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Game on. But I think in this case, "mod conflict", we have mod A and mod B that is simultaneously causing the issue. If you happened to go through the process and mod A (this one) was taken off. It would clear the problem. But to find mod B, we have to put "A" back on the list and keep searching until it clears again to find mod B.
of course, even upon finding said mod B, you are probably left with the conundrum of what mod to give the axe, unless one can be fixed to play nice with the other.
P.S. I can tell you're not being a jerk. Hope my ranting "logic" proves somewhat sound. lol. Good luck, bro/bra
Thank you for the help. That's the process that I did in order to find out that Overcapped Accuracy was causing the issue. Since I already tried removing every single other mod in the process of whittling it down to Overcapped Accuracy then wouldn't I have found it if it was a conflict with another mod? I'm not trying to be a jerk, I'm asking if my logic is sound. It's late and I'm pretty sleepy lol
Also, there is another player who has reported the same thing happening on the old 1.0-1.3 version of the mod.
Like I said, it really does not make sense. I would not expect a mod that modifies weapon accuracy to touch anything to do with world generation.
This is probably less than helpful, but I use this mod (in 1.5) and it seems to be functioning just fine. No settlements problems here. Mod conflict maybe?
Only way I know of to test for that is to keep the one mod on (such as this one) and then go through by sequentially chopping bricks of other mods until hopefully is suddenly starts working. At which point you know the conflict is between this and one of the mods in the brick of mods just removed. Time consuming pain in the butt for sure.
Good hunting, friend.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692