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Additionally, I found something that is not necessarily a bug but possibly an interesting way the game mechanics work. If the hp value is adjusted outside of the campaign (in main menu) and then reloaded, the modded hp stat prior to adjustment will be considered the vanilla value and will increase by the percentage of the modded value, rather than the vanilla value. I was messing around with Karl and i reloaded my game a few times, after which Karl's health was at 175000 or so. Not sure if this is actually meaningful, but thought it was worth mentioning in addition to what you said above.
Sorry for taking so long to get back to you. All of the other climate negatives in other settlements are still there. Winning a battle there didn't remove them but I think I've managed to narrow it down to either of Mixu's legendary lords as it only started when I added those mods to my list. I'll see if removing them fixes it
Edit adding the second post I did to here
Just tested it without either of those active and the climates are still being treated as unsuitable and negative so it seems to be an issue on my end rather then from your mod. I'll keep troubleshooting to see what it is
Weirdly using the scaled setting works just fine, its just the all suitable one doesn't.
I'll try to explain as best as I can. I started my campaign with 0 corruption bonus then mid-way through gave the Vampires a bonus in corruption. Saved and loaded game and it worked. But when I set it to 0 again, save and load game - the bonus still exists. Same with untainted corruption for me.
seems like you can only give bonus but not take it away. This is the same for untainted.
Edit: I'm sorry I fixed it. Cooldown settings requires a new game to set. Make sure to set it correctly or suffer for the rest of the game.
If you set the game to start all recruited lords and heroes out at a specific level above level 1 (lets say 10 for instance, like I do mine), it looks to work.
However, if you pick the immortal perk for a lord or hero, and then that character gets injured, this is where the weirdness happens. Once that lord or hero is ready for recruitment again, if I recruit it, they have multiple perk points available to spend on leveling up. And it's not anywhere near the normal amount or what they could've possibly racked up from one or two battles just before getting wounded.
I'm talking 6, 8, and even up to 10+ perk points.
I think there is a bug where the mod is not differentiating between a newly recruited lord/hero, and a re-recruited lord/hero who was wounded.... I mean it's kinda nice, but it's definitely leveling up characters reaaaaally fast and breaking some of the immersion.