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I've also brought the default FP settings more in line with vanilla.
I think a better indication of this mod working is to look at how much experience an AI general gets after their first battle with their FP set to 400 versus setting it to 0. You should notice a substantial difference between the two.
The little counter that tells you how many factions in a culture you have selected ( the "0/25", ect) does not show for those modded factions either.
Other modded factions seems to work when they're part of a base game cultures/races.
If I select one OvN faction to put it into a group, then the faction will get selected in all custom groups. If I them deselect the same faction in one group, the faction them gets deselected in all groups. This issue seems to happen with all the OvN factions (Famir, Albion, Araby, Southern Realms, ect).
Clearing a group using the "Do Stuff" button will reset the AI bonuses to default for that group, but it will also reset the factions in that group to the default for that group. For custom groups this would de-select all of the factions and leave the group empty.
If all active groups are disabled, empty, or suddenly become empty, no changes to AI bonuses will occur when the menu is closed, and they will be left at whatever they were before the group(s) was disabled or emptied.
If you want to revert only the AI bonuses to default for a custom group I'd recommend clicking the circular arrow button that appears next to a setting when it is not at its default value — for every setting in the Faction Potential Bonuses category (XP gain, building costs, ect..). The "Do Stuff" button would do only this as well for the predefined groups such as All Playable Factions.
As for the other mod, you may not need to change the load order. It's not clear to me how the two mods will interact. I'd try setting all the buffs the AI gets from my mod to 0 and see if they're really weak.
If they are really weak then that means my mod overrides the other, and you'd control the AI bonuses through my mod. If they aren't really weak, then the two mods should work fine together with the bonuses from my mod left at 0.
The description says: "If you want a version with potential, you can look for another mod that modifies it and load it with higher priority than this one". So in mod manager i changed order of this mod, to be on top. So this mod is 45, and the other mod is 50. Is this correct?
If you have one of the custom groups selected, like Group 1 for example, then check the box for those factions, they should always be checked when you select Group 1 going forward, until you un-check them, or they're no longer in the game (if you remove MIXER for example). The Faction Potential Groups MCT page is just for you to edit the selected group's settings.
If that's not how it's working for you, maybe walk me through what you're doing and seeing.
I can send you a copy of the previous version if you want. Just send me a friend request on Steam.