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It worked for me, but it did seem to conflict in some ways with mods that change your starting party or starting equipment and I didn't start with my 4-person team in the 1st dungeon... but once in town my roster was like 60/140 (60 people, 140 spots)
I am planning on just changing the mod file myself to add some of the missing classes and seeing if that works. :)
does it only work for certain mod classes perhaps?
does it simply not work if one has mod classes that you have not directly made note of in the mod maybe?
If "persist.roster.json" file size don't match in modfiles.txt game will not load it and you will don't have any hero in Hamlet (no reynauld and dismas from start of game too).
Also deleted modfiles.txt or edit it with notepad to have same size in file like scripts/starting_save/persist.roster.json 213456
Don't mess with last 260 hero. Copy 259 and add it between 259 and 260. Number it 260 and change next one 261. Change in "name_id": "hero_name_best" -best- part anything you like but don't name it like same of the rest heroes (its will have blue text name but will not crash mod). Change "heroClass": "good_girl" to class you want. Do same to skill. and it will work. I created this mod to test new modded hero without waiting for them to appear in the stagecoach.
1. copy and paste one of the previous heroes at the end of the list (I assured the brackets and commas are lined up appropriately)
2. changed the heroClass field to their class name
3. changed their selected combat skills to all 7 of their classes skills and didn't select any camping skills (seemed like a hassle)
What did I do that could've caused this to break? The most notable things that I didn't change for the new copies is their current_hp and their name_id, but I figured that wouldn't really matter since they'd be in town and heroes can have the same name as each other (I think they can anyway)
i don't add all modded hero. I added only those that are in the screenshots.
Start roaster is 87 and it will change if i will add more heroes.