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รายงานปัญหาเกี่ยวกับการแปลภาษา
If they have listed relationships that you can see ingame already, then yes.
When you generate the world there are like 5-15 pawns of each faction, plus some will get made and saved from caravans and fleeing from raids and the like. If you turn this mod on on an existing unmodded save those pawns can still have relationships if you find them again later, but recycled pawns are the distinct minority and raiding a enemy settlement is basically the same as being raided in terms of pawn generation. So it's possible, but unlikely.
Also, the in-group bias for spawning with relatives in your own faction isn't usually high enough to overcome the fact that there are just a lot more pawns not-in-your-faction, so chances are high that that pawn's relatives will not be in the same faction*. Pirates/Empire it's a little more common because of the tech level disparity, but for other pawns chances are high that their relatives are just in wherever.
*This is basically the reason the main thing people install this mod to disable happens so often in vanilla, even though there's an additional check to make spawning with relations to the player's pawns less common. You can easily see it in action by going to an unmodded embark screen and rolling your colonists and seeing how many of them have a relationship with someone who isn't in your starting 8 (and is therefore in a different faction).
You're probably better off looking at https://steamproxy.net/sharedfiles/filedetails/?id=3011354315 or something similar if you want relationships to not be generated for certain specific pawns only.