THIS MOD IS NOT COMPATIBLE WITH OTHER MODS THAT CHANGE DAWNSTAR. SUCH AS THE GREAT CITY OF DAWNSTAR, JK'S DAWNSTAR, CAPITAL OF THE PALE, ARTHMOOR'S DAWNSTAR, HOLDS THE CITY OVERHAUL'S DAWNSTAR OR CITIES OF THE NORTH'S DAWNSTAR.
NO I WILL NOT MAKE A PATCH FOR THEM SINCE THEY ALL HAVE VERY DIFFERENT TAKES ON THE CITY AND ATHESICALLY IT WOULDN'T LIKELY LOOK GOOD ANYWAYS.
Have an issue with Erandur and Waking Nightmare quest - Erandur isn't able to leave Downstar. Think he has a problem to interact properly with gates - also much more nps has the same problem with them. (Have only this mod in Dawnstar activated)
hmm sounds like an issue with some other mod effecting navmesh in the area. on its own this mod should be fine, but it could be someother mod touched the navmesh as well. When that happens it causes the stuff to go insane iirc. Its one reasion why you should never ever install two town overhauls together for instance.
I've always wondered why people never build up the mountain in these Dawnstar overhauls. Something like this, for instance: https://imgur.com/a/jX9raQ8
well that's cool. I'll keep that in mind for future mods. but even if I saw this sooner I probably wouldn't have done it. because part of what I aim for is to not build over too much land. I found many mods would build over too much then Skyrim's illusion of massiveness would be ruined. but this is cool could see about doing this elsewhere though.
You are very lucky then, I was approaching from the side of the kitty camp first and got hit by 2 fps when looking towards the town, had to close game down as it wouldn't let me open map or move to get away, second time was coming from the brotherhood sanctuary door side and there was a group of people huddled around a structure but as soon as I got there again manic flipping around going from 51 to 2 over and over so again had to force close game, 3rd time came from the Brinehammer ship loaction and looking down at the town from the mountains and same thing my fps just drops. A shame as I on average get between 35 in town to 57 outside everywhere else. I am using Rudy enb - zangdars edit - for Cathedral Weathers but turning that off and on didn't make a difference neither.
hmm tbh I will probably go and change this mod, given its kinda feeling a little old to me. And its causing issues like this. Is there a way I could keep contact with you so I could be able to see your Load Order, and perhaps have you test future versions of the mod?
Hey again, feel free to send me a private message on here and I can share my load order later when home with you via that though I do warn you its pretty big.
Been looking for a Dawnstar mod that makes it more of a city, even if a crowded one. Had a couple of problems. Lydia wasn't following me through any of the gates after the first one; found her back in front of the inn. She is not modded in any way. When I went to the General Goods store, I could not get the people there to show me their menus of things for sale. They just replied to my inquiry with a generic grunt. And I did notice the weird half-boat, but I understand it's about the atmosphere, not actual boat-building. I don't mind the random lantern in an open space near the apothecary -magic is a thing in Skyrim, right?
Idk if it's an incompatibility with CRF or something but with this mod installed, NPCs tend to crowd in front of the Jarl's hall and just stand there doing nothing
I like the mod, I actually haven't activated it yet, because I don't want to corrupt my current game, but I have a question/comment. It's very nitpicky and might not be possible to fix the issue I have but with the boat builder is it possible to make the partially built boat built from the keel up like they were actually made? I realize you have just a partial model of their boat but it would be cool to make it look authentic.
while it might be cool I'm not much of a 3d modeler (though I know some) and space wise if done how it was actually done space wise that would be a nightmare. I wanted to do that at first but the geography doesn't lend itself well to that. I would potentially have to take out a whole district.
Navmesh was greatly changed, I've never used cutting room floor but if it changes Dawnstar then its incompatible. If I include guards and variations of NPCs for when the City is Imperial or Stormcloak then the number of NPCs this mod adds is roughly between 60-70 new npcs
how so? I haven't tested it. but won't it work completely fine if you just opt to not directly assault Dawnstar? I remember I didn't have to directly attack every city with that mod.
34 comments
NO I WILL NOT MAKE A PATCH FOR THEM SINCE THEY ALL HAVE VERY DIFFERENT TAKES ON THE CITY AND ATHESICALLY IT WOULDN'T LIKELY LOOK GOOD ANYWAYS.
Think he has a problem to interact properly with gates - also much more nps has the same problem with them.
(Have only this mod in Dawnstar activated)
but this is cool could see about doing this elsewhere though.
Actually considered learning how to mod just to build it!