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New factions without replacing vanilla ones, .exe patch
This is amazing, but why specifically h5u and not pak?
From the engine's perspective, there's no difference, but with .h5u it's slightly more convenient to separate the core and content. The mod's core, other frameworks (like NCF) can be placed as .pak in data, while content mods (directly new factions) are stored separately in usermods. This way, at least you won't accidentally delete something (since each faction is its own file, and constantly adding/removing factions is intended as a standard procedure) + the conflict resolver mentioned in the overview works specifically with content mods; if everything were in data, the resolver would need to be complicated with filters to specifically search for content .pak files.
The reason I asked is that my mod NVS is split into modules with the pak extension. This is done so that I can see changes in the map editor after the work I've done.
Regarding YouTube and Telegram, which you've now mentioned — both are somewhat restricted in the Russian Federation, and I'm tired of jumping through hoops to access them. Well, I can watch YouTube in the evening on my laptop. In any case, thank you very much for your work and I wish you success in developing the project. I'll be following it.