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[RELz] Kynesgrove

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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
Skyrim SE Nexus
Bethesda.net - PC
Bethesda.net - XB1
Bethesda.net - PS4

Installation Requirements

Skyrim Special Edition 1.5.80 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 - Nexus Mod Manager

Use the "Download with Manager" button on the  page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

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.


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.


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.


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

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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. 

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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.

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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.

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