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Thanks for reminding me. Changed the title to reflect current status of my submod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1445047897
Mixu's Legendary Lords SFO compatibility mod
Please update these are the only 2 mods left I need to start playing again
Great mod otherwise.
Should also mention I am useing mods to unlock the south empire factions also, with the sub sfo mod compapility.
Did some futher investigation on the matter, first playthrough the game stopped at turn 19, and did some testing the game freezed earilier, now it stopped at turn 17, i thought i might be related to tech as i didn't get any tech pop up at start of my turn to be spesific on that it was the tech blood is power. I had a backup save 2 turns back, try to alter the tech into a diffrent one, but the game still freezed up. Quite annoying though, where looking forward to get a huge campaign aiming to confed with the two other LL's possesing factions with Mousilon content with SFO, as SFO brings a missed overhaul to the game.
here is a screenshot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1308578630
Can anyone clarify how this skill works. because it seems useless to me on an undead army where you would have black grail knights, (hence my testing of this seems to show the effect not to apply to any of my undead.) Im confused about the point of this skill.
Seems like i cant recruit any of new units after TK update, pls look at screenshot
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288843101
Mixu said he fixed bug in his mod and problem should be in this submod
Vernis has informed Erde and let's hope he'll add the changes soon to his mods.
Anyone new subbing to this mod, it's safe and still good to use Erde's SFO patches for different mods, but it will prevent you from recruiting units added by the mod his SFO patches combine.