Falskaar need a complete overhaul by a team of modders.
1. boring redundant landsccape 2. wildlife is nearly absent 3, the island feel empty overall (too few settlements and much of present settlements are unly dummy cities) 4. too few npcs, the island is nearly only populated by bandits. 5. some voices are not good.
Obviously, the mod is incomplete and was abandonned by the original author. It could had been really better.
The northern hold was cutted. I don't know if cutted contenant exist in the mod file.
It was all one guy who did it. He released the mod with the intent of not going back to it, because to him, it was finished. It's a great mod about a bear bones civilization picking up the pieces ion a fractured, empty land. It's actually very, VERY reminiscent of a FromSoftware game, adding diversity to the lands/stories in Skyrim. It's an awesome DLC style mod for the game and a classic, one of the best imo.
I agree JoebungaJim. Falskaar gets way more criticism than it deserves. No offense to the Beyond Skyrim team, but I still see Falskaar as THE best new lands mod in existence. Perfect? No. But, best overall, IMO yes. ~dan
Well then get on it pal, although kinda doubt something like that would ever happen. For it's time back then, the amount of people workin on it (aka ONE person) and the restrictions Alexander had to deal with at that time in regards to what was actualy available - this puts nearly EVERY single Quest and Landmod out there done in more recenht times and with more people to absolute SHAME.
Is it perfect? By no means, it absolutely would DESERVE a dedicated Team to rework it entirely, set it to modern days modding standarts and so on, but is it a masterpiece and a absolute astonishing example for what could be achieved with enough willpower, dedication and talent? Yes, it is indeed, and the REASON why so man started modding for skyrim in teh first place. so please be my guest Pal, and do it one better...
Obviously you have no clue what ur talkin about, but ey... im just fanboying here ....
I'm really glad you made this mod. I don't like the idea of Borvald and Staalgard staying completely destroyed. I'm running into some difficulties with this mod though. Pinevale restores itself when i go back to visit and the armor works fine, but Borvald is still a hellscape and Staalgard is a warzone. Don't know if i might have left a bandit alive while playing through it but i can't get past the wall of flames to check. I briefly installed and uninstalled the mod while i was playing through borvald and then reinstalled it after the main quest as suggested. also i have a mod for faalskar fixes to address a few bugs through playthrough. I'm not sure if any are conflicting or if the load order is janky. Vortex isnt flagging any conflicts though. Any help would be appreciated. Could the cells in Borvald and Staalgard potentially refresh if i get my character to wait for thirty days? I'm open to suggestions. A suggestion that doesnt involve restarting the main questline would be nice. Thanks.
Just wondering how this MOD is coming along? Developments as of June 2021? I am excited to revisit Falskaar... and to rebuild areas. One wish... to have a home at the docks location. Or to rebuild the destroyed one upon the first visit to the Dock.
I would guess further updates were originally planned but scraped, Which is a shame because i was hoping for some small settlements in the Northern Hold to be added to it. And access to The Temple of Gods which is mentioned In The Four Holds Book on The Falskaar Quest Mod. Another thing I would've liked to play a role is that Unmarked Ruined Fort in the Dread Coast that Henrik doesn't mention when asking him about The Dread Coast.
Just started Falskaar on xbone and I've got this mod favourited on bethesda.net, sorry if this has already been asked and answered but do I need to wait until I've finished Falskaar quests before installing this or can I install now?
Does anybody know how to able to use the new guard armours for the regular guards of falskaar? the other features I'm not particular interested in at this point?
I'm tracking this one, I've always enjoyed Falskaar. Being able to actively rebuild it is an excellent use of the FTF platform. Between this and Legacy V5 I might come over to SE. A mod that eliminates/perma-blocks the CC would be final straw.
Yes, I've got so many mods that I've modified, patched, and/or merged for LE that I'll probably do a parallel SE build that is a very different look/feel that my LE build.
86 comments
1. boring redundant landsccape
2. wildlife is nearly absent
3, the island feel empty overall (too few settlements and much of present settlements are unly dummy cities)
4. too few npcs, the island is nearly only populated by bandits.
5. some voices are not good.
Obviously, the mod is incomplete and was abandonned by the original author. It could had been really better.
The northern hold was cutted. I don't know if cutted contenant exist in the mod file.
~dan
For it's time back then, the amount of people workin on it (aka ONE person) and the restrictions Alexander had to deal with at that time in regards to what was actualy available - this puts nearly EVERY single Quest and Landmod out there done in more recenht times and with more people to absolute SHAME.
Is it perfect? By no means, it absolutely would DESERVE a dedicated Team to rework it entirely, set it to modern days modding standarts and so on, but is it a masterpiece and a absolute astonishing example for what could be achieved with enough willpower, dedication and talent? Yes, it is indeed, and the REASON why so man started modding for skyrim in teh first place. so please be my guest Pal, and do it one better...
Obviously you have no clue what ur talkin about, but ey... im just fanboying here ....
Developments as of June 2021?
I am excited to revisit Falskaar... and to rebuild areas.
One wish... to have a home at the docks location. Or to rebuild the destroyed one upon the first visit to the Dock.
They do exist, I have them, and they work! Still trying to get my wife to hide that garbage.