Thanks for the nice comments (and the backup :blush:).
Jupiah, I know you didn't want to be disrespectful or 'insult' my mod. It's just the 'huge vs small' comparison that upset me a bit. And while I don't agree on some points you brought up I don't want to deepen the discussion.
I was thinking, how hard would it be to make a KotN patch that moves the fort (and the spawn points) a bit further to the east? I know that if I had any skills in landscape editing/patching, I would do so myself.
Mudwater looks like a definite must-have when I start playing again, but I don't want to give up KotN either. And one of the things I liked about seeking out this fort during the KotN quest in the first place, was that I had to travel through so much new territory, deep in the woods where I felt kind of lost. Moving the fort a bit further east (where at least I don't have any mods I know about) would just increase this feeling, instead of slightly decreasing it due to having a friendly village nearby.
I have to admit that I don't know a lot about esp patching either, never did it myself. I know the basic idea behind it, but that's it. I imagine that moving the whole fort would possibly cause more trouble than it's worth. I understand what you're trying to say about the remote location of the fort, but I fear I can't help it now. The fort doesn't look that bad outside the village and I think I got the conjurer problem solved...
About the fort, there are only two conjurers outside of it, and one of them is non-respawning. How much of a threat are they to the villagers, really? If it's that bad, maybe you could just add some code to the esp that detects whether KOTN is present and if so, disable those two conjurers so they never spawn? They're not important to the quest or anything, and it'd probably be easier to do than moving the whole fort.
...because that is more or less what I do. I put a large trigzone where the fort in KotN is. The trig zone kills and disables any hostile creatures or actors, then disables itself (to save performance). On cell reset it gets enabled again for 50 frames so newly spawned enemies will be killed and disabled instantly. This worked very well during my test runs, no conjurers at the fort (and my test messages confirmed that they got killed and disabled). I think this is as good as it can get. I know that I would have been easier with OBSE to achieve this, but I didn't want to make the mod depend on it just for one feature (even though I have to admit that Elys Silent Voice is needed anyway, so it wouldn't really matter - guess I'm a bit schizophrenic

).
Finally the villagers will be able to live in peace, KotN or not. Will upload later today.