The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Darkwater Crossing
   
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Category: NPCs, Towns
File Size
Posted
2.543 MB
Sep 2, 2021 @ 3:29pm
1 Change Note ( view )

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Darkwater Crossing

Description
A simple village expansion for Darkwater Crossing.

If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accommodations for the 4 NPCs who had no place to call home.

* Sondas Drenim will offer to share his house if married to you.
* Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
* All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
* LOD has been generated for the area, including trees that account for the changes.

My Patreon Page: https://www.patreon.com/arthmoor

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.

Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Darkwater Crossing.esp and Darkwater Crossing.bsa from your Data folder. Then reload your game as usual.

Load Order

LOOT[loot.github.io] should be used for optimal placement.

This mod must load after Skyrim Bridges or the landscape and navmesh changes will be wiped out and the NPCs will not be able to access their homes.

This mod must also load AFTER Immersive Citizens - AI Overhaul or the navmesh data will be overridden in areas where the new buildings have been added and the NPCs will be unable to navigate properly.

Compatibility

Fully compatible with Bring Out Your Dead.

Will not be compatible with other mods that change the Darkwater Crossing exteriors.

Disclaimer

This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.