Hey, if it is possible would you let me know that how do you produce Unique Crusader Army Units without getting and red box visual error?
when I try to recruit the mentioned units in my MOD, I get this
If it is possible, would you guide me please? thank you very much.
Copy common unit of this civilization and change the model in the tier.
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I just changed the NOV Campaign Civ units via tier but still the same.
Master units, helmet made the problem, then normal units the shield make the problem lol, I really don’t know the cause of it and I have this issue for +6 months 
Directly spawn nov civilization units?This is wrong,Preload error will occur
If you are a hre civilization, you should add a new unit under the hre directory and make sure race is also set to hre,Even if the same Teutonic Knight is used by different civilizations, new units must be set in their respective civilization paths.
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At ebps, do I need to add a parent instance?

And my other question is about
do we need to add a similar approach in the sbps too to create new sbps as unit_teutons_hre?
I will test out if it is going to work or not now and let you know too.
No need, it’s independent
SBPS also needs to be copied, set the loadout path to the new EBPS
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At squad_loadout_ext > type, I both tried “unit_teutons_hre” and the original version, and both version worked.
I was trying to figure out this problem to fix, thank you very much.
@Seicing I have found a way to add any CIVs building or any campaign building into any civilizations to build it without getting red box visual error too, it is very simple, you just add a new menu to Villager and add the buildings you want to build ^^
This unit pre-cache red box problem is fixed too so I can add many cool units from campaigns without any limitations anymore^^
Congratulations, but I still recommend 1ebps to 1sbps, although it is a bit cumbersome, but it can make your mod more stable and controllable
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@Seicing I have another question too^^. Is it possible for us to do the same for weapons (and even projectiles) too? when I try to add 2h mace from HRE to Ottoman, the same red box visual issue is happening.
My other question is about this " In the campaign, we can collect resource pickup cache from ground or when we destroy enemy units or building as a reward. Thus, how would we do it in Content Editor from Tuning section too?". I know that there are files names pickup but I could not be able to apply as the way I described above. Do you know how to do it too? thank you very much.
For the first case, I don’t know the specific reason, but according to the method described above, this situation does not occur in my mod
and I didn’t find a successful solution for the second one…It seems that need scar script
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adding extra building menus caused weird bugs on some civilizations or effect AI, so you were right, adding extra features is not good all the time. I even had added walls feature to Mongols to build but it affects the AI 
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This mod is really good. Amazing work!
I have one request. Can you please add the Bedouin Skirmisher and Bedouin Warrior units to be recruitable in the Keep (Legion) by Abbasids too?
Also, is it possible to make the AI use more diverse army composition with this mod? I see normally they just spam one unit type
I will give them the next update, but I’m busy now, so have to wait until the season is over.
but there is no good solution to the AI problem.
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Thank you. Maybe the AI can focus on training legions (that will give a decent variety of units) instead of individual units