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You define some of the new traits as "good = no" (for example - literate). This blocks the decision "strengthen bloodline" because (good = no) == (bad = yes).
Please fix this, thx
As is mentioned in the Mod Description:
The plan will be to edit the “00_pool_repopulation_character_templates.txt” and other files to add these new traits into those that can be randomly selected on character generation. But, that will take a moment AND reduce compatibility.
Orator
Executioner
Left-handed
Minstrel
Alchemist
Heresy Hunter
Plague Survivor
Apothecary
Tournament Champion
Maester
Fortification Engineer
Surveyor
Seafarer
Letter writing
Just gotta work out the image for most of them and/or whether they'd be better suited as a XP Track VS a standalone Trait.
Most of the names kinda suggest what they will do/involve!
Quite a few have cool event/decision ideas for the future and can bring additional character interaction.