Ehr...
How come I can add mods/Add-ons to an excisting save by activating them in the main menu and then loading the save?
this is a bug

We want to separate regular modding logic from GM sessions logic. This will be fixed soon, and then we will provide manual way to select and plug-in addons to active session so mods for main campaign and for active gm sessions won't be overlapped
Please don't fix the bug without providing the manual way at the same time.
My campaign won't be able to continue without the ability to add new content, or the abilty to export/import/export and import characters back into an excisting save again.