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DAMN! It stopped working. Looks like it's conflicting with the vanilla integration like you were talking about.
Oh shit, I didn't realize that. Hopefully everything will be squared pretty soon.
I cannot understand what you are attempting to write. This mod need both requirement and that's it, should be the same for multi, technically.
I do not play multiplayer. I don't know why this one mod break multi for you (as you are the only one reporting this) but none of my other patch do.
In any case, not an issue I know how to fix if it's on my end.
MMh.
Delete the battle_entities, land_unit, land_unit_to_unit_abilities and melee_weapon tables.
Replace my main_unit tables with the non-sfo coalt's one. Set its "campaign cap" in the copied main_unit to whatever base cap you want, I've set it to 0.
Might need to delete the script folder too, it won't work anyways.
Wait wait, you need to use both since this one is just a patch to fix stats. O.o Only using 1 should crash. How.
Oh well, as long as it works.
Thanks though buddy :D
Do you have both SFO and base coalt enabled?
Is your mod list in alpha order?
Thanks Chaosrobie, not me, I am just leeching off his mods!
That would really neat, but sadly as you said it cannot work.
For example, in the "all in one" patch I add add all of Chaosrobie units and anything that need patching of like weapons and spells (no point in adding the whole mods, it would not be a patch anymore at that point!).
But if you do not have the Chimearat base mod enabled for example, then my all-in-one patch will still look for it because I make references to it in my patch. "Chimearat_weapon, does X damage, look like Z and do Y effect". But the Z and Y stuff are only in the base mod since they don't need patching, and you didn't enable it, so game crash since it cannot find something.