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ra2phoenix: Further cleaned the navmesh and repathed the gate and dwemer tower with direct mesh edits/uv change without texturesets. Compatible with Lux Orbis. Removed custom weather to improve compatibility.
Patch Collection: Removed custom weather from all patches, general cleanup, added some new patches including Dawnguard Doors from Praedy's retex. Animated Armory patch seemed busted so it was removed.
Version 1.5
ra2phoenix: Fixed tower and some walls reverting when reentering worldspace despite everything being set up as it should be
Patch Collection: Updated with patches for USSEP, Animated Armory, Auri, updated Grass, Embers XD, and ELFX patches by Kulharin.
Version 1.4
ra2phoenix: Fixed several navmesh issues inside the fort and cleaned up some navmesh outside as well.
Version 1.3
ra2phoenix:
Main esp file edited to remove unnecessary Region edits, removing need for patches with AOS and other conflicting mods.
Patches FOMOD added. Contains region consistency patch to forward weather regions and worldspace bounds, pick vanilla or Better DG Entrance, load after all other patches. If using ELE, also load this patch after the others.
Fort Dawnguard -ClefJ Edition-
Vampires need to be dealt with. Hunted, rooted out, destroyed. Once there was a group dedicated to a similar cause. They called themselves the Dawnguard. That was a long time ago, but the idea was, and is, a good one. That's why I'm bringing it back.
Regardless of its remote location, the Dawnguard is one of Skyrim's better guilds to attach oneself too, or so I thought. However, the fort is rather haphazard in design; the interior and exterior don't match well, defenses are chaotic, you name it. So I've fixed all that! Now the fort comes with a new design, several new rooms, and unique aesthetic features.
- Requires only Dawnguard and Most Recent Skyrim; as it uses new Creation Club flora. *All items included during quest-progression remains mostly the same, such as the smithy and enchantment area.* - Several more weapon plaques and displays added, as well as mannequins. - A new Treasury room to keep your items safe! - Repositioned several rooms; such as the guild sleep hall, and the dining hall entirely. - Areas such as the caves have been consolidated into a single area; the hidden zone is now behind the troll pen. - An entirely new external weather; a healthy golden glow to reflect Morrowind's ashen influence. - New mushrooms and greener grasses, also to reflect the canyon's proximity to Morrowind's border. - Removed several wooden barricades and widened certain areas of the canyon. - Added a proper portcullis and stable. Portcullis mechanism is inoperable, so no worries. - Secondary tower removed; Old graveyard added. - Several rooms added to reflect the external/internal size of the fort, as well as additional beds. - Completely new player-owned area! All containers are safe; and the fort is set to NoReset.
*Attention* Navmesh error pack has been merged by Sattyre for a new mainfile. Files cleaned by Lorex and ra2phoenix. I hope you all enjoy, and good hunting!