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[RELz] Kynesgrove


Arthmoor

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kynesgrove-logo.jpg

A simple village expansion for Kynesgrove.

It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night.

  • The blacksmith has full investment support with the proper perk.
  • Roggi Knot-Beard will share his house if married to you.
  • Dravynea will share her house if married to you.
  • 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.

Download Locations

AFK Mods

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Manual

Drop the Kynesgrove.esp and Kynesgrove.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

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 Kynesgrove.esp and Kynesgrove.bsa files from your Data folder. Then reload your game as usual.

Load Order

LOOT (https://loot.github.io/) should be used for optimal placement.

MUST load after Immersive Citizens - AI Overhaul.

Compatibility

Fully compatible with Bring Out Your Dead.
Fully compatible with Cutting Room Floor.

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

Definitely not compatible with the Enhanced Cities & Towns module for Kynesgrove since both mods make houses for the same people. A patch would not really be feasible to resolve this.

Disclaimer

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

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I'll definitely give this a shot once I get around to reinstalling Skyrim!

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Version 1.1

Dravynea got overlooked when building houses for the NPCs. She now has one, along with a small patch of plants out front.
Roggi's house key was incorrectly marked as Ganna & Gemma's key.

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Version 1.1.1

Generated LOD for the buildings and repositioned trees. Landscape LOD was not done since the changes were not significant enough to warrant it.

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Version 1.1.2

Retroactively fix being married to either Roggi or Dravynea so that moving into their houses if you want will have all of the correct ownership changes.

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Version 1.1.3

Overlooked setting the marriage house center markers for Dravynea and Roggi.
Made sure all storage in potential spouse homes is non-respawning.

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  • 1 month later...
  • 1 month later...

Hi Arthmoor, I was hoping to be able to sell my stuff to the blacksmith you added to Kynesgrove (like the one you added to Heljarchen), but Aldos Dren has no dialogue available. He just says random sentences when I speak to him. Is it intended ?

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Odd. I just went to check him and was able to look at his inventory and sell him some stuff. Was also able to invest in his shop too.

 

You sure you didn't catch him when he's not running the store?

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He was eating, sitting on his bench near his door. (It was around 2 pm, I think.) I waited for one hour or two and he stood against the wall near the workbench, but still no dialogue. I'm going to test again. Thanks for your time.

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Ok, checked, he has his lunch break until 3 pm. After 3 pm I can sell him stuff. Long break, he must have French roots. :P Sorry for the false alarm.

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  • 1 year later...
  • 1 month later...

Version 1.1.5

Fixed several objects that were clipping with other objects in the area. (Bug #23084)

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  • 4 weeks later...

Version 1.1.6

Fixed a knife that was falling off a table, plus ownership on 3 barrels. (Bug #23088)

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