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I had a brief look into the files and noticed a few files are shared between both submods.
Depending on how you added the submods to the launch options, it may be incorrectly using certain data so I would suggest putting this submod ahead of the GGC in the load order.
If you are referring to the submod: 'Full Scale SSD's for TR 3.4' (ID:3386568322) then it should be fully compatible since they don't modify the same files.
Unfortunately, both submods of mine conflict with each other by editing the same file: 'GovernmentEmpire.lua'
Meaning they won't work together without a patch to merge both sets of changes into the same file.
If you would like, you can reach out on the discord and I will be willing to show you how I would go about making any submod compatible.
If so, what load order do they work in?
Yes, this submod opens the option for all factions to upgrade any acquired leaders after integration.
Yes, all units from the faction to be integrated will join the highest legitimacy faction.
No research is required for the integration step.
If you happen to integrate either Galactic Empire or the formed Dark Empire, you can progress regimes via the usual events similar to Galactic Empire, including research or losing the regime leader.
I'm not sure what you are referring to, you will need to provide more info and elaborate what you don't see.
This submod has been tested a good amount of times and the basic integration functionality works as it only removes the check for Warlords/SSD units. (And have tested many times over while I worked on the other features)
Yes this submod follows the same rules for the faction planets needing to be reduced to 3 planets before it can be integrated.
You should be able to see how many planets/heroes are left for a faction via the Government Overview and Faction statistics buttons.
The only possible issue is if the script broke as you were using this submod, like being unable to switch between frigates and Capitals buildables.
Please confirm you have this submod installed and started a new save with this as this is not save compatible with an ongoing campaign as noted in the description.
Please reach out on the discord and I can troubleshoot your issue further.
So yea this mod is not working
Like I mentioned to 'The_prussian', this submod tweaks a good amount of script files so there is a very high chance it's not compatible, but you can confirm this yourself.
Please refer to the section: 'If using any additional submods' then checking the files I've listed in the description (I do this with all my posted submods) and seeing if those are shared with the submod you want to confirm for compatibility.
More than likely it's not compatible, this submod features quite a few file changes and if any of those are shared with the ultimate faction submods, it will not be compatible.