Fort Dawnguard
Complete architectural overhaul of Fort Dawnguard; now a proper castle!
Screenshots 5 screenshots
About this mod Machine translation
Complete architectural overhaul of Fort Dawnguard; now a proper castle!
Fortress Dawnguard
-ClefJ version-
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V vampires need to be dealt with.
Hunted, eradicated, destroyed. There used to be a group dedicated to a similar cause.
They call themselves the Dawn Defenders.
That was a long time ago, but the idea was, and is, a good idea.
That's why I'm bringing it back.
Regardless of its remote location, Dawnguard is one of the better guilds in Skyrim, and I want to do the same.
However, the fortress is rather haphazard in its design. The internal and external coordination was poor, the defense was disorganized, you name it.
So I've got it all figured out! The fortress now features a new design, several new rooms, and unique aesthetic features.
-Only requires Dawnguard and the nearest Skyrim; as it uses the new Creation Club flora.
*All items included during the quest remain almost unchanged, such as the blacksmith shop and enchantment area. *
-Added more weapon plaques and displays, as well as mannequins.
-A new warehouse to keep your items safe!
-Relocated several rooms; such as the guild's sleeping hall and dining room.
- Areas such as caves have been combined into one area; the hidden area is now behind the troll pen.
-New exterior weather; a healthy golden glow that reflects the gray influence of the Morrowind.
- New mushrooms and green grass, also reflecting the distance between the canyon and the border of Morrowind.
- Removed several wooden barricades and widened certain areas of the canyon.
-Added proper hooks and stabilizer bars. The Portcullis mechanism is inoperable so there is no need to worry.
-Secondary tower removed; old cemetery added.
-Added several rooms to reflect the exterior/interior dimensions of the fort, as well as extra beds.
- Brand new player-owned areas! All containers are secure; and the bastion is set to NoReset.
*Notice*
Sattyre has merged the Navmesh error package into a new mainfile.
Files cleaned by Lorex and ra2phoenix.
Hope you all enjoy it and happy hunting!
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Fort Dawnguard
-ClefJ Edition-
Vampires need to be dealt with.
Hunted, rooted out, destroyed. Once there was a group dedicated to a similar cause.
They called themselves the Dawnguard.
That was a long time ago, but the idea was, and is, a good one.
That's why I'm bringing it back.
Regardless of its remote location, the Dawnguard is one of Skyrim's better guilds to attach oneself too, or so I thought.
However, the fort is rather haphazard in design; the interior and exterior don't match well, defenses are chaotic, you name it.
So I've fixed all that! Now the fort comes with a new design, several new rooms, and unique aesthetic features.
- Requires only Dawnguard and Most Recent Skyrim; as it uses new Creation Club flora.
*All items included during quest-progression remains mostly the same, such as the smithy and enchantment area.*
- Several more weapon plaques and displays added, as well as mannequins.
- A new Treasury room to keep your items safe!
- Repositioned several rooms; such as the guild sleep hall, and the dining hall entirely.
- Areas such as the caves have been consolidated into a single area; the hidden zone is now behind the troll pen.
- An entirely new external weather; a healthy golden glow to reflect Morrowind's ashen influence.
- New mushrooms and greener grasses, also to reflect the canyon's proximity to Morrowind's border.
- Removed several wooden barricades and widened certain areas of the canyon.
- Added a proper portcullis and stable. Portcullis mechanism is inoperable, so no worries.
- Secondary tower removed; Old graveyard added.
- Several rooms added to reflect the external/internal size of the fort, as well as additional beds.
- Completely new player-owned area! All containers are safe; and the fort is set to NoReset.
*Attention*
Navmesh error pack has been merged by Sattyre for a new mainfile.
Files cleaned by Lorex and ra2phoenix.
I hope you …
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