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报告翻译问题
Personally I don't use any of these mods, and I don't have the interest or bandwidth to upkeep submods for them.
Re-read the Description
Make a Steam Workshop Collection of every mod you intend to use for this campaign. Make everyone in your group unsub/resub to every mod in it, to ensure everyone is on the same version and there is no file corruption.
Use Screen Share or Screenshots of everyone's load orders to each other to make sure everything is identical. Or download the WH3 Mod Manager [github.com] and simply share profiles with each other. Make sure everyone is using this to launch the game too tho.
Also make sure no-one has any mods installed directly into their game folder . Any mod in \data is automatically enabled. This is how mods were used when the game first came out, so its pretty likely someone has one in there and forgot.
those are some good idea's maggot though i'd rather not sour my relations with bretonnia as it's kinda on a thread at the moment but it might be the way to go.
"perhaps you're personally undervaluing them?" your probably right on that my biggest issue with them is not that their necessarily bad its just not needed for my situation, for my kings glade i'd rather have couple extra spear's or archer's in the tight space than the yeoman to fight them pesky vermin rats and wretched gobo's I can't seem to do much dmg with the yeoman against their armour before leadership tanks on them.
anyways thankyou both for the massive help greatly appreciated learned a fair bit from this.
As to mods/methods of removing Outposts... Not aware of any mods that do this directly, but there are some that could influence it like region trading, if that still works. Trade the settlement to an ally, and buy it back after the Outpost is established elsewhere. Or could abandon and rebuild, break the alliance, simply trying a reload of the turn the Outpost started building might work too(tho iirc you only get one potential re-roll of AI choices out of this). 🤷♂️
Alternatively, I have an Outpost mod that increases the number of units provided, providing better units. That should push out lesser units (but it doesn't change the weights so it might not push out the units you want).
currently playing wood elf's and my garrison is being overtaken by some shitty Mounted Yeomen lol
I noticed that CA forgot to add some of the Ogre units like the Thundertusk
You mean the one linked in the Description?