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Expanded Cities - The Hook (v. 10) changes all of the Shinobi Thieves tower's in the UC's to Tech Hunters traveling stores. I don't know which mod has the file, but make sure it's disabled in your mod list if you plan on joining the Shinobi Thieves.
Removing South Hub but keeping all other mods with Rock Bottom start didn't crash.
Removing all mods except for AI, Hub, and South Hub with Rock Bottom start still crashes.
Conclusion? I'm not sure if the crash would happen if I just wandered over to the Hub with another start or if it only happens when you try to start with Rock Bottom/near the hub, but at the very least, this sounds like a good starting point. If you have the oppertunity, could you test it on your end with South Hub and a Rock Bottom start?
I hope this helps!
Running only the AI mod with my other mods (AI at top) - no problem.
Running all the mods together with AI on top and the other EC mods below that, followed by my unrelated mods - crash (I later realized this was because of my start selection, see below).
Removing Epanded Cities mods one by one while leaving AI at the top, and my other mods below - fine except when South Hub is on the list. Great, that must be the problem, right?
Try a bunch more loads with South Hub and unrelated mods to see if it's a mod conflict... until I have all mods loaded, including South Hub, only now it's stopped crashing. I even moved all your mods to the bottom of the load order, and it still works now.
(see next post for rest, Steam limits these to 1000 characters)
I believe I've ran most of the mods you mentioned. Do you have any other mods that might change the original cities or change things around the South Hub location?
In either case, it may be awhile longer until I find a fix or redo a couple things. I'll probably wait for the big update next month.
@BigRowdy, Strange, thanks for the info. I'll take a look later on.
Do you think it's a conflict with one of the other mods on my list?
There isn't really a random per say, from what I could work out you have a number of potential outputs in dialogue and you use Chance Temporary to give a percentage to each with how often one will appear in place, it will then "randomly" pick which one is triggered.
I used it in the "Expeditionaries"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134713674
Perhaps not the best mod ever made, but I was concentrating on actually working out how to get a character to give random loot in exchange for cats So embedded in the Dialogue Packages is an example of pseudorandom. Feel free to have a look and see if it makes any sense.