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I'll give it a try and see if it works out, I also plan on doing a long playthrough, so I'll end up seeing if any issues arise.
edit 1: also I feel like at least part of the issue might be that the focus code tries to add and remove ideas, I get the feeling that's not how you add/remove advisors
edit 2: nvm, I just looked up effects, adding/removing "ideas" is how you're supposed to do it, I have zero clue what's going on anymore lmao
edit 3: the swap_ideas effect is seemingly incorrectly written for the advisors despite being correctly written else where within the same focus for the national spirits.
About the Purist advisors not changing to Reformer, I already changed the code and I'm preparing to launch a new patch, about Anderson's Ruler support, it's intentional (since the ruler is the Iron President path, which I'm almost sure Anderson would support).
No problem, and you haven't been a pest lol. The actual solution was the events, because they are the ones who actually Reform the Scientists, and you have to wait like 150 days before they get Reformed.
It's because I didn't created the event in which the NCR is annexed to the Enclave, it will be fixed in the next patch that MIGHT release in the next few days.
I fixed the 1st issue by adding a parameter in the visible argument for the purist advisors so they are hidden when you take the focus. But seeing EduuP's fix seems better and a bit more balanced.
recruit_character = col_wilkins_reformed
recruit_character = col_wilkins_reformed_upgrade
recruit_character = benjamin_curling_reformed
recruit_character = benjamin_curling_reformed_upgrade
Then I changed col_wilkins and benjamin_curling in Steam\steamapps\workshop\content\394360\3436501066\common\characters\ERB.txt to have the added parameter
NOT = {has_completed_focus = enc_reachout_officers} and
NOT = {has_completed_focus = enc_reachout_scientists} respectively
As far as I can tell it has worked both using debug at the beginning of the game and running through it normally