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dwemer156 Domenicus

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Domenicus7

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24 comments

  1. LilyLilies
    LilyLilies
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    Wow these two overhauls fit together so well. Thanks for the patch
  2. Donno6969
    Donno6969
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    can someone create a patch for wares of tamriel?
    1. mbucki
      mbucki
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      https://www.nexusmods.com/skyrimspecialedition/mods/134377
    2. Donno6969
      Donno6969
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      that patch fixes most of the problems, but the house closest to the ship is missing its door
  3. GoddHoward76420
    GoddHoward76420
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    Any chance for a Morskom Player Home Patch ?
  4. AltheTeaGod
    AltheTeaGod
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    Any possibility to make one without CC requirements?
  5. Blackread
    Blackread
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    Cities of the North Dawnstar has had its plugin compacted, so the COTN patch would prolly need a complete rework for COTN Dawnstar 1.4.
    1. Domenicus7
      Domenicus7
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      thanks. will look at it, Will be easy if he just ran the xedit compact plugin script on it otherwise idk
    2. 1Mac
      1Mac
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      Just tested this with the latest version of CotN and didn’t notice any obvious problems.
    3. BizarRabbit
      BizarRabbit
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      The mod was updated after this conversation took place.
  6. Antak
    Antak
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    If at some point someone feel like patching this together with Functional Ships, Boats - Operational Animated Travel, DK's Realistic Nord Ships (de facto), Wares of Tamriel and the East Empire Expansion, I will literally pay you.

    From what I gathered messing around with those installed all at once, seems like it'll mostly be moving around ships, maybe a bit of navmeshing work.
    Feel free to contact me :)
  7. Paarthurnax66
    Paarthurnax66
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    Hi, since I saw that this mod has had more recent activity than the basic mod, I'm reporting here some errors that I noticed after installing it. I'm not familiar with posting pictures here however I have a problem with the terrain. There are three cracks that allow me to see the void beneath them. One is in the upper part of the city, behind the tavern, visible from the small field with the chickens.Two others are on the left side of the port area (looking at the sea), one on the curve and one before the two small boats beached.
    Can you make a patch for them? 
  8. ScarecroOw
    ScarecroOw
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    Have you noticed any severe conflicts with mods that add things to Dawnstar? I'm not talking about big changes like morskom manor or things like that, but for example the ship added by wares or tamriel will conflict, I did a custom patch for this mod and ended moving the ship and remaking the navmesh of that cell. Also this mod will conflict with a few things like northern roads doing some weird changes specially on the entrance after the doors of the city, its not that bad but its noticeable. Are you interested in patching things like that ? Maybe I could help since I love this mod so much to just change the city overhaul.
    1. Domenicus7
      Domenicus7
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      'm not interested in doing patches for the moment- I'm focusing on playing games and doing fallout stuff. However, you can do whatever you want
  9. Torp13
    Torp13
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    Npcs still have trouble with pathing on the upper street of the town near the jarl's house as they did in the original mod. They tend to walk into the stone walls by the road or stop when there is nothing in their way. As a side note, if you would be kind enough to release a plugin that removes the graveyard and temple of stendarr along with all the related npcs I would appreciate it. That addition was very out of place.
    1. Domenicus7
      Domenicus7
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      I'll look at the first thing when I finish BG3.
  10. Arresvay
    Arresvay
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    Okay so not sure what's going on here, but I'll point it out to be sure.

    Prior to this patch, there was a bug which forbid to use Dyndolod (as you explain). Therefore, bypassing the bug by installing the mod after generating LOD would simply end up on having a chunk of the city terrain staying vanilla generated resulting in a big gap below the fishery (Or it might just be gkb waves incompatibility, dunno). With your Esp replacer, it did fix this problem which allowed me to generate LODs with the mod deployed. However now, it looks like I can't approach Dawnstar's cell with any save, even new, for some reason because the game crashes. So I don't know if it's an incompatibility or something (cause crash logger doesn't work anymore).

    Any idea? 

    I'll try to regenerate LODs without the mod and activate it after in the load order (as prior to the patch), to see if it works like before.
    1. Domenicus7
      Domenicus7
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      ehm so it works if you regenerate lod without my mod but not if you regenerate lod with my mod? What if you don't regenerate LOD at all? Do you have a crash log, maybe I'll be able to have a guess from that?

      If the chunk of terrain missing isn't just LOD it's almost certainly an incompatiblity, you'll have to sort it in xedit