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There is a way to fix it in my mod by adding condition in script to check for CHD faction similar to check for Daniel. I am no sure that I will do it, as it is fixing issue that is done by other mod. There is reason why there is the table for faction set instead of checking in script.
Author of the other script should fix it or say why there is this change.
But still I wonder if you maybe have a better solution for your mod to prevent similar cases now you know the cause?
But I noticed that for your script you used command: "local chd_followers = {.."
and not "local followers =.." like I would use I think (but honestly I´m a noob ^^")
Is this the fix you mentioned in Professor H. Farnsworth Mod comments?
And also in the end of the script you put some Exceptiones for chaos deamons f.e.
I don´t understand them... could some of these cause this?
Otherwise with my limited skills I have no clue... Guess I´ll only activate your mod when actually playing the Chorfs myself and everything is fine ;)
["follower"] = "wh3_dlc23_anc_follower_chd_infernal_musician",
["event"] = "CharacterRankUp",
["condition"] =
function(context)
return context:character():rank() < 11;
end,
["chance"] = 10
is part responsible for musician. Script doesn't decide faction.
Table ancillaries_tables decide which faction set can get follower and faction_set_items_table define set. But this mod doesn't affect those tables.
If you find culprit, let me know.
Sorry, I just thought it´s your mod because this started to happen after I switched from Professor H. Farnsworth Mod to yours. But indeed I got some other too. None who obviously changes the follower system - but if you say this don´t happens in your case I will check the other mods.
It is true that influence grow faster than you can spend when tower is finished. I will look at it and try to address it. I would prefer something more interesting than getting laborers.