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I'd love to fix it up and hoping that CA gets around to fixing it like they did some other traits so its easier to work with.
Meanwhile this mod gives it other benefits that works regardless if its on a lord or hero.
There have even been people who have said the movement range on Strategist doesn't even work on lords. Something should be done about that.
Otherwise I don't know what the cause for your crash could be, but the latest version of this mod is fully functioning for patch 5.1.
The last lines in the log:
[out] <233.8s> nil
[traits] <233.8s> * force_add_trait() is adding trait [wh2_main_trait_attacking_victory] to character [character_cqi:2758], showing message: true, points: 1
[traits] <233.8s> * force_add_trait() is adding trait [wh2_main_trait_fighter] to character [character_cqi:2758], showing message: true, points: 1
But as a small comfort, at least the mod should be safe to remove during ongoing campaign if it is causing issues for older version saves.
Due to how CA has done the tech lord implentations you won't be able to see their real trait stats until you unlock them, same goes for the Vampire Coast lords unlocked from tech.
As in, if I load this one up first in the mod order(to change the faction specific traits) and then use a different mod that changes the default traits (From the "Magic and Traits" mod).
Would that work?