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What about the fix mod for unit recruitment that is linked? etc.
Hope those pieces of info help, but please clear this up. I'd be fuming mad if this was my mod, just uploaded, promoted on the rotating Steam "home" and if it takes me 20 sec to get to the main menu with 4 mods on bro while you leave comments suggesting it's a surefire brick <3
You need to run it solo, with required items and I doubt that it will CTD then.
Then you can run it with a short, 100% working, tested version of your SFO modlist. No other landmark mods etc. - I mean, come on man!
The piece of info that your mod list works when you deactivate this means little. (e.g. if you have the conflicting main mod on) To me it sounds like you just left the 2 most frustrating pieces of info and then vanish. You can do that if you've tested properly and it's indeed broken....
Thanks <3
I did notice that on turn 1 the garrisons will be incorrect but if you hit end round they update on turn 2. So if you you think your fix is not working when you check on a new campaign hit end round and see if they are correct on round 2
winds_of_magic_pooled_resource_change_positive_mod
and a variant of this effect that targets enemies if you wanna give it a go yourself and upload a better version ill set this to obsolete and link yours.
I had also removed all the unnecessary tables from the original patch keeping only:
land_units_tables
melee_weapons_tables
projectiles_explosions_tables
projectile_tables
This means you need the original land marks of legend as a dependency but also means that no updating was required as these were the only tables the sfo mod touched and none of these needed updating. You didnt need to edit any of the above tables did you?
https://docs.google.com/document/d/16caBfMwUvO4vGy7yYhyZEBNoMQJJ1Qjhn67OC_xEkPw/edit?usp=sharing