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"The following mods cause a crash to the Database: chd_landmarks.pack
The first invalid database record is sel_special_karak_vlag_chdwh3_main_effect_winds_of_magic_pooled_resource_change_positive_mod in table building_effects_junction_tables
and pack file chd_landmarks.pack
The application will terminate now."
@Selian - hey dude, I'm thinking about maybe updating your mod until you find time to update yourself. Ofcourse I'd link this mod and credit you fully :)
@gongoozler: That's a shame :( Both effects? The caravan limit & cravan lord level? I either screwed up the effect scrope or it might need additional script implementation.
I'm currently working on a lite version of the mod, toned down and without most of the global effects for better compatibility longterm. I'll probably just change the Karak Drak landmark for that version then.
Author have explained it just two comments under you.
Mixu's unlocker mod does not contain landmarks from this mod. I do not think it adds any landmarks at all.
What mixu's unlocker do apart from unlocking factions, is making more settlements "unique" allowing other modders to use it to make individual changes to those settlements such as adding landmark, etc.
But to get landmarks you need this mod. As author said most of the landmarks are given to settlements that were made unique by ca in vanilla, while few are unique only with Mixu mod, and can receive it only with that mod active.
@Considerable Flux: Load order shouldn't even matter since I didn't edit any of Mixu's tables. Perhaps you have another startpos mod enabled that overwrites Mixu's?
To elaborate a bit: Each settlement uses a slot template to assign building chains to. In general most settlements use the same generic one while regions with landmarks have a unique slot template. With the unlocker Mixu added slot templates to each region CA didn't include. I just assigned my buildings to some of those and used the vanilla slot templates for the other ones.
@NotAnarchy: It should, since I pretty much just added buildings.
If you experience a crash on startup relating to karak_vlag in the slot_template_permitted_building_chains_table a quick fix is to go to
slot_template_permitted_building_chains_table and delete the sel_secondary_addon_landmark_karak_vlag entry.
This fix likely remove the new building added to this settlement by this mod but hey you still got like 14 new buildings elsewhere.