Interesting mod, i don't think it is your naval mod (can you give me the link to it)- i downloaded the NAVAL and found it was very good indeed (esp. those stupid unrealistically strong German askaris locked)
If the Mod you're talking about locked the German Colonial Corps, it's probably the one that I wrote:
WW1G-Grand-Campaign-Naval-Mod
I also wrote one to be compatible with John Scone's Generic Mod Enabler (JSGME) here:
Naval-Mods-and-Generic-Mod-Enabler
I wrote naval mods for the 1915 and 1916 scenarios but there are some errors in them and the evident lack of interest means no updates were done on them.
As for the German Askaris showing up in East Prussia, something that always really, really bothered me, they can still redeploy there and the AI will do it during redeployment phases. A fix for this can be found here:
Askaris-in-East-Prussia-A-Fix!
If you have found these mods stored anywhere else, chances are they're mine and they have been stolen since I only uploaded them here for the WW1G community.
With regards to war-ending weapons gone wrong I too had thought about Nobel but also Gatling, Maxim and Oppenheimer in a similar vein. No doubt there are a few more.
I seem to recall spending a comparatively significant amount of time during my Army career working in a chemical-weapons suit (the acronym of the day was TOPP-HIGH, probably that's changed several times to make it more PowerPoint friendly) and so have an appreciation for what chemical weapons can and cannot do do. Although dealing almost entirely with the Canadian Corps, if you're at all interested in the subject as it relates to WW1 see if you can find a fascinating book called
No Place to Run by historian Tim Cook. In the Canadian Army we took chemical warfare very seriously, at least during the Cold War years; probably a legacy of the experience of 1st Division at Ypres in 1915.
-C