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Found 43 results

  1. Arthmoor

    [RELz] Falkreath

    A minor expansion for the city of Falkreath. Provides additional housing for 2 NPCs. Like so many other towns in Skyrim, NPCs have been doubled up in housing or simply not given any at all and occupy space at the inn forever. Falkreath is already fairly large and space is limited, but there was enough available to provide homes for Kust and Valdr in a part of the city that wasn't occupied by anything other than trees. Features * Homes provided for Kust and Valdr. * Both houses are radiant quest enabled. * Both NPCs can be married and elect to share their home with you. * LOD has been generated. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.53 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 / Vortex 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 it has the mod activated. Installation - Manual Drop the Falkreath.esp and Falkreath.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 Falkreath.esp and Falkreath.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST load after Immersive Citizens to preserve navmesh integrity within the city. Must also load after Clockwork, or the Clockwork.esp file cleaned of stray navmesh edits. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  2. Arthmoor

    [RELz] Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with 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. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.53 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 - 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 Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - 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 Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement.
  3. Arthmoor

    [RELZ] Dragon Bridge

    A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * 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. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.53 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 Dragon Bridge.esp and Dragon Bridge.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 Dragon Bridge.esp and Dragon Bridge.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibiity Fully compatible with Cutting Room Floor, which also restores Tasius Tragus to the game but does not provide him a home. Edits overriding the USSEP are intentional. Do not revert them or Varnius Junius will no longer use his house properly. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Arthmoor

    [RELz] Karthwasten

    A simple village expansion for Karthwasten. Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach! * Each NPC now has their own home. * 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 1.5.53 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 Karthwasten.esp and Karthwasten.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 Karthwasten.esp and Karthwasten.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Karthwasten exteriors.
  5. Arthmoor

    Karthwasten

    Version 2.0.3

    47 downloads

    A simple village expansion for Karthwasten. Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach! * Each NPC now has their own home. * 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.
  6. Arthmoor

    [RELz] Soljund's Sinkhole

    A simple village expansion for Soljund's Sinkhole. Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem. * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * Perth can now share his house with you if you marry him. * 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. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.53 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 Spectial 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 Soljund's Sinkhole.esp and Soljund's Sinkhole.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 Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Fully compatible with Shezrie's Old Hroldan Town. Will not be compatible with other mods that change the Soljund's Sinkhole exteriors.
  7. Version 2.0.2

    44 downloads

    A simple village expansion for Soljund's Sinkhole. Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem. * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * Perth can now share his house with you if you marry him. * 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.
  8. Arthmoor

    [RELz] Whistling Mine

    A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.53 or greater. Unofficial Skyrim Special Edition Patch 4.1.5 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 Whistling Mine.esp, Whistling Mine.bsa, and Whistling Mine - 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 Whistling Mine.esp, Whistling Mine.bsa, and Whistling Mine - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Whistling Mine exteriors.
  9. Arthmoor

    [RELz] Shor's Stone

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Check out the video by pixelgamer: https://www.youtube.com/watch?v=KFDYn-TILPE Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.53 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 Shor's Stone.esp, Shor's Stone.bsa, and Shor's Stone - 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: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp, Shor's Stone.bsa, and Shor's Stone - Textures.bsa files from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign.
  10. Arthmoor

    Shor's Stone

    Version 2.0.3

    53 downloads

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes.
  11. Arthmoor

    [RELz] Ivarstead

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to 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. * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish. Check out the video by Nozi87: https://www.youtube.com/watch?v=9LjPxf9xFAc Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.53 or greater. Unofficial Skyrim Special Edition Patch 4.1.5 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 Ivarstead.esp and Ivarstead.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 Ivarstead.esp and Ivarstead.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Ivarstead exteriors.
  12. Arthmoor

    [RELz] Darkwater Crossing

    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. Check out the video by Nozi87: https://www.youtube.com/watch?v=ci2vurKpJhY Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.53 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 Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - 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 Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT 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.
  13. Version 2.0.4

    46 downloads

    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.
  14. Arthmoor

    [RELz] Kynesgrove

    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 1.5.53 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. 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.
  15. Arthmoor

    Kynesgrove

    Version 2.0.4

    49 downloads

    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.
  16. Arthmoor

    Helarchen Creek

    Version 2.0.5

    59 downloads

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with 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.
  17. Arthmoor

    [RELz] Keld-Nar

    This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.53 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 - 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 Keld-Nar.esp and Keld-Nar.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 Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  18. Arthmoor

    Ivarstead

    Version 2.0.4

    46 downloads

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to 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. * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.
  19. Arthmoor

    Keld-Nar

    Version 2.0.2

    19 downloads

    This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor
  20. Arthmoor

    [RELz] Keld-Nar

    This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab 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 - 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 Keld-Nar.esp and Keld-Nar.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 Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  21. Arthmoor

    Keld-Nar

    Version 1.0.1

    38 downloads

    "This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor
  22. Arthmoor

    [RELz] Shor's Stone

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Check out the video by pixelgamer: Download Locations AFK Mods Steam Workshop Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. 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 - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. 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 Shor's Stone.esp and Shor's Stone.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: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign.
  23. Arthmoor

    Shor's Stone

    Version 1.0.3

    248 downloads

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes.
  24. Arthmoor

    [RELz] Kynesgrove

    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. Check out the video by Nozi87: Download Locations AFK Mods Steam Workshop Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. 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 - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. 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 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 from your Data folder. Then reload your game as usual. Load Order LOOT (http://loot.github.io/) should be used for optimal placement. 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.
  25. Arthmoor

    Kynesgrove

    Version 1.1.6

    300 downloads

    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.

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