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  1. jkrojmal
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    • 465 posts
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    [size=14]JK's Skaal village.[/size]

    Welcome to the fifteen town overhaul in the JKs series. I put this together in a couple of free afternoons in preparation to my second Dragonbone DLC run, yes second, in all this years of playing Skyrim (1.859 hours), I only played through Dragonborn once.

    And before some of you ask, no, there´s not going to be a Raven Rock overhaul any time soon, I did try, but I don´t like that town at all, I just can´t find the inspiration to work on it.

    Now go explore, there's more to see than shown in the images! enjoy.

    Best Regards, JKrojmal.

  2. jkrojmal
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    • 465 posts
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    [size=14]- ANNOUNCEMENT -[/size]

    Hi all,

    I just wanted to let you guys know that Nazenn is going to take over my cities and towns overhauls from now on.

    I'm not retiring from modding, I'll still be working on DarkenD, I have an update coming soon with some new content.

    I want to express my gratitude to all of you guys for the comments, the support and the endorsements, thank you so much!.

    Cheers, JK.
  3. Nazenn
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    • 2,585 posts
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    As has been announced I'm going to be taking over maintenance of JKs city and town mods while he moves onto other stuff. At this stage I'm not planing any content updates, or patches, however I'll still be fixing any major bugs or issues that arise in the files so please do keep reporting them.
    JK has also asked me to handle any permissions questions that come up so feel free to direct them my way as well. As far as I'm concerned, and the way JK has always approached it, there's open permissions for compatibility patches, although please do let me know that you have made a patch is all I ask and give me a link to it, but for anything more then that please ask me first before publishing.
    As per JKs request, I will also be doing the conversions for all the remaining cities and towns over to SSE as well which will be coming in the new year once I have my new PC set up. Please don't ask me for an ETA, I don't have one, but where possible I'll also bring them to console as well. I'll also be including the bug fixes I worked into JKs Lite to fix a few little things that people may be running into problems with.

    If you'd like to have a chat to me about something more directly, whether its a bug or just something to share I have a small discord channel set up for various modding projects you can join by clicking here which I'm pretty much on every day so come and have a chat about these files or any other mod you wish.
  4. Sroz123
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    • 27 posts
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    Lore friendly u say bro? You do know them Skaal village ppl are all about embracing nature and living amidst the nature? then why did u add an enchantment table and alchemy table bro.
    1. lien028
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      • 19 posts
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      Use the console's disable command, simple as that.
    2. PicnikSky
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      Those two objects are literally on Storn's house, you know, the village's shaman, by default, so how would it not be lore-friendly for this mod to have them?
  5. GyntRyles
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    • 56 posts
    • 10 kudos
    Nice little mod. I love the Skaal village, and I think this adds just enough extra flair without going overboard.

    I'd also like to add that my Skaal Shack is compatible with this mod, so long as it loads after this one (otherwise it will be buried in snow).
  6. rainbeau1019
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    Hmm, I'm not entirely convinced decorating Skaal Village is very lore-friendly at all. According to what the villagers say, the Skaal take only what they need, so as to preserve their oneness with the land. The decorations added by this mod, while they DO look nice, conflict with the Skaal philosophy.
    1. yian
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      • 1,164 posts
      • 37 kudos
      But it looks nice.
  7. Roast1Dinner
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    • 16 posts
    • 3 kudos
    How to port Jk's mods over to Skyrim SE

    This is just a simple guide on how to port over each of Jk's mods for personal use and not to be reuploaded without JKrojmal OR Nazenn permission - feel free to correct me or make this guide better.

    You can follow this guide and port over Jk's full skyrim mod ( Nazenn said it should work fine ) or do what I'm suggesting and port over all of Jk's mods except Whiterun, Riverwood, Skyhaven Forge and Dawnstar - Loads of accounts of ctds when approaching.

    1. First download any or all of Jk's mods:

    JK's Skyrim - - Again might have probelms with this one because of Jk's Dawnstar + If you have problems with any over of the cities, village, etc you cant just disable that one city.

    JK's Windhelm -
    JK's Markarth -
    JK's Riften -
    JK's Dragonbridge -
    JK's Ivarstead -
    JK's Rorikstead -
    JK's Falkreath -
    JK's Morthal -
    JK's Winterhold -
    JKs Skaal village -

    Tip - Dont download any patches for any of mods they will be for Skyrim LE (Oldrim / Skyrim 2011) and may not work for Skyrim SE, I also wont be using open cities, or any type of mod like that since that may not be compatible for these mods.

    2. Go to and click the download launcher in the top right hand corner - then download, while that's downloading create a account if you haven't already. Follow the install steps when installing the program, pretty much straight forward. Then once downloaded open it and find the skyrim creation kit and click the big green install button - wont take too long.
    Should look like this -

    3. Next, once installed run the creation kit once then close it as soon as its loaded everything, now all we wanna do is create a fix for a little bug thats never been fixed. Find your skyrim directory where skyrim creation kit is installed, mine looks like this - D:\Steam\steamapps\common\Skyrim Special Edition - yours may be different. Now create a new text doc and paste this is the text doc


    Save and exit and make sure you have show hidden file extensions turned on - - then rename the whole document to CreationKitCustom.ini and click yes to any admin permissions that pop up.

    4. Download SSE Nif Optimizer manually and extract to any place like your desktop or like me a folder called Skyrim Mod Tools.


    5. Now we are ready to actually start to port over the mods ( By the way this should work for nearly every oldrim mod BUT mods with BSA files and the exception of some over mods will need a few more steps, but because Jk's skyrim mods dont use bsa files we are okay - dont follow this guide for other mods with BSA files, YOU'VE BEEN WARNED). I'm going to use Jk's solitude for example in this guide, find your already downloaded mod ( for me this is Jk's Solitude ) and put it on your desktop for ease of access and right mouse click the rar file and click extract here.

    MO users attention make sure there is nothing in your overwrite folder - D:\Steam\steamapps\common\Skyrim Special Edition\ModOrganizer\overwrite -
    you can just delete anything that's in there it really probably maybe doesn't matter :p

    6a. (for the pros that use MO - Recommended Mod manger). If you are like me and you use MO we are going to want to open creation kit in MO by clicking the drop down menu where your Skyrim - - and click edit, a lil window will pop up we are going to want to add creation kit in there if it isnt already there, copy what mine looks like - - and then click the add button where it says modify for me. Then simply run Creation Kit and click the file then data in the top left hand corner, finding Jks solitude and setting it as active file - - then click okay, you will get loads of warnings, on ALL OF THEM CLICK YES TO ALL!

    6b ( for the nubs thats use NMM). Next, open the file and copy the esp over to your skyrim data folder located in your skyrim directory
    - D:\Steam\steamapps\common\Skyrim Special Edition\Data - now open Skyrim creation kit, once eveything is loaded a bunch of windows will open ignore them and click File then Data in the very top left hand corner and find your Esp that you just copied into you skyrim data ( mine is Jk's Solitude.esp ) double click the little box so it has a cross in it and click set as active file - - then click okay, you will get loads of warnings, on ALL OF THEM CLICK YES TO ALL!

    7. Once, the esp has loaded simply click the save button in the top left that looks like a little floppy disk - clicking yes to all of any of the pop ups, then close out of creation kit.

    But wait there's more to do yet!

    For mod organizer users.

    8a. Go back into MO and you will find you have stuff in your overwrite folder if you do GREAT ! you did it correct, now what we wanna do it find out MO folder and do all this there well because its a lot easier! To find your MO folder go to where you installed you mo folder for me I installed it in my skyrim se folder because, ease of access - D:\Steam\steamapps\common\Skyrim Special Edition\ModOrganizer - now go into your overwrite folder and copy anything that is in there, the esp, meshes and textures and cut all of that stuff into your Jk's folder on your desktop overwriting anything that pops up - the one from earlier.

    NMM users

    8b. (! Since i dont use NMM im not 100% sure on how to do it this way !) Now go back into your skyrim data folder and cut your esp file back into your mod folder on your desktop, then go back into your data folder and go you will need to find these folders in your meshes and textures sub folder

    C:\Users\Will\Desktop\JK's Solitude V1.2\Meshes\Actors\Character\FaceGenData\FaceGeom
    C:\Users\Will\Desktop\JK's Solitude V1.2\Textures\Actors\Character\FaceGenData\FaceTint

    Cutting the facegeom and the facetint and pasting them into your skyrim mod folder on your desktop -

    9. Now your folder will probably look like mine - - we are going to want to open our Nif optimizer from before ( mine is in my folder called skyrim mod tools ), once opened click the browse button and basically just find your jk mod on your desktop should look like this - - then click optimize, close out of it that's all done now.

    10. This is what I'm gong to do double click into your jk mod on your desktop and select everything that's inside and right mouse click Rar: add to JK's XXXX
    (Mine says JK's Solitude) then add that mod into your mod manger and enable it, that's it all done in top not so simple steps.

    11. Now we have done pretty much everything its time to test it, open your skyrim and open any save thats close to a new game save or a new game altogether and press the console key ( if you dont know the console key its the key left of your 1 key ) and type in tmm 1 to unlock all locations on your map, exit out of the console via console key and open your map and travel to the location of where the mod changed for me in this guide I used Soltiude - walk around a bit in the city, village, etc and see if its all work. Now if you crash you can do 3 things, delete the mod and do everything all over again. Or use this guide and clean your mod esp just in case ( - can use any guide that does the same thing online ) or you can simply turn off the mod in case that mod just doesnt work with Skyrim SE or in case the area is being edited by another mod you have installed.

    How to clean mods with TES5Edit:


    Again this might not work for every mod for oldrim but for most it should.

    !!! Dont have a go at me if you brake your game and have to reinstall it again, if you follow the steps you should be fine !!!

    Please feel free to reply to this comment on anything I missed or that needs changing especially for the NMM part of the guide because I dont use NMM.
  8. Cailan33
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    • 882 posts
    • 5 kudos
    Saw this mod now. nice addition. could u maybe think about taking a look on Raven Rock and the DB-Sanctuary aswell? cheers
  9. TerraVetus
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    • 29 posts
    • 1 kudos
    Nice addition to seemingly overlooked Solstheim.
  10. ThisIsTheEndOfTamriel
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    • 130 posts
    • 3 kudos
    I hope you get inspiration to make Raven Rock a better place.
    Your work is awesome!
  11. Cliffracerz
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    • 91 posts
    • 1 kudos
    Would love if we could get an open bed added to the main hall.
  12. AuroraofEos
    • member
    • 342 posts
    • 1 kudos
    Will this and the other mods be made available for SSE?
  13. LordMala
    • member
    • 942 posts
    • 10 kudos
    Love it. Any chance of seeing changes to Raven Rock, Shor Stone and Karthwasten?
    1. ltherin
      • member
      • 249 posts
      • 7 kudos
      Since JK has moved on to other projects & Nazenn who has taken over maintenance isn't planning content additions right now you might want to check out ETaC which has a modular option and covers more than just these 3 places.There's also Arthmoor's villages for Shor's Stone & Karthwasten as well as a number of others. I'll be going with a mix of the two and they look utterly remarkable!

      Expanded Towns & Cities -

      Arthmoor's Shor's Stone -
      - (just love what he did with Grelka here)

      Arthmoor's Karthwasten -
      - (don't forget to check out his other quality mods too)