I got my main campaign to load. Well most of it. I lost a lot of work but better than not being able to use it. I am worried not about the future. If a mod is taken off the workshop but is part of your campaign how are the players going to get it. I would think the game would load mods directly from the GM to avoid this issue.
Here is what I did. I have another long lame video if anyone is interested.
1. I manually deleted mods from my docs folder that were no longer available in workshop so I could not unsuscribe. (that's an issue in it's self)
2. Some mods had multiple copies of different versions in my docs folder. I deleted the old versions and kept only the new ones.
3. The connecting computer had all mods pre-downloaded.
4. I invited from inside the game but let me test this. I was able to start with a player from the lobby when they had the mods pre-installed.
Here are the mods I had installed for this go
Ashan_Assets
Bard & Artificer
Bardic Loot
CityScape
Custom Gm Levels by too cool
Dragon Knight
Edgelord
GMAddon1
GmEssectials_Treasure
GMaps_Little_Hamlet
Gogots-MAPS
JRavens GM Toolkit - Larger Scenes
Marketplace
More Warfare Elemental Skill Combos
Overlord - Necromancy
Paladin Class
Redscar Fate Arena - City District
RiverFort
Small Town
Snowy Mountains (WIP)
Swamp Outlaw Camp
Swinns_MapMod
Tempest Class
Void Knight Class
Faux-Amyr
JRavens GMToolkit II