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Seems like it's bad coding on CAs side since its "almost" literally any mod you can turn off > host > re-enable to fix battle de-syncs.
You can't load a save with a mod "removed".
In this scenario you're making a save without the mod even there first. You re-enable it after a new campaign is already started on a new save right away when starting the coop campaign.
You only get that message if you done tried to remove a mod from a save that already exists. You have to do it on a new campaign.
The fix is to "add" a mod, and that "will" let you load that save. And it fixes "all" types of coop desyncs mid battle.
It works 100%. We've already done it 15+ times. No de-syncs.
If you're trying to fix a save that already has all the mods you want, just pick a random one in the workshop to add to the game where a save already exists.. That easy.
How about people that don't even play with mods..
a few days before all battles work fine .... so this is a new problem for me