V1.6 UPDATE! Fixed the deleted navmesh that I've procrastinated on for years. Sorry.
Let me know what else needs to be looked at and I'll do my best to not procrastinate on those too.
Plans that will probably never happen: 1) Seek to fixing the pathway issue. At the moment, grass randomly covers certain parts if you use a grass mod. May need to retexture the landscape 2) Make NPCs hostile to the opposite side... No idea how to do that. If anyone knows, please let me know
Credits go to Dahveed for the original "Glorious Fort Dawnguard" Oldrim mod, which I ported/optimized and modified for SSE with his blessing.
The fort textures are not included in this mod, you can get them (you will need to optimize the meshes for SSE) from here.
As mentioned on the main page, this mod is compatible with most SSE Dawnguard mods, just load them AFTER my mod (particularly Immersive dayspring pass).
If you use Lanterns of Skyrim - Dawnguard patch, then the area around Dawnguard will be very well lit up, lol. I'd advise against using the patch for that reason, otherwise no other issues.
i have a question regarding this mod, it's not a bug as far as i know (nothing breaking or glitching)
So whenever i enter the fort and was standing in big round hall (first area where isran greet you and farm boi) i often heard some kind of heavy breathing sounds coming from upper right side from we enter. I checked every single room inside the fort and found nothing that seem making this sounds, not a troll not a doggo, not a blood connoisseur, nothing at all.
Anyone know, who or what making these sound? or does this even occur to any one of you?
That dragon priest breathing sound comes from a Dawnguard Watchman on the north west of the main hall (right side after the entrance door). The sound will gone whenever he sit, then start again when he standing. Move him using console command or kill him is the only way i know to get rid of the breathing sounds.
To evreryone, you can fix the mod yourself (and i encourage you to), it is really simple.
-Launch SSEEdit Quick Auto Clean and clean the mod (useful tutorial in case you need it : https://www.youtube.com/watch?v=YpRinGULJGw&t=315s) -It will tell you a message about NavMesh that was skipped, right before the "end of cleaning" message like : "Skipping: [NAVM:02003A99] (in GRUP Cell Temporary Children of DLC1HunterWorldStart [CELL:02007BB7] (in DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8] at -2,-3))" -Copy the "02003A99" part of the NAVM -Open SSEEdit and open only this mod (fort(ified)) and in the FormID search bar, insert the code "02003A99" -On the right, you'll see under Cell -> Record Header -> Record flag, and on the right of compressed, 2 deleted mention.Double click on the first one and simply untick deleted. (Useful link : https://www.nexusmods.com/skyrimspecialedition/mods/23771) -Close and save
so i did all this and im still not seeing a fix in game cause when i go into the sseedit it says the file is clean even before i ever went to clean it with these steps so idk what is goin on but the fortified dawnguard fort interior just isnt changing for me to the right interior that its suppose to be im still getting the vanilla look on the inside of the fort
I've never used Skyland AIO but I believe it's just a texture mod so it should be compatible. If there's a conflict, you just let whichever one looks better to you win (winning mod loads after the losing mod). So you can keep the new stuff added by this mod and the look of Skyland.
Skyland is just textures, so you're fine. The textures on Dawnguard you see in my pictures is an Oldrim parallax retexture that I ported over for my own use; it's not included in this mod.
i hope my bug report is being looked at, ive made one and noticed it hasnt been looked at yet but im getting an issue with the fort interior as its coming up looking vanilla on the inside instead of the modded look like this mod is only halfway workin properly or something otherwise glitched/bugged on my end. would love to get this issue resolved
Nice with the update. Btw I've played with both Immersive Fort Dawnguard and this for a while even tho loot says they are incompatible. I either saw or read somewhere that these 2 looked great together or smth so i tried it. Doesn't seem like ive had any issues. Im wondering what the incompatability is? And im just curious, what technique did you use to fix the navmesh? Move the 1 triangle under the map or change formid of the nav mesh through xedit or a third technique?
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Let me know what else needs to be looked at and I'll do my best to not procrastinate on those too.
Plans that will probably never happen:
1) Seek to fixing the pathway issue. At the moment, grass randomly covers certain parts if you use a grass mod. May need to retexture the landscape
2) Make NPCs hostile to the opposite side... No idea how to do that. If anyone knows, please let me know
The fort textures are not included in this mod, you can get them (you will need to optimize the meshes for SSE) from here.
As mentioned on the main page, this mod is compatible with most SSE Dawnguard mods, just load them AFTER my mod (particularly Immersive dayspring pass).
If you use Lanterns of Skyrim - Dawnguard patch, then the area around Dawnguard will be very well lit up, lol. I'd advise against using the patch for that reason, otherwise no other issues.
Check out my other mods!
- Dwarven Black Weapons
- Dwarven Black Armor
The mod looks great, but ignoring vampire attacks disqualifies it.
So whenever i enter the fort and was standing in big round hall (first area where isran greet you and farm boi) i often heard some kind of heavy breathing sounds coming from upper right side from we enter. I checked every single room inside the fort and found nothing that seem making this sounds, not a troll not a doggo, not a blood connoisseur, nothing at all.
Anyone know, who or what making these sound? or does this even occur to any one of you?
-Launch SSEEdit Quick Auto Clean and clean the mod (useful tutorial in case you need it : https://www.youtube.com/watch?v=YpRinGULJGw&t=315s)
-It will tell you a message about NavMesh that was skipped, right before the "end of cleaning" message like : "Skipping: [NAVM:02003A99] (in GRUP Cell Temporary Children of DLC1HunterWorldStart [CELL:02007BB7] (in DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8] at -2,-3))"
-Copy the "02003A99" part of the NAVM
-Open SSEEdit and open only this mod (fort(ified)) and in the FormID search bar, insert the code "02003A99"
-On the right, you'll see under Cell -> Record Header -> Record flag, and on the right of compressed, 2 deleted mention.Double click on the first one and simply untick deleted. (Useful link : https://www.nexusmods.com/skyrimspecialedition/mods/23771)
-Close and save
That's it, hope it is useful. Have a nice day