Is this related to missing faction icons from the blueprint packages? If not, I'm going to report that.
I got the previous version hull-mods from raids. 10% armor armored mount, ETC. I raided Persean only a few times.
Probably not. Thanks for reporting it. I'll look into it.
Hullmods:
Thanks. Can you do me a favor and use console commands to see what hullmods the Persean League knows? If there is both one with (AO) and a vanilla one let me know. Then, if you could start a new game on that version and do the same thing right at the start? That would be very helpful in determining if it is something that is happening at the start of the game or something that is happening as the campaign progresses. The more I rule things out the easier it will be to find the bug if it is something really obscure or, for instance, a case that's hardcoded in vanilla like the Legion (XIV) in the theme generator.
Related to this, I'm currently working on a toggle-able "market scrubber" version of the code that will remove overridden vanilla items from non-faction-mod markets directly when a save is loaded. It will make the save take a lot longer to load, most likely, and shouldn't be left on each time, but it will help keep vanilla markets as intended when I miss things or when a campaign is started without overrides but then the player wants to use them, etc.
*EDIT*
I think I figured it out. The override logic removes the "base_bp" tag at application loadup (I confirmed that works by checking the logs), but it looks like that is being applied
after the player faction and trader guilds already have added any "base_bp" blueprints added to their known lists. That's why they show up in markets on occassion.
The vanilla factions also probably have this occur, but unlike the above two they have their known lists edited later when a campaign is started or when a save is loaded and so I didn't notice. The logic to remove overridden weapons upon save load is done. I'll go ahead and update the DL with that work so current games can probably be fixed - at least as far as weapons go. I still need to do the other components.
Before I do that, I'll also add some additional logic to adjust known items within the player and mod factions to prevent this from being a factor in future market updates within the campaign rig.
*EDIT2*
Ok I confirmed the fix on those factions for ships and weapons (new game shouldn't be required now). The DL for the test version should have those changes and I've set the market adjustments setting to default to update markets each time a save is loaded just in case. If there are issues loading a save or it is taking a long time to load for some reason, you can disable the every-save update just by setting "checkSettingsOnSaveLoad":true, to "checkSettingsOnSaveLoad":false, in the settings file for the mod. ("data/config")
There are more nuanced settings for performance from there. I've placed comments to help explain. I still need to handle hullmods and updating more things in markets besides just weapons.
Beta Download