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Not all mods have been integrated yet, and some features maybe never will, but this is the place where, if anything, everything will be from now on.
I'll try to finish everything up after 3.9 releases.
The new Origins will be significantly different from the existing ones and overall just way simpler, but I believe the improved mechanics and clarity should make up for that.
I do not recommend starting a new playthrough with this mod installed as it probably will break savegames once I release the update. (Which should hopefully be before 3.9)
But you should be able to activate the edicts which should get rid of the vampires, but yeah. I'll will keep that in mind for when I *eventually* rework this entire mod.
giving you a massive kick to your butt on start, this is likely "not a bug it's a feature"
@mozzribo my experience has been the vampire trait is gained through the Blood Court origin which infects a small number of your pops with vampirism. Then it can randomly spread to other pops over time and you can use a decision on new planets to seed vampires.
As usual I'm lazy about the localisation so expect to find missing pieces, fillers and random stuff.
An if clause to check that the pop does not have the mechanical trait whould be the fix though.
I haven't got the time yet to finish the update, it's mostly just missing localisation though.
I can't really do anything about it unless you figure out which one(s) that would be. Then maybe I can look into it and put up a comp patch.
Not particularly elegant, that's why I'm currently working on changing pretty much everything related to that Origin. The entire overthrowing thing will be done via Situations, nice and transparent. I'm also looking into the other issue- I didn't know that was still happening tbh. Thanks for letting me know.
@AlienfinderX Probably not, at least I haven't planned to do something like that.
@Shonk_ I am not entirely sure what you're referring to? I haven't had any issues so far