Description:
Another episode of my mad combo overhauls. This time I decided to combine two magnificent versions of Fort Dawnguard by JKrojmal and ClefJ.
Main features and changes:
- Significant changes to the Dawnguard's fort interior layout, many rooms are moved to different locations and the whole concept tries to mimic the exterior shape of the fortress.
- The entire castle is vastly enlarged, with new corridors and rooms on different levels.
- The main dining hall retains the position close to ClefJ's mod with a slightly modified furniture layout and the addition of some clutter and a wine cellar from JK's.
- The dormitory was restored to its vanilla placement and utilises the JK's version of the room.
- The spot originally occupied by the main hall (JK's) / dormitory (ClefJ's) is turned into a library and a command room with a fireplace.
- The player room, taken from ClefJ's, is enlarged and contains the additions of some of JK's modifications. The room furnishings are connected to the Dawnguard's questline progression.
- The training/dogs cave (removed in ClefJ's mod) is restored and moved a bit further inside the mountain, containing all JK's additions to the area.
- ClefJ's restroom is moved to a different area, closer to the smithing section.
- JK's prison addition is repositioned to the backside of Isran's room, and the torture room is moved closer to this section.
- A few staircases and exits are moved to better match their exterior positions, and one of the doors to the outside is switched to a trapdoor with a ladder.
- Treasury rooms from ClefJ's are now placed closer to the main dining hall.
- Various rearrangements and additions of clutter and other stuff.
- The exterior castle shape is based on vanilla/JK's version, with an enlarged top floor and modified staircases' exits. The dwemer towers (big central and the ruined one) from ClefJ's have their placement adjusted.
- Meridia's statue with the pond is placed differently, right next to the main door to the fortress.
- The passage under one of the archways is closed by a wall; the passing takes place through a nearby gate with a grate, between the two towers.
- The closed pathway contains a small cemetery moved from a spot occupied by one of the towers.
- Landscape and navmesh are reworked to match the modified layout of the castle.
Additional information:
- The plugin was compacted with an ESL flag set, so you don't have to worry about losing another slot in your plugins' load order.
- The patch is based on and requires the recent versions of both mods.
- Mod was made with the newest versions of Creation Kit and xEdit, it has a 1.71 header and utilises the new extended FormIDs range for ESL. Therefore, you need the 1.6.1130+ version of Skyrim or Backported Extended ESL Support installed to run it.
- Due to significant changes to many persistent references, you need the new game to make it all work. Don't even try to install it on the existing save.
Compatibility:
- This patch isn't (and probably never will be) compatible with Immersive Fort Dawnguard.
- The patches for Lux suite will be provided by GGUNIT on Lux - Patch Hub and Lux Orbis - Patch Hub .
- Other lighting mods aren't supported (at least for now) and most probably won't receive the patch from me.
- SFCO3 patch will be available in SFCO3 Patch Collection .
- The main patch installer provides several patches for mods adding/changing stuff in the interior. Do not use corresponding ones for JK's or ClefJ's Fort Dawnguard standalone. Patches are provided for:
- Spoiler:
- Show
Credits:
- ClefJ for ClefJ's Fort Dawnguard,
- JKrojmal for JK's Fort Dawnguard,
- GGUNIT for testing and the split meshes from Lux I used and modified to create two new models for the mod,
- ra2phoenix for ClefJ's patches which I partially used and reworked,
- The Patching Council for dealing with my presence almost every day and kicking my lazy butt from time to time :P











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