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@Mightfo Yes
@Tomathekh Thanks by the way ! I saw your solution when you posted it, and forgot to answer. For now our mods seem to work fine together with the loadorder, but I will review all my mods with the next update and certainlly use your suggestion at that time.
Underneath your existing SQL (DELETE FROM FavoredReligions;) simply add:
CREATE TRIGGER RandomReligionsMod
AFTER INSERT ON FavoredReligions
BEGIN
DELETE FROM FavoredReligions;
END;
Essentially, your existing line will delete the preferences from any mod loaded before, and the new lines create a trigger which fires anytime a preference is added after your mod is loaded and then deletes that new preference.
Hope it helps.
Thanks a lot :) I set a reference with your ID, I'm not totally sure if it will work, since it doesn't clearly appear in the generated modinfo. Anyway, my mod still works well with HR, and I let a priority value in the update just in case.
If you haven’t already, if you set your mod to reference HR in its “Associations” tab in Modbuddy ( ID# 6010e6f6-918e-48b8-9332-d60783bd8fb5 ), it should ensure that your mod always loads after HR. That way it will always delete any favored religions set in my mod.
@Kepos
You need to wait till you start a new game before updating HR. Otherwise, the ID number of the religion in the database is changed to accommodate any new religions. So, if Protestantism was the 4th religion before the update but the 7th, the game still thinks you founded the 4th religion even if that’s no longer Protestantism after the update.
Anyhow I've found myself unable to use a mod on a saved game, even if it says it does affect saved games. I'd say you have to create a new game in order to use this mod (and you have to activate it on the "additionnal content" menu before that).
In game, you can see if the mod is active with the esc menu.
One problem: Could it be, that your mod is active, anyhow it is in-active in my settings?
Just started savegame, with your mod de-activated. All religions are complete exchanged.
Any idea?