By deleting the fake.lnc file you will not only enable the German national team. You will also enable player pics of the French and Dutch national teams by simply removing this file. This is something that can sort any errors you may have showing the player faces of the French and Dutch national team players, even though you may have downloaded the latest update to your preferred facepack.
When BattleScribe has a major update (e.g. version 1.15.xx to version 2.00.xx), it normally indicates that the format of the data or roster files has changed. When this happens, any old data or roster files you have will need to be upgraded to the new file format so they continue to work. BattleScribe needs to load each file and make changes to it to bring it up to the new file format.
Update the Xv2 patcher and Mod installer to 3.7 then try again. All you need to do to update them is download them from the Xv2 patcher website then do what you normally do. Then run the New mod installer, i recommend clearing all of your mods before doing this, also install revamp 1st before any other mods.
2) Download and install SKSE. If you allready have it - great. If no - install it. It's obligatory. SKSE is [essential]. Stability mods are also working through it, as well as vast majority of amazing gameplay mods. Consider it a basic invisible evolution element of Skyrim. Make sure to download the correct version! 1.7.3 is for Skyrim LE - you don't need that at all now. If you have [exactly] the Skyrim SE version of the game (1.5.97, you can right-click on the game .exe file and see the version there) - get SKSE for 1.5.97. If you're on AE (it's still named Skyrim Special Edition in your game library, it's the .exe that differs) - get the current AE version, and VR version for VR. Download the archive somewhere, unpack it. From the folder, get the .dll, .exe files and \\Data folder, and place them to your Skyrim SE/AE folder, as showed here. MO users should archive the \\Data folder and install it as any other mod trough MO (you can do the same in NMM as well if you wanna). From now on, launch your game only via SKSE (skse64_loader.exe), not the game regular launcher. A general note about SKSE-based mods and what to do with them. Situation with the SE ==> AE update is different from those SE updates in past. Why so Thing is, the problem with past SE updates was basically pretty simple and related only to the game version update itself, which was fixed by Address Library mod (further in this section). For AE, huge amount of SKSE functions themselves were changed or deleted, so for most of SKSE based mods to fully and properly work in AE, most of SKSE mods code will need to be rewritten by its author, on some scale - from just a few lines to possibly a complete rewriting from scratch, depends on the mod. That's why AE modding stage will need more time to recover then it was usually taking for SE updates in past (if ever). Remember that alternatively, you can simply mod LE for your current run, as it doesn't have this issue to begin with - and for the another run, some time will pass, and AE modding stage will be most likely recovered by then. What does this mean for those modding AE now and wanting to use SKSE-based mods Simply look on every such mod page Files tab - if the mod is already updated for AE, there most likely will be a separate version of it, with an indication it's for AE - so, you'll need to install the AE version of the mod. Similarly, if you're on SE (not updated to AE yet) - when downloading an SKSE-based mod, make sure you're downloading the SE and not AE version of it. That's it! 59ce067264