll be in beta, the torture room/prison/dungeon is like.... improvised. If u guys think its horrible I'll redo it like a normal prison.
  5. kingwulf
    kingwulf
    • member
    • 7 kudos
    Improved Fort Dawnguard vs Fort Dawnguard Enhanced
    What is more stable?
    Clean with TES5Edit?
    More compatibility?

    I will try your mod the next time;
    Requests;
    - Please let this mod script-free.
    - Please do not edit exterior of canyon (more stability/compatibility)
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      I don't want to be boring, but one has things done to my liking and the other is better XD . simply choose what u like more.

      In my mod I didn't found anything, so I hadn't to clean it now.
      I don't think it's my responsibility to see what it is compatible with my mod(Sorry it's just what i think people have opinions).


      I am hoping that you do not understand this message as if I was being rude.
    2. kingwulf
      kingwulf
      • member
      • 7 kudos
      Thx, dude!
  6. Influentialist
    Influentialist
    • member
    • 1 kudos
    From what I remember, Fort Dawnguard was owned by a past Jarl of Riften. He or she either abandoned the property or sold it, most likely abandoned. So, making Fort Dawnguard populated makes little sense, as the current occupants are just an off-group of the vigilantist, and when they split from the vigilantist, they were fewer in number. To improve Fort Dawnguard, you may want to just tinker with the fort's layout, making it more functional. Also, it would be unrealistic to have a super clean castle, with such a small team, and I doubt they are taking the time to clean their castle/fort when spoopy vampires are afoot! Back to the beginning, if the fort was abandoned, then maybe you should at left behind clutter, weapons, and that such... The cost to transport weaponry, armor, furniture, etc, would be far too great to be worth it, and I base that assumption off of the United States leaving their weapons behind after each war. Now, if I am wrong about the fort being owned by an old Riften Jarl, then forgive me. FINALLY, I will not hurt if you ignore any of my suggestions, as this is your mod, and I hope you do it how you want to do it, and I hope you have fun creating it d: Wait! I just read the wiki page for Fort Dawnguard, and apparently the fort was created to quarantine the Jarl's son (in the second era), b/c he contracted vampirism. <--->> Add the old jarl's son's room to the castle? That would be neat.
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      I agree XD, I know the fort shouldn't be clean but i made this mod to the fort become a good player house and some improvements in here and there, but my idea was some places still dirty, like in torture rooms and some places with hay, if you download the mod you can see I didn't clean Isran's torture room, if you want I can make a optional version with the improvements but without being cleaned. XD
      I want to make a version for my own use without the NPCs I created, and i dont remember but I think the Dawnguard was really big before and that is why i put more solders.

      Thanks for telling what you think, sorry for my bad english and bad writing.
    2. RedFire230
      RedFire230
      • member
      • 6 kudos
      I hope you understood what i mean.
    3. Influentialist
      Influentialist
      • member
      • 1 kudos
      Lol, I totally understand you, maybe, probably. It is both reasonable and unreasonable to ask for a dirty fortress xp The guards will probably make the fortress feel less lonely, so that is a plus. I will try this mod out after I start the Dawnguard DLC on my new play-through, thanks for reading what I posted, and giving it some thought.
  7. didiguns
    didiguns
    • member
    • 3 kudos
    I really like the DG mod idea & was looking for a loose-files version. Akso, I think the idea of Whiterun outpost is great & hope you might extend it to the 4 corners of the map as well, then implement something like the wayshrine transport between them to give an immersive way for DG Soldiers to respond across Tamriel. anyhow, Like this & endorsing.
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      thanks i will try to do my best, i am new modding so i dont know how to make teleports
  8. Thrixxon
    Thrixxon
    • member
    • 1 kudos
    I really, really like your idea about improving Fort Dawnguard so I tested your mod. Outside things look good and it works out perfectly, except a greyface bug on the guards, which is a minor detail. Unfortunately I cannot enter Fort Dawnguard through the main entrance... the door just says "wooden door" and not "Fort Dawnguard" as it normally do... the door just open but I cannot enter the cell??

    Nevertheless you have my endorsement cause part of your mod is great and it really has potential... I am not a modder, just a happy user that benefit from all you great modders and your excellent work... I really hope you are able to fix things

    Keep up the good work!
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      WoW i probability public the wrong file i fixed this before
      THANKS I WILL FIX IT NOW and the grey face i cant fix now i will fix later
    2. RedFire230
      RedFire230
      • member
      • 6 kudos
      sorry for this bug probably he mess with history XD
  9. Roxas559
    Roxas559
    • member
    • 1 kudos
    Sounds awesome!
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      Really thanks
  10. niceguy
    niceguy
    • premium
    • 8 kudos
    Bethesda was really overdoing Fort Dawnguard and Castle Volkhair to the point that we need special mods to fill out all the space to make them properly populated. Personally, I would have prefer these castles to be an normal Skyrim fort for Fort Dawnguard (and an ancient nord settlement for Castle Voolkhair. The Dawnguard/Volkhair castles should instead be military strongholds in the major holds.
    1. RedFire230
      RedFire230
      • member
      • 6 kudos
      You gave me an idea before I wanted to do a secondary fort to the Dawnguards now I will put near whiterun.