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helps if in crammed space like sandwhich of mountains , do the mountain men .
Basic movement will work (most likely).
So when you load a saved configuration, it also loads the exact configuration of DLC and mods.
In the mean time, make sure you're not loading a saved configuration.
And disable all other mods, just keep this one enabled and see if it works then.
This mod is bad idea for GS, so I'm currently updating it so that it will work with R+F and the basegame.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1309273275
Just thought you should know. I appreciate this mod.
What basically ends up happening is that I build up enough influence points for a new envoy, but the envoy can't get to the other city since the game can't pathfind a viable route to the city state. Having it pathfind a way there calculates how far away the city is from one of your own, and if its blocked both by impassible mountains and water (needs sailing), then the envoy can't go to that city.
Sounds weird, but I think because the game can't account for the mod, the game gets stuck trying to calculate how to get to the city, forcing the 'Send Envoy(s)' button to break. I mean, this is kind of a hunch. I have no clue if the mod's causing such a conflict or not, but it's happened in four different playthroughs under the same circumstances.
Thus traders are not able to cross mountains and the pathing AI does never calculate mountains. Perhaps I can work around that by defining them as a new tile type, but that has other implications, because then I also need to update every single item in the game that relies on mountains to update. Which is practically undoable and would break compatibility with other mods.
So until we get access to the source code and make DLL mods, this is never going to be perfect.