2020-04-21

How to make the Falskaar morons move their tardy asses



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SPOILER INFO
This article discusses a bug in the mod Falskaar but, I daresay, doesn't reveal enough to qualify even as a mild spoiler.
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One of the most irritating bugs in Falskaar (not seen in any other mod, as I have to point out, so it's indeed legitimate to call it a Falskaar bug) is the reluctance of quest leaders to move. You're supposed to follow them, but they stand still and won't go anywhere. Most infuriatingly, when you try to talk to them, hoping to find out what their fucking problem is, they say something like "come on, follow me, we have no time to waste," and yet they just refuse to move. Livid with rage, I ran into them with no result, ran forward in the direction I presumed we were supposed to go and back to them with no result, searched the Web for help with no result. How I hated Alexander Velicky in those moments!

Only in my current game did I find out what to do about it:
1. Activate the stubborn mule in the console
2. Run forward (or anywhere if you're not sure where it is you're supposed to go)
3. Enter the command
moveto player

That somehow wakes the bastard up from his hypnotic slumber and makes him remember that he has a job to do.

If he gets alzheimerish again, just repeat the process.

This worked like charm with Arnand. With the jarl of Borvald, it also worked until we got to the door of Catacombs. I couldn't get him to enter, so I had to go alone and simply move the quest forward with setstage.

Still, the above method should greatly diminish your frustration with crappy programming in Falskaar.