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MissileMann bkwrmgrl1 and Janquel

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Janquel

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About this mod

A collection of patches for Jelidity's Darkwater Crossing

Requirements
Permissions and credits
Translations
  • French
Changelogs
Continuing with my series of "I want to run with unique architecture everywhere, but that requires SO MANY compatibility patches" series....Darkwater Crossing! Patches for Darkwater Crossing - A Great Towns and Villages of Eastmarch Add-On! Please let me know if you run into any problems. All patches are ESP flagged as ESL, unless otherwise noted.

Included Patch Descriptions

Art Imports - Disables and moves a few refs to make the interiors match. Last checked against version 1.0

Cheesemod - Shifts one placed cheese to match the new interior. Last checked against version 1.01

Enhanced Lights and FX - For interiors, disables all ELFX changes and forwards all DWC changes to match the lighting from the original mod. Shifts some candle smoek over, too. Last checked against version 3.06.

ESO Imports - Redoes navmesh/landscape changes to be combos of both and match the ESO Imports change (not....fully sure why ESO Imports adds that? But sure, whatever!). There's no "destroyed farmhouse" asset for DWC, so it's still a vanilla farmhouse. Last checked against version 8.1.1

Expanded Towns and Cities - Patch to allow the two to work together until I get around to making a full conversion patch. Based off version 0.7. Patch provided by MIssileMann

Immersive Wenches - shifts some sweep markers to be within the new interior. Last checked against version 1.6.0SE

Landscape/Grass - Forwards landscape changes, re-paints some stuff to have less grass poking through.

Lanterns of Skyrim II - Shifts one lantern to match new exterior. Last checked against version 4.0

Special Edition Followers - CR patch forwarding persistent marker on an NPC ref. Last checked against version 1.01

Skyrim Reputation - CR patch forwarding persistent marker on an NPC ref. Last checked against version 2.4


Installation
Use a mod manager/organizer to install, or drop the loose files into your Skyrim data folder. Patches should have their appropriate masters set, and should be loaded after any mods which they are patching. Some of the fixes in question are on persistent objects, and may require a new save. Any patch made here should load after any other JK patch for the respective area.

Compatibility
I don't believe this should introduce any incompatibilities beyond anything which may be present between base mods. All moved objects should have been moved to locations which are non-overlapping. Let me know if you hit anything

Credits
Bethesda for Skyrim Special Edition and the Creation Kit
ElminsterAU for SSEEdit
Jelidity for Darkwater Crossing - A Great Towns and Villages of Eastmarch Add-On
Archinatic for the eastmarch assets
SenterPat for Art Imports
aviform and EpicCrab and DoubtSuspended and PhysicsFish and Daniel Hodge for Cheesemod 
anamorfus for Enhanced Lights and FX
Sarthes Arai for ESO Imports
missjennabee for Expanded Towns and Cities
lordkoz for Immersive Wenches
wizkid34 for Lanterns of Skyrim II
sushisquid for Special Edition Followers
dcyren for Skyrim Reputation