Wednesday, 9 March 2016

Skyrim - Fort Dawnguard Overhaul



Description

Makes Fort Dawnguard, Dayspring Canyon, Dead Drop Falls and Dead Drop Mine look finished like they should have been.
  • Adds and changes all the lighting to look realistic (dependent on which lighting mod you're using).
  • All rooms progress from in disrepair and untidy to completed.
  • Removes most of the cobwebs as you progress.
  • Removes many of the barrels, sacks, crates and hay bales from the rooms as you progress.
  • Adds a basement storage area for tidying up the barrels, sacks, crates and hay bales etc.
  • Adds a new room to serve as an armoury as well as weapon racks in the castle lobby.
  • Adds a basement torture chamber/prison with resident vampires and jailer.
  • Removes the torture chamber adjacent to Isran's bedroom adding seating and bookcases.
  • Adds toilets and bathroom.
  • Adds stables and horse.
  • Adds an unused Dawanguard mausoleum and Arkay temple.
  • Makes the player room larger, adding, bookcases, enchanting workbench and alchemy workbench.
  • Removes the player room mannequin which never worked properly.
  • The barracks has been doubled in size to provide many more beds.
  • Gunmar and Sorine's forge moved and made larger.
  • Sorine has an area for her research into Dwemer ancient technology for her crossbow designs.
  • Removes two spiral staircases which were incorrect as you end up outside on the same level.
  • Added main hall portcullis' activation handle.
  • Clears the absurdly messy battlements strewn with illogical items.
  • Many changes to the outside stockade and refugee areas.
  • Dead Drop Falls and Dead Drop Mine overhauled.
  • Adds a Dawnguard inn to Dead Drop Falls with bar keeper, bard and resident drunk miner.
  • Optimises Fort Dawnguard for better performance.

NPCs
  • Adds 12 human NPCs.
  • Adds 2 vampire prisoners.
  • Adds 1 guard dog.
  • Adds 1 potential follower who can be found training on the battlements.
  • The refugee called Alvide is a merchant.
  • All NPCs have a logical sleep, work, relax AI rota.

Maybe some other things I've forgotten about...

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Dependencies

Dawnguard DLC

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Installation

New Game

1) Place Fort Dawnguard Overhaul.esp .bsa and .bsl into your Skyrim data directory folder.
2) Set the load order (after any lighting mod if you have one).

If You Have Entered Fort Dawnguard

1) Place Fort Dawnguard Overhaul.esp .bsa and .bsl into your Skyrim data directory folder.
2) Set the load order (after any lighting mod if you have one).
3) Load Skyrim and open saved game.
4) Open the console via the "~" key then type "TGM" in console to toggle god mode on/off.
5) Take all your possessions from Fort Dawnguard if you have any.
6) Go outside of Fort Dawnguard and into the another building.
7) Open the console via the "~" key then type "PCB" (Purge Cell Buffer), hit enter.
8 Type "resetinterior DLC1DawnguardHQ01" hit enter.
9) Save game.
10) Exit Skyrim.
11) Restart Skyrim.

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Fort Dawnguard cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle...

Do not remove the Fort Dawnguard cell from the Dawnguard.esm.

Realistic Lighting Overhaul

Remove the Fort Dawnguard cell from the Realistic Lighting Overhaul - Dawnguard Interiors.esp with TES5Edit.

Block 0, Sub-Block1
02001DBA, DLC1DawnguardHQ01

Block 0, Sub-Block6
020181C8, DLC1HunterCave02

Block 2, Sub-Block0
02009BDE, DLC1HunterCave01

Same process for other lighting mods.

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Safe Storage

The storage containers in the upstairs player bedroom and adjoining enchanting and alchemy work area can be regarded as safe.
The storage containers in the armoury can be regarded as safe.
The strongbox and alchemy satchel in downstairs alchemy and enchanting area.
The chest opposite Dead Drop Falls entrance.
The chest at the foot of the basement stairs.
The two chests and strongbox in Sorine's research and forge area.

Always check for yourself before use.

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Bugs and Stuff

Olfeig the Bar Keeper's AI often gets bugged when he gets out of bed. He'll stand motionless next to one of the beds in the barracks and you'll be able to buy from him. I have no idea why this is.

If anyone knows how to get horses following into Dayspring Canyon drop me a line as I would like to build some stables near Fort Dawnguard but the Dayspring Canyon location does not allow horses.

The player room mannequin removes equipment after about ten days. Testing this I didn't find equipment being lost, it is just being removed but still in the mannequins inventory. From version 1.04 the mannequin has been removed as I was unable to find a fix for this bug.

I have checked the weapon rack, chests and wardrobes in the player bedroom and they should be safe to store your items but check for yourself before use.

The main circular hall interior/exterior weather lighting takes some time to reach full brightness (about 15 seconds after entering). It's probably one of those Skyrim things...

Low end PC users: I have a big fps loss with Enhanced Lights and FX, in some places like the main hall it can be down to 21 fps. My frame rate with ELFX varies between 21 fps - 60 fps (generally 36 fps). With Realistic Lighting Overhaul even the lowest fps in Fort Dawnguard is about twice that of ELFX (generally between 50 -60 fps). I have no idea about the ELFX poor performance.

As I have fully optimised Fort Dawnguard, Skyrim Project Optimization's  changes are redundant and cause problems as they conflict with my changes. Use TES5Edit to remove Project Optimization's edits the Fort Dawnguard cell from the .esp, See Lighting Compatibility as to how you do this.

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Download

Fort Dawnguard Overhaul v1.20
Fort Dawnguard Overhaul v1.21

Dawnguard Arsenal Patch

Fort Dawnguard Overhaul - ELFX Patch - Thanks Exoclyps.

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51 comments:

  1. Looks cool! Will actually try it out. Just a shame the mod can't be found on Nexus as that would have made it easier to keep track of your updates and communications with the community would have been easier as well.

    I'm sure you have your reasons though.

    I'll be making a simple ELFX patch myself for it, by reverting all edits done to the light and forwarding yours where needed.

    ReplyDelete
    Replies
    1. Thanks for your comment. Yes it is a shame and yes I have my reasons why I no longer support Nexus with my work due to its stupid, lying, tyrannical, hypocritical moderators and this to me was a good alternative.

      Delete
    2. Thanks for your reply!

      I went in and tried to make this "simple" ELFX patch and yeah, was more work than I first imagined it would be. Especially since I dunno how you imagine things is supposed to look without it.

      I would be more than happy if you ever found the time to include such a patch. I personally prefer patches over modifying various bigger mods as that edit would be void once the mod gets updated.

      Delete
    3. I'll have top get back to you on that as I've been having computer problems and due to health reasons it's all going to take me some time to get back to modding.

      Delete
    4. I found a method to speed up parts of the process to create such a patch. So currently working on an ELFX Patch that will restore effected cells to vanilla, that will need to be loaded before this mod. I can put up a dropbox link for it here once it's done if you'd like.

      Delete
  2. I just started Dawnguard and im really liking how the fort looks like at the start but i cant seem to find Sceolang and Bran did you move them or am i missing something?

    ReplyDelete
    Replies
    1. Hi Panda. I haven't changed the huskies at all, you have to do the first quest "A New Order" so you have Gunmar who I presume trained them.

      Delete
  3. Was sad to find your mod was no longer available when I looked on the nexus, but managed to find my way here. Glad to see you're still going :)

    ReplyDelete
    Replies
    1. Cheers. Yeah still doing a bit of modding when I can.

      Delete
  4. Just discovered this by way of the Dawnguard Arsenal mod on the Nexus. Me love you long time!

    ReplyDelete
  5. is this compatible with faction crossbows mod? because that mods adds .a book placed near the forge in fort dawnguard

    ReplyDelete
  6. Hey, will this mod ever be ported to Xbox one? We desperately need an overhaul for FT Dawnguard.

    ReplyDelete
  7. Is this compatible with Elinora's home Holmwood?

    ReplyDelete
  8. Will you convert your mod to the Special Edition? I miss your Fort Dawnguard :3

    ReplyDelete
    Replies
    1. As I wrote on the top of my blog "I have no idea about Special Edition compatibility as I no longer play or mod Skyrim". I doubt I will get into modding Skyrim again.

      Delete
  9. This comment has been removed by the author.

    ReplyDelete
  10. Hi, wanted to let you know the room bounds aren't set up correctly, by what I could tell the issue was between the dining hall and weapon display room, and also when going between sorine and gunmars workshops.

    ReplyDelete
    Replies
    1. Also coming up the stairs from the torture room.

      Delete
    2. Seems it was a conflict with Project Optimization, sorry for bothering you.

      Delete
  11. Hi,

    really nice mod.
    But how can I enter the mausoleum? It shows "Requires Key" but even after finishing the Mainquest-Line I got no Key.

    ReplyDelete
  12. This comment has been removed by the author.

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  13. This comment has been removed by the author.

    ReplyDelete
  14. Was using an older version of this on oldrim and was getting antsy when I couldn't find it for my current SSE run. Happy to see that its still around. I converted the meshes and textures with 'Cathedral Assets Optimizer', but not the esp since I'm having CK issues(who doesn't?). It does work with the original esp + converted assets in SSE thus far; not that I've tested it a great deal, nor is it being used in a virgin environment.

    The original version of the mod I used in oldrim basically removed the excessive amounts of garbage and webs, plus added the basement. Nothing else, I believe. This brings me to a question about highfall pit(or whatever the cave is called) in v1.21, I cannot open the load door in the middle of the cave leading to the cavern with all the drawbridges. Is this, and I am reaching here, something done by the mod?
    I'll have to try converting the esp soon, which I should have done anyways. I'm just didn't want to deal the CK if I could've avoided it. Too many things to 'fix' on that front for me at the moment.

    Another question is; is the mausoleum a WIP project? I've not dug into it at all beyond exploring the expanded internal layout and poking at the new NPCs and structures.

    Regardless, thanks for the housekeeping and installing a bathroom for these complete slobs. Without you they needn't worry about vampiris sanguinare as I am certain they were cultivating a dozen other infectious bacterial cultures in their trash-heap of a fort.

    [sorry for deleted posts, could not edit spelling/grammar errors]

    ReplyDelete
  15. Hey, I know I'm late but here's the console code for mausoleum key:294F9747

    ReplyDelete
  16. Actually I found the key, I was on a high shelf in Israns room. Getting it without using a jump mod or TCL in console might prove difficult. It is also market as stealing(for me) if I were to take it.
    That aside, there doesn't seem to be any quest or thing going on with the mausoleum beyond it being there for immersion as a place the dawnguard to inter their dead.

    ReplyDelete
    Replies
    1. This is probably a long shot, and maybe to help make others aware. But for SSE users, the ELFX patch CTD's the game even when the esp is converted to 64. If someone has converted it and has no problems, I would love to know how you did it or if you could drop a link somewhere, but other than this just a fair bit of warning for SSE users.

      Delete
  17. This is probably a long shot, and maybe to help make others aware. But for SSE users, the ELFX patch CTD's the game even when the esp is converted to 64. If someone has converted it and has no problems, I would love to know how you did it or if you could drop a link somewhere, but other than this just a fair bit of warning for SSE users. (I did not mean to put previous comment in MoonSpots replies, my apologies)

    ReplyDelete
    Replies
    1. As far as I know I went through converting it through the CK and Cathedral Assets Optimizer just fine, even with the ELFX Patch. Could be something wrong with your load order

      Delete
    2. The patch had 99 deleted references and requires cleaning. it worked fine after that in SE

      Delete
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