While I was personally updating this location for the new SRC - All In One v0.60, I figured you'll want a standalone version too. So I decided to make it an official FTF - Duskwatch Tower update as well.
Not working right. Tested with a barebones profile of just USSEP, Alternate Start, SkyUI, and various engine and SKSE fixes/plugins.
First I killed the bandits with the Monster faction profile. Then toggled "Shared" and reset the area. The Dawnguard spawn, but parts of the structure and statics aren't correctly spawning. Not to mention the stairs and landscape have holes before I even do anything in the area. Pics below to see what I'm talking about. Again, neither my test profile LO nor my main LO affect this area of cells.
Hey! Sorry for the late response, completely missed your message here.
You don't need to mess with the Mod Configuration Menu if you're playing normally. It transforms itself if you kill all bandits, leave, and come back.
The reason the area looked messed up is because you forgot to remove the monster faction using the MCM. So if you use the MCM it requires you to remove the monster faction AND add the desired faction. Hope that clears it up (:
The floating sleeping bag was spot on though, fixed that (and a few others) in 2.0.1
You know best, but I think it would be better to give the tower to Riften or if Dawnguard is destroyed, the tower can automatically given to Riften or Imperials. Of course, I don't know if such a thing is possible.
I like the location transformation, it looks a bit pretty US-clean vs lore-neat -- I'm not from around here, the US -- found tree branches clippings through wall-staircase around the top. Also, I don't know if it's a bug or a "landscape" thing but *prior* taking over Tumbledown -- aka Duskwatch -- Tower, there are visual tears accessing the higher "platform" of sorts where the bandits/coffer await ; not a deal breaker, just visuals, for one can walk over the empty space. Comment here, location used from SRC - AIO v0.42.
P.S. are the patches here reflected in the AIO?
EDIT: just noticed I didn't have the 3D Trees Patch loaded, would it have made the difference? If so, it doesn't work with the AIO contents of this location (calls for FTF_Duskwatch.esp).
I have the same bug with the missing landscape. There is just a hole, I think the stairs are supposed to be there when the tower is in ruins but they are missing until it is rebuilt.
Also have the tree clipping into the tower on the first "floor".
And I agree it needs more clutter, it is weird how the tower was completely rebuilt but they sleep in sleeping bags and there is not even a lightsource or chair on top.
The whole takeover thing is super immersive to me, it really makes "Cleared" mean "Cleared" and I always enjoy games that employ a system that allows you to actually designate the area as done instead of respawning enemies a few days later. I mean, this isn't an MMO we're playing.
I'd love if this were applied on a large-scale to Skyrim someday - pick it up in a heartbeat.
You really hit the nail on the head here. After I finished the cvil war and Falskaar, it felt really empty. I liked the idea that the mounting war and poverty drove many people to become bandits. But after it was all over and I cleared out these bandits, I felt like things should have a way of returning to normal. You removed the most immediate threat but Skyrim and Falskaar are still in ruin and things felt unfiinished. With this framework and my upcoming projects, that is what I want to tackle.
Yep, this needs to be expanded :P The Companions could set up a forward post in Gallows Rock after clearing it, the checkpoint on the road just a stone's throw from Falkreath town could be taken by Imperial Legion auxilliaries after the bandits have been cleared out there, etc (seriously, what kind of 'elite fighting force' cannot even control their own roads during a civil war?)
I never considered that angle but it makes a lot of sense. Remote locations and hideouts, sure, maybe bandits 'respawn' there because they're so far from anything nobody can be bothered to keep supply lines for guards that far. But I mean...within eyeshot of Whiterun you have a fort that seems to have an army of bandits steadily marching into it. :')
@SevVocal, Fort Greymoor in Whiterun should be inhabited by Whiterun guardsmen. I like the idea that it could be a fort where Whiterun guardsmen are trained, with a Companion stationed there as an advisor, along with a Castellan who owns the fort, and a Watch Sergeant - while the Captain of the Watch (there should be one in each Hold) is found in Whiterun city along with his Lieutenant and other Sergeants.
Also, I believe some locations should be turned into places where we encounter vigilantes - not to be confused with Vigilants of Stendarr. These guys take the law into their own hands, they don't think the guardsmen in Holds are doing enough. Hold Guards tolerate vigilantes, and will not attack them on sight, but they remain highly suspiscious of them. Vigilantes will also not outright attack the player, innocents or the guard watch unless provoked.
Have you also noticed that it makes no sense whatsoever for there to be civil war camps in Whiterun as Whiterun is in fact neutral. I mean, they would allow forces of either side to transit through the Hold, but Stormcloaks/Imperial Legion setting up camps in Whiterun would violate Whiterun's neutrality and would be seen as a provocation. Those camps in Whiterun could, IMO, be turned into refugee camps, vigilante camps, or even the camp by Whitewatch bandit hideout could be a forward observation post for Silver Hand. We know that Silver Hand do have beef with the Companions after all, and the camp could be like a semi hidden staging area from where they launch their attack on the Companions in Whiterun
Also, there's Stormcloak camp that is visible from Solitude's outskirts. Yeah, I don't even... I mean, I can understand 'behind enemy lines' but this...
Still, I guess it makes sense as the Imperial Legion is so incapable that they allowed bandits to set up a checkpoint where they even built a bridge over the road on the road that is within spitting distance from Falkreath town. Apparently, the Legion, let alone Falkreath Watch, seem oblivious to its presence.
Lol, any canon source on this vigilantes? Or you just took Vigilants of Stendarrs name into some uncanon concept?
Fort Greymoor is already taken by faction holding Whiterun, if its cleared. I dont recall what happens with it if its taken while Whiterun is still neutral.
Camps have perfect sense in Whiterun. You may notice that they are next to border with Eastmarch and Haafingar. I dont recall if Imperial camp is shown while Whiterun is neutral but if not, someone should definetely patch it. Scouting parties scouting in Whiterun hold are most normal thing in the Nirn.
A vigilante is a real world concept that Kunnin is applying to Skyrim; a civilian who attempts to enforce the law without legal advocation, often because they feel law enforcement is not doing so. The name has nothing to do with the Vigilants of Stendaar, the two simply share the same root word of Vigilant. (See Batman for a popular fiction example.)
As far as I'm aware Greymoor gets taken by Imperials after you clear it, because 'neutral' Whiterun is still considered Imperial by the game. (It has a red flag on CW maps.)
How long does it take for Duskwatch Tower to be rebuilt? Fort Fellhammer was populated again by Stormcloacks next day. After two weeks of ingame, I don't see anything changed at Duskwatch Tower.
It should be immediate. All you need to do is leave and come back. I think you might be experiencing a kown bug though, so please check the FTF bugs section. If that is your issue then the only way to fix it is to reinstall with a clean save or switch factions manually in MCM.
36 comments
Hello conquerors of Skyrim!
While I was personally updating this location for the new SRC - All In One v0.60, I figured you'll want a standalone version too.
So I decided to make it an official FTF - Duskwatch Tower update as well.
Enjoy the new additions!
Cheers!
First I killed the bandits with the Monster faction profile. Then toggled "Shared" and reset the area. The Dawnguard spawn, but parts of the structure and statics aren't correctly spawning. Not to mention the stairs and landscape have holes before I even do anything in the area. Pics below to see what I'm talking about. Again, neither my test profile LO nor my main LO affect this area of cells.
Screenshots
PS, the sleeping bag bed hovers a little, just an eye sore. Could use an ownership, too.
You don't need to mess with the Mod Configuration Menu if you're playing normally. It transforms itself if you kill all bandits, leave, and come back.
The reason the area looked messed up is because you forgot to remove the monster faction using the MCM. So if you use the MCM it requires you to remove the monster faction AND add the desired faction. Hope that clears it up (:
The floating sleeping bag was spot on though, fixed that (and a few others) in 2.0.1
I’ll surely work on that! Thanks!
Also, I don't know if it's a bug or a "landscape" thing but *prior* taking over Tumbledown -- aka Duskwatch -- Tower, there are visual tears accessing the higher "platform" of sorts where the bandits/coffer await ; not a deal breaker, just visuals, for one can walk over the empty space.
Comment here, location used from SRC - AIO v0.42.
P.S. are the patches here reflected in the AIO?
EDIT: just noticed I didn't have the 3D Trees Patch loaded, would it have made the difference? If so, it doesn't work with the AIO contents of this location (calls for FTF_Duskwatch.esp).
EDIT: I was thinking, maybe more clutter?
Also have the tree clipping into the tower on the first "floor".
And I agree it needs more clutter, it is weird how the tower was completely rebuilt but they sleep in sleeping bags and there is not even a lightsource or chair on top.
I'd love if this were applied on a large-scale to Skyrim someday - pick it up in a heartbeat.
I very much look forward to you doing so!
Also, I believe some locations should be turned into places where we encounter vigilantes - not to be confused with Vigilants of Stendarr. These guys take the law into their own hands, they don't think the guardsmen in Holds are doing enough. Hold Guards tolerate vigilantes, and will not attack them on sight, but they remain highly suspiscious of them. Vigilantes will also not outright attack the player, innocents or the guard watch unless provoked.
Have you also noticed that it makes no sense whatsoever for there to be civil war camps in Whiterun as Whiterun is in fact neutral. I mean, they would allow forces of either side to transit through the Hold, but Stormcloaks/Imperial Legion setting up camps in Whiterun would violate Whiterun's neutrality and would be seen as a provocation. Those camps in Whiterun could, IMO, be turned into refugee camps, vigilante camps, or even the camp by Whitewatch bandit hideout could be a forward observation post for Silver Hand. We know that Silver Hand do have beef with the Companions after all, and the camp could be like a semi hidden staging area from where they launch their attack on the Companions in Whiterun
Still, I guess it makes sense as the Imperial Legion is so incapable that they allowed bandits to set up a checkpoint where they even built a bridge over the road on the road that is within spitting distance from Falkreath town. Apparently, the Legion, let alone Falkreath Watch, seem oblivious to its presence.
Fort Greymoor is already taken by faction holding Whiterun, if its cleared. I dont recall what happens with it if its taken while Whiterun is still neutral.
Camps have perfect sense in Whiterun. You may notice that they are next to border with Eastmarch and Haafingar. I dont recall if Imperial camp is shown while Whiterun is neutral but if not, someone should definetely patch it. Scouting parties scouting in Whiterun hold are most normal thing in the Nirn.
As far as I'm aware Greymoor gets taken by Imperials after you clear it, because 'neutral' Whiterun is still considered Imperial by the game. (It has a red flag on CW maps.)
Fort Fellhammer was populated again by Stormcloacks next day.
After two weeks of ingame, I don't see anything changed at Duskwatch Tower.