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Thanks for your awesome work!
I just realized something rather important that I forgot to mention (due to the character limit for comments, mainly.) The .pak file specifically is the gamelogic.pak. That's what HotMod now uses, and within that file is where the set and script folders are now located. I'm not sure when that started to be a thing the game uses, but if you take those two folders from this mod, and zipped them (using winrar or 7z etc), named it "gamelogic," then changed it to gamelogic.pak, it works.
Again, no clue where this gamelogic.pak system came from or why the game prefers to read those over loose ones, but that's what causes the issues with HotMod, at least.
Sorry if this explanation is a bit confusing.
Oh and doing that would still make the mod work even without HotMod.
I wanted to just let you know, that after some experimenting, I found out that some mods that use .pak files (HotMod, for example) will conflict with this. HOWEVER, if you wanted to, you could convert the loose files for this mod into a single .pak file as well, and this makes it still work as advertised, AND not have any issues with HotMod or other big mods.
I'm not sure why this is the case now. It seems like a recent update changed how the game reads the files added by prep time mods, which causes them to be ignored outright if a mod uses .pak files. I've heard this happens with MACE and valour, but I never tested.
It's your mod, so obviously you do what you want! Just wanted to let you know about this tweak as it helped save my current campaign, and would make this prep-time mod the most compatible one available (as this issue is now present with any of these types of mods when using things like HotMod).
I have been looking for a way to increase the cap points editing the .paks myself but could never find it
Much appreciated!