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My regional enemies will always, however, leave the vanilla version of an enemy as native to one dungeon. In the case of spiders, that would be the ruins.
This is the reason I recommend all enemies to be downloaded, even if you do get the option of picking and choosing. Ultimately, I might consolidate them all into a single mod once all variants are done, at which point it's an all or nothing like any monster pack.
You can either delete the lines containing the regional cultists from the mash files or replace "warren", "cove" and "weald" with "cultist" in the files, like changing "warren_witch_A" to "cultist_witch_A". That works quite well even if it is a bit of a hassle.
Otherwise you might occasionally get a very scary error message when the game tries to spawn an enemy team containing enemies that don't exist.
Keep in mind, with other monster packs you don't get a choice. They give you the wheat with the chaff.
Also any plans for DLC variations? Crystalline common monsters in the farmstead
With that said, I have some cool ideas for new enemies for Courtyard and Farmstead, but it would be a separate mod if I get around to them.