Skyrim Special Edition
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ClefJ

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AGiantPie

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About this mod

Darkwater Crossing expanded into a small town with a player home castle.

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ORIGINAL MOD
By ClefJ

ClefJ's Darkwater Crossing is my favorite overhaul for Darkwater Crossing, turning the tiny mine into a robust fortified settlement. It also provides the player with a lovely castle to serve as a player home, a distinctive signature of ClefJ's town mods. ClefJ's small "knightly castle" style of player home is the perfect place for an enterprising Thane with a handful of loyal followers to reside, which pushes these town mods solidly into the S tier in my opinion.

That such a wonderful mod would lay forgotten and abandoned on the LE nexus was a travesty, which is why I obtained ClefJ's permission to port this mod to SE.

I've cleaned the plugin again after porting. Please leave a comment if you find any bugs, I'll do my best to fix them.


Incompatibilities:
-ESO Imports




Original Description:
There was some lore, somewhere, that Ulfric and his men were passing through Darkwater Crossing when they were ambushed by the Empire. It was a small mining settlement of one house and a few tents. I was heavily inspired by JK's magnificent town work, so I decided to work on something similar, rather than create a whole new town as I had before.

I have redesigned Darkwater Crossing into a real settlement, though still small. I had attempted to model the place like a medieval Scottish hamlet, that hopefully brings some flare into the landscape in south Eastmarch, and a reason for you to come by here now and then.

The mod now adds:
- A small settlement wall, with an extra guard (that rotates with the civil war quest like the others!), with 2 gates to the settlement.
- An outdoors ingredients merchant for passerby's.
- A new General Goods store with dunmer merchant.
- A new Inn and Tavern, with working bard and innkeeper (The larger room can be rented!), and a large patio overlooking the lake.
- Many aesthetic details around the town, with added flora and architecture.
- Much of the navmesh remains the same, creating a lack of conflicts, if any at all.
- Most importantly, a new player home! Darkwater Keep just outside of the settlement offers a small residence of a Scottish tower-house, with a main hall, laboratory and trophy room, and master bedroom. All follower beds inhabit the main hall, Beowulf style. There are 2 mannequins, but many weapon displays. And a privy. The house is yours as soon as you arrive, as the previous resident was taken along with Ulfric in the beginning of the game.