The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Falskaar
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Update: Dec 25, 2015 @ 2:42pm

Original 1.2.1 archive was corrupted. Repacked, verified and uploaded fixed archive. If you updated to 1.2.1 before this update, please delete Falskaar.bsa and let Steam redownload it.

Update: Dec 24, 2015 @ 6:41pm

1.2.1 (December 24th, 2015)

New Content and Features
- Venture into the new interior of Stargazer Grove to discover the fate of those who entered before you and find the treasure they had sought.
- New custom weapon with unique model, textures, and enchantment.

Fixes, Tweaks and Balancing
- Fixed an issue that caused bandits and Yngvarr's soldiers for players over level 25 to be unintentionally difficult and for players at level ~50+ to be extremely difficult.
- Fixed all outstanding navmesh errors introduced by 1.2.0.
- Reworded several confusing passages of text in quest journals and messages.
- Added several new load screens.
- Cleaned various exterior navmeshes.
- Fixed several grammar issues.
- Minor tweaks and polishing to several quests.
- Doubled the gold Kunnari has to trade with.
- Increased cooldown of Champion's Spirit. [40/70/100 to 45/100/150]
- Fixed several papyrus errors regarding properties and a FSMQ07 script.
- Fixed several "Cannot fire a weapon in an unloaded cell" papyrus script errors.

Update: Oct 26, 2015 @ 11:56pm

1.2.0.1 (October 26th, 2015)

- Fixed an issue where players were unable to take Wulf's boat from Skyrim back to Falskaar.

Update: Oct 25, 2015 @ 8:51pm

1.2.0 (October 25th, 2015)

New Features and Content
- Dramatically overhauled the mountains southwest, northwest, east, and south of Borvald, providing more playable space and better visuals, along with more for player's to discover.
- Completely overhauled Hjalmar Armory, inside and out.
- Overhauled Stargazer Grove and Starwatcher Grove.
- Added an unmarked Nordic ruin for players to discover near Borvald.
- Renamed Chillstone Basin to Chillstone Camp due to surrounding wilderness overhaul.
- Added an unmarked fort to Falskaar's coast.
- Added 4 new explore and 3 new town songs to Falskaar's soundtrack.

Changes and Balancing
- Standardized encounter zone levels to fix certain instances of unintentionally difficult enemies.
- Improved the appearance of Falskaar's ocean water.
- Falskaar's ocean current now flows gently inland instead of out to sea as it was sweeping away too many important Nords. Oh, and elk. A lot of elk.
- Amber Mead sales have gone through the roof! (Placed a lot more in the world)
- Moved entrance to Vernan's Hideout so it's hopefully a bit easier to find.
- Extended the boat tutorial to guide players back to Falskaar from Skyrim once.
- Redesigned many aspects of Mammoth Keep.
- Centurion in Mzubthand is now injured and named to better message its weakened state from its recent battle with the mercenaries.
- Enhanced the clutter & FX in Mzubthand and Echo Deep Mine.
- Reduced the total cost of Honeydew Lodge from 16300 to 11900. [House: 10000 to 8000. Upgrades: 6300 to 3900.]
- Increased Fitted Guard Armor effectiveness and gold value to make it more useful to the player. [Cuirass: 24 to 27. Helmet: 12 to 14. Gloves/Boots: 6 to 9.]
- Increased Reinforced Guard Armor effectiveness and gold value to make it more useful to the player. [Cuirass: Still 29. Helmet: 15 to 16. Gloves/Boots: 9 to 11.]
- Decreased Reinforced Armor total outfit weight by about 5.
- Fitted and Reinforced Guard Armor can both now be tempered as leather.
- Added some poultry and a cow to Kunnari's farm.
- Moved an easter egg to be less overt.
- Moved the spell books for Olgrahm's Fury and Olav's Spirit to better locations.
- While searching Bearclaw Cave for the Key of Strength, after a timeout, the quest marker now points directly to the key to help those who cannot locate it.
- Tweaks to Sunken Skull Barrow.
- Adjusted weather out in the ocean around Falskaar. It now mostly snows, and clear skies are rare.

Fixes
- Fixed assorted minor dialogue issues.
- Hopefully fixed the infamous fade to black then progress is blocked when speaking to Ulgar during "Returning the Favor".
- Marked several non-critical scenes as interruptible.
- Fixed rare instances where Olvir would disappear without letting the player out of Mzubthand.
- "The Crusher's End" now properly stops running when you complete the quest, unblocking quest items from inventory removal.
- Audmund's cow no longer exists before the player starts "Runaway Cattle", which should fix some instances where quest progress could be broken.
- Added a message to clarify that you are unable speak to a freed captive at the Falskaar Docks (most commonly Wulf) before you've freed all others captives.
- Wine Basted Venison now looks like cooked meat.
- Fixed several issues with the Warmth's Edge Caverns enemies and environment.
- Replaced two containers that are removed when you decorate certain areas of Horndew Lodge causing you to lose access to any items stored inside.
- Repaired benign missing source for a script.
- Attempted to fix instances where followers would errantly activate switches during "An Ancient Gate", trapping the player.
- Fixed catapult floating in the mountains.
- Bandit at end of "Lost Knowledge" now plays the intended animation during the scene.
- The mudcrabs in Sandyshell Hollow should no longer fight with the necromancers during "The Deadliest Catch".
- The Centurion in the final room of Watervine Chasm should no longer ever get stuck upon awakening.
- Added redundancies to help detect/fix when Jalma/Wilhard are missing from the jail scene during "Fort Urokk".
- Fixed that Horndew Lodge home decorating guide was never properly written/finished.
- Skipping the dialogue at the end of "Lost Knowledge" no longer prevents the quest from advancing.
- Tweaked the heart chamber book title page to look better.
- Added 'vampire' variants to all race dialogue conditions. If you're a vampire, you should now be recognized as the proper race.
- The Skyrim side of the portal is now properly handled after the player travels through it. (No longer left open and in a weird state)
- You can no longer summon Durnehviir (Dawnguard) in Falskaar, as for various reasons dragons are not supported in the worldspace.
- The Borvald gate may now be activated by the player once they enter the city to prevent them from being locked outside if they fast travel away before speaking with Valfred.
- Fixed several issues with how "Passage Home" handled activating the boat before talking to Wulf. (Blank journal, message not recognizing that you're in Skyrim)
- Fixed several objective display issues and script errors in "The Crusher's End".
- Did a substantial amount of work further cleaning up navmeshes across the land.
- Fixed a huge amount of typos and spelling/grammar.
- Fixed a broken Dwemer ambush spiderbot in Vizemundsted.
- After completing "Fort Urokk" the collision planes around the fort are disabled, allowing unrestricted movement in and out of the fort.
- The enemies in Fort Urokk no longer respawn, and the gate no longer continues being blocked from player activation after they complete "Fort Urokk".
- All quests related to the Dream Crystals are now marked as Daedric Quests in the journal.
- The gate to Mzubthand Courtyard should now remain open forever instead of respawning, closed, when the location resets.
- Numerous unlisted minor fixes and tweaks.

Update: Mar 31, 2015 @ 7:54pm

Version 1.1.5 from the Nexus, minus the videos as Steam Workshop does not allow them to be included.