I can't get the fort of urokk quest to begin without console commands and then it won't complete properly. Then the quest after that won't start. Any ideas?
Despite promises from the Dev this mod is actually broken or breaks from interactions with another mod. Saved Wulf, talked him into giving me passage to skyrim, but the game doesn't think he's around even while he's on his boat. Some flag got broken and Wulf doesn't exist in dawnstar at all so the gate doesn't work there. Wulf has no repeating dialogue option to say he'll take me to skyrim. Despite these issues the nordic boat mod was my workaround of this problem. Is there a console command I can just use to wulf exists in dawnstar in a way that gives me passage back and forth? I'm just thinking many more quests are broken in this mod and probably don't even work.
Lol those promises are over half a dozen years old. Many updates to the game have happened, and many other mods have made edits to Dawnstar since then...
Falskaar is obsolete. I haven't used this mod in over a year.
I tried this mod a couple of years ago and the story seemed promising, but the quests and locations were so buggy that it was difficult to complete anything. I was just checking back to see if there had been any updates but the answer is obviously no. I think this mod is probably not worth downloading at this point. It's a shame since so many people were excited by it when it came out.
Hi, I have an issue during the final main quests when I attack staalgrade, whatever I do I get bounty and the Jarl and his men turn against me. I found a way out by talking to that guard you meet at the bigenning which gives you the chance to pay the bounty. But the next quest "Heart of the gods" I get the same issue and I can't advance the quest
Does anyone knows the console command to deactivate the bounty for falksaar?
I have the same exact problem at Staalgarde too. Paying via console and the bounty comes again in a minute. I have to keep paying and paying all the way. Any permanent solution is greatly appreciated.
Hoping to play this - BUT can't yet - 1. I have Jalamar in Riften, but none of the dialogue appears to activate the quest 2. Went straight to Deep Echo Mine, got to the bottom and found the Mercenary Journal, BUT there was no lexicon on his body so I couldn't activate the pedestal
Any help or suggestions very welcome . Tried moving it down the load order, and have the patches and fixes listed but no joy yet EDIT: I managed to spawn the ancient lexicon via a mod but can't activate the pedestal still.
Restart computer. Load saved game from before you went into Deep Echo Mine. Save game in a vanilla interior (tavern, store, house etc.), load that save, then proceed.
I have a question: there are 4 large quest-mods activated in my Skyrim (Bruma, Wyrmstooth, Arnima and Falskaar). I want to know - does it hit so heavy my memory and script's bloating on saves if I will play with those 4 guys? I also have many patches on each mod. Like, 30 in total.
Or it will be best to turn them all to OFF? ESP files weight around 2-5 GBs and BSA archives weight around 1-2 TBs each... It's very critical, as I think. So, thats why I'm interesting. I do not want to have broken saves when I complete ~50% of game. Also, want to know about some incompatibilities among all these mods, if there are any.
A bit late but i have all of them installed, plus New Vominheim and did not really feel any problem. A couple crashes, not that much. I completed most of the other mods quests also.
I'm not an expert on this. But I think just switching some off probably isn't a good idea. If you do that you'll need to clean your save files otherwise script elements will be in the save and could cause issues. I also have all these mods installed plus many more new worldspaces and I'm OK, just takes a while to launch the game (RAM usage is well within my 32GB but that may be a consideration if you have less and it's starting to bottleneck . Albeit I can't actually access Falskaar - but it appears I'm not the only one experiencing this. Why do you think RAM is an issue, is a monitoring app telling you its near the limit or are you experiencing slowdown?
Becouse I have many 1K-2K active textures, 3000 plugins (ESL+ESP, in total), much of DLL files and much of script edits files. My each new game started at 8000mb-9000mb... And at ~50% of full completed the game bloating for like 18000mb-25000mb or more. It's too, very critical.. Without 5-10 large quest-mods (like, Moonpath, Moon and Star, Inigo, Vigilant, Bruma, Falskaar, Arnima, Wyrmstooth etc.), I can start with 5000mb-6500mb. But it's too, not very good.. Cos later it's bloated again.
So, in total, I mean - I want to know which of all quest mods I need to turn OFF to playing with full complete game without freezes or bloatings later. I heared what Vigilant, 3DNPC and some other mods have much of bugs and conflicts. So, I turned them OFF. But not these 4 guys (cos players write what they stabled as well).
Falskaar map is either already incorporated into that mod, or they're still working on it, from what I have read on Nexus and Reddit, it's unclear to me and I would be confused if I gave a damn.
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Falskaar is obsolete. I haven't used this mod in over a year.
Does anyone knows the console command to deactivate the bounty for falksaar?
> help "Falskaar Crime Faction" 0
to get the faction's ID, then pay with
> player. paycrimegold 0 0 <ID>
Paying via console and the bounty comes again in a minute. I have to keep paying and paying all the way.
Any permanent solution is greatly appreciated.
1. I have Jalamar in Riften, but none of the dialogue appears to activate the quest
2. Went straight to Deep Echo Mine, got to the bottom and found the Mercenary Journal, BUT there was no lexicon on his body so I couldn't activate the pedestal
Any help or suggestions very welcome . Tried moving it down the load order, and have the patches and fixes listed but no joy yet
EDIT: I managed to spawn the ancient lexicon via a mod but can't activate the pedestal still.
I have a question: there are 4 large quest-mods activated in my Skyrim (Bruma, Wyrmstooth, Arnima and Falskaar). I want to know - does it hit so heavy my memory and script's bloating on saves if I will play with those 4 guys? I also have many patches on each mod. Like, 30 in total.
Or it will be best to turn them all to OFF?
ESP files weight around 2-5 GBs and BSA archives weight around 1-2 TBs each... It's very critical, as I think. So, thats why I'm interesting. I do not want to have broken saves when I complete ~50% of game. Also, want to know about some incompatibilities among all these mods, if there are any.
Thanks.
Why do you think RAM is an issue, is a monitoring app telling you its near the limit or are you experiencing slowdown?
So, in total, I mean - I want to know which of all quest mods I need to turn OFF to playing with full complete game without freezes or bloatings later. I heared what Vigilant, 3DNPC and some other mods have much of bugs and conflicts. So, I turned them OFF. But not these 4 guys (cos players write what they stabled as well).
Is it possible to ask for a patch for Realistic Nord Ships?
Where can I get all the songs used in this mod along with the atmosphere sounds?
Anyway thanks for saying