Arthmoor Posted October 27, 2016 Posted October 27, 2016 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 Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 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 Special Edition 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, Kynesgrove.bsa, and Kynesgrove - Textures.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, Kynesgrove.bsa, and Kynesgrove - Textures.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.
Arthmoor Posted December 25, 2016 Author Posted December 25, 2016 Version 2.0.1Updated with correct LOD for SSE.
ejnomad07 Posted December 28, 2016 Posted December 28, 2016 Can I suggest like with Darkwater you upgrade the map marker? This deserves a Town symbol over a Settlement symbol now. It also has quite a couple little quests and is involved with a main quest.
Arthmoor Posted November 7, 2017 Author Posted November 7, 2017 Version 2.0.2 Fixed several objects that were clipping with other objects in the area. (Bug #23084)
Arthmoor Posted December 3, 2017 Author Posted December 3, 2017 Version 2.0.3 Fixed a knife that was falling off a table, plus ownership on 3 barrels. (Bug #23088)
Arthmoor Posted November 6, 2018 Author Posted November 6, 2018 Version 2.0.4 Navmesh cleaning with new versions of xEdit.
Arthmoor Posted May 10, 2019 Author Posted May 10, 2019 Version 2.0.5 Added some exterior lighting to the village.
Arthmoor Posted July 24, 2019 Author Posted July 24, 2019 Version 2.0.6 Changed the map marker to reflect its status as a town instead of just a settlement. Some broken border connections on the navmesh have been repaired.
Arthmoor Posted October 14, 2019 Author Posted October 14, 2019 Version 2.0.7 Added a grinding wheel to the blacksmith's shop area.
Leonardo Posted October 14, 2019 Posted October 14, 2019 On 12/28/2016 at 8:54 AM, ejnomad07 said: It also has quite a couple little quests and is involved with a main quest. I don't recall Darkwater was part of the MQ in Skyrim. Or what kind of a MQ are you referring to? @ArthmoorI guess you don't have much left to update for your village mods. The reason I mention this is simple, because I want to use as many of your village mods in my next playthrough. But with further mod updates I would probably wait until most of your village mods is the final version.
Arthmoor Posted October 7, 2020 Author Posted October 7, 2020 Version 2.0.8 Aldos Drens's investment dialogue is not checking the proper gold amount. This is a fix being applied which is detailed in USSEP Bug #29335. USSEP 4.2.3 or greater is now a requirement for this mod.
Arthmoor Posted March 1, 2023 Author Posted March 1, 2023 Version 2.0.9 Added the investor perk for the blacksmith to the formlist used by USSEP to clean up perk resets when reading Black Book: Waking Dreams.
Arthmoor Posted December 14, 2023 Author Posted December 14, 2023 Version 2.0.10 Updated USSEP synchronization.
Arthmoor Posted July 26, 2024 Author Posted July 26, 2024 Version 2.0.11 The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)
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