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Rapporter et oversættelsesproblem
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.
Here's the link:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3153266557&searchtext=necro
You can install only the regional monsters you want, the only side effect is that some mashes would be a monster short. What is a hard requirement is the "Regional Enemies" that contains the mashes.
I use Conexus for much better load order control than vanilla's mod organizer.
Modders using common enemies would need to swap'em with my regional variants for each dungeon.
If downloads hit 1k for each monster I release, I might do these patches myself. But first I'd release ALL of the custom "common" enemies so I only have to patch once.
Only mods that edit vanilla mashes would conflict, such as Bound Lunatic, for which I created a patch.
However, other monster mods might add back vanilla common enemies into their mashes. At which point you'll get my regional enemies in some encounters, and still see vanilla common enemies in other parties added by other mods.
I'll consider making patches for other monster mods if I break 1k downloads, meaning if there's sufficient interest from users to warrant the extra work :)
These mashes are so vast that even if you were to install other monsters not included in that pack, the chances of seeing them in-game are basically null.
A patch would have to be made.