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[14:39:33][1946.10.14.20][triggerimplementation.cpp:2950]: common/scripted_effects/00_transfer_technology_effects.txt:1381: has_tech: Invalid tech
among other issue of this kind (probably not coming from your mod) :
[14:42:00][1946.11.20.01][trigger.cpp:457]: common/national_focus/RUS focus (Russia).txt:3041: RUS_pyotr_wrangel: Invalid Scope, supported: State|Country|Character|Combatant|Ace|StrategicRegion|Operation|Unit|Military Industrial Organisation|Purchase Contract|Raid Instance|Special Project, provided: None
This said. I do then get a crash later on in november 1946. Probably the save is corrupt already;
It's fine.
So I checked my files, updated/refreshed. Loaded my save. Still a crash.
I'm very bad at this, and I have no way to be sure this comes from here, but maybe maybe maybe you have it in you to find a fix, if the issue comes from this subdmod ?
It's really good work by the way, thank you for your talent and time.
Cheers !
B) If that doesn't work, rename it to 00_transfer_technology_effects and see what happens.
C) If that doesn't work, delete it and replace it with the one from either KR or KRX, located in your workshop directory. See if that works.
There's probably something to be done to merge the two for a more optimal fix (ie, the one for this mod mentions the panzerschiffe, aka the large cruiser tech), but it basically means going through the file and checking for comparison with the tech tree files. That's doable, but not exactly something I can describe here, and not something I can do my end without the DLC to confirm everything works.
I can't test it on me (no DLC = no tech to transfer), but one of these is probably a potential solution. Try each one, back stuff up, etc.
Give me a bit. I'll try and see what I can do, but it might take me a bit depending on how weird this one is and where it is.
I assume it should work with KX Naval rework but I haven't tested cause I'm not much of a KX player
I was trying with this mod between KR TE and KR Naval Rework
Thanks, I’ll look about that
In all cases: Thanks for your job man, you're a KR savior
Glad to see guided-missile warships actually firing guided missiles instead of me having to headcanon them shooting scaled-up Shillelagh missiles.
Minor amusement: The endgame Cruise Missile Submarines don't have the ballistic/nuclear missile racks they're meant to, mounting instead the surface-combatant Heavy missile batteries.
I find this far too hilarious to ask that it be changed, and, as you say, it wouldn't be, for a while anyway (unless someone forks this mod).