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I suspect it may be interferring with the "Summon the Elector Counts" mod. I'll test and find out.
In fact, it has been rather a Wurrzag's work. I mean, like a shaman dance. I can't 'repair' the mod because it has worked fine for me from the very beginning.
So if mod works for you, I'm glad. If it doesn't - alas, can't help that.
Anyone, who knows about PFM, can help himself by deleting one by one elements of mod (startpos, tables, script) and trying to launch the game. If you manage to start the game after certain step, report about it. Then I will know where I should look for a bug.
Useless reports about 'mod not working' I'll just ignore.
The Mod crashes on start-up using no other Mods which means this Mod is broken.
Если вы знакомы с PFM, то вы сами можете мне помочь. Просто удалять по очереди стартпоз, файл скриптов, таблицы - и смотреть, запустится ли мод.
- startpos.esf
- liber.loc
- tables containing a word 'liberate' in their title - in the directories: campaign_group_member_criteria_originating_subcultures_tables
campaign_group_member_criteria_subcultures_tables
campaign_group_members_tables
- then you need to delete all lines, where a word 'liberate' is mentioned, in tables:
campaign_groups_tables > ash_liberate_dw_data__core
culture_settlement_occupation_options_tables > culture_settlment_occupation_liber_data__core.
Hope it will help.
If you need, I can give you a list of region arrays I've edited. In a PM or wherever you want.
If so, would it be possible for another startpos mod to include your new rebel factions and thus, maintain compatibility with your mod?
As for the diplomatic options package, it just adds the liberate option but Dwarfs can't be liberated because there are no Dwarfs in the campaign startpos. I've added them in D&R. The price of that is incompatibility with other mods changing startpos, e.g. faction unlockers (in fact, one can play both mods but Dwarfs can't be liberated then).
As for the second question, as far as I remember, the liberate option doesn't work in that case.