I'm getting an incompatibility flag in MO2 saying the mod is "Incompatible with LK_fix.esp". I have no idea which mod that file belongs to. Can anyone help?
There are good tutorials on using mo2 and I presume loot that can be found which should help you answer your question since there are tens of thousands of mods on nexus alone and only you know which ones you have installed.
The description details that this mod should not be applied in a current game but does not detail whether it refers to once Falskaar started. So... Can I install this mod if I'm still in RiverWood? That is, I am at the beginning of the base game, I have not entered Falskaar. evidently.
But the Falskaar expansion hasn't loaded yet... I don't see a problem with installing this patch... I would understand if it was incompatible if it was already on Falskaar
Changelog.txt is the equivalent of a readme.txt: it's something for the end-user to open and read like a microsoft word document. it has literally zero bearing on the actual functionality of the mod (unless this mod's author says otherwise...)
The lady in the lighthouse completely breaks if you pick up the journal with the key before interacting with the gate, rendering the quest unbeatable without reloading an older save.
Hi I know its 2 years old but I just ran into a black face problem with the bandit after doing Lost Knowledge its not a huge deal since the creep gets killed but I figured to put it here <3
thank you so much for this patch <3 its been doing like it says its doing <3
Hello, I'm not very good in english. You wrote in Compatibility: "Falskaar - Patches and Addons: Not compatible with Bug Fixes.esp, this mod must load after it" Do you mean with "this mod" your mod or "Falskaar - Patches and Addons"? What is the right load order?
Gonna give this a try, I'm cautiously optimistic as I've been burned by falskaar patches before, but this does in fact seem pretty comprehensive so I'm eager to try it out. Will keep you posted with any problems I run into.
So for the first time ever I've managed to complete Falskaar without the quests shitting themselves inside out. Not that there weren't any weird hiccups (the battle of staalgarde didn't end as intended, but it ended and I got to continue with the quest at least), but in the context of "this is a bethesda game" I'd say it went smoothly. Gonna give my endorsement for this one, much appreciated!
What? It is halfway down into your description and it is the same size as body text. At least put it somewhere everyone will easily see, like the file description in the files tab.
Not only is it legible with the current font, it's standard practice. Always start a new game for any mod that touches the scripts. Especially quest scripts.
151 comments
but I figured to put it here <3
thank you so much for this patch <3 its been doing like it says its doing <3
You wrote in Compatibility: "Falskaar - Patches and Addons: Not compatible with Bug Fixes.esp, this mod must load after it"
Do you mean with "this mod" your mod or "Falskaar - Patches and Addons"? What is the right load order?
bug fixes.esp
comprensive falskaar fixes.esp