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thanks. that's my intention. screw all tat green skins and belakor.
so basically, if anyone adds this mod to an existing save, where the knight is already present on the map, he wont get the sword.
It may be worth changing it so the knight does not have the skill "dolorous blade" at level 1, and instead make it like the skill "nature's embrace", where you need to select it upon level up. that should keep people from missing out on his sword and skill.
If you start a new campaign and summon the Green Knight to test it, does the same issue occur?
If so, it is likely an error caused by a mod conflict.
Additionally, unfortunately, if the Green Knight's weapon does not exist in the current campaign save, there is no way to obtain it.
This mod transfers the Green Knight's 'Dolorous Blade' ability to his exclusive weapon.
As a result, if the Green Knight unequips the Dolorous Blade, also ability disappears, which is an intentional and natural mechanic of the mod.
Although the Green Knight can no longer equip other weapons(cause can not use ability), this is also an intended design choice of the mod, so it is not a bug, and you can play without concern.
apologize for the delay in replying.
I fixed the old script code along with the version update and the pledge issue would have been fixed. but I haven't tested it completely yet.
please report it If you find error.
thank you.