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And I won't add to GUI a button that's not a proper gameplay button, sorry. If everyone did that, GUI would be more cluttered than it already is.
Ok bud… “never disable a mod” makes a lot of sense
You can certainly disable a mod, but you can't reasonably expect it not to cause issues with on-going savegames.
What you're asking for would be like asking PDX for a button to remove a dynasty legacy, because you want to deactivate Northern Lords on your current savegame, and you already took a dynasty legacy from the legacy tracks unlocked by the flavor pack.
Now you may be able, using console commands, to disband all liberty factions before quitting and disabling the mod. That might work.
For example, if I try to imprison one of my vassals, who killed her family member, the loyalist faction rises up against me. Weird part is, then everyone (my vassals like me) leaves the faction except for the head (including the person I'm trying to imprison), and joins me as an ally against said head of loyalist faction. So now the war is about deposing me and not about imprisoning a murderer.
I also notice this during random events related to factions. Like when I'm at war, I'll get bothered about the "Faction Organizing" event for the loyalist faction. Usually it's some free stress relief cause I get to say "don't worry about it" because I know they won't do anything, but becomes a problem if my character is diligent or something.
And then because of the above problem about not being able to disable it, I now basically have to let a murderer go free.
Yes, since all factions in the base game are hostile, I need to modify a lot of things for the Loyalist faction not to fire like hostile factions usually do. But that'll have to wait a while more, I don't have a PC at the moment, so can't mod.
I'm also not certain if I'll make the faction not rise up, or if I'll make it clear that taking that action will result in the Loyalist faction turning against the ruler. It might be on a case-by-case basis.
Yeah, same problem: events related to factions don't account for the possibility of there being "friendly" factions, so they pick a random faction member and I'll have to exclude the Loyalist faction from those.
Don't see how it could be a conflicting mod, as those are custom tooltips, there's no reason why another mod would mess with them, tbh.
I've just started the game, doesn't happen on my end, so not sure how I can reproduce that.
I isolated the Loyalist faction from events including faction members, must have missed some. Is it a normal event or a court event? Any idea of the event's name?
This might be some other mod then? Vassals who cannot join any factions - friends/allies also seem to never join the loyalist faction, or is that part intentional? If it is, I will look into that event when I encounter it again, if it isn't, my load order might need some adjustment.