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You'll have to do binary search on this one.
Binary search: disable half the mods. That eliminates half the mods as causes. Repeat, disabling a quarter.
Thanks mate!
Part of my job requires me to do a fair bit of coding, nothing too complex but complex enough that traces and comments are an immense help. One of my techniques is to put statements in my code that indicate which part of code they are executing. For example "Starting Section A Now" and "Ending Section A" I place these statements in a manner such that if it makes it from one statement to the next, I am pretty confident that it made it through that section of code. Expanding on this technique, I will also display the values of variables when testing my code to make sure the values are what I expect. This is all a very long winded way to say that it would be nice if either there would be a way to have the mods load and indicate which mod the game was attempting to load in the error log or standard practice that mods indicate the mod name. It would make debugging a lot easier from an end user perspective.
Another quality of life improvement for debugging is a sort of test mode that could run through the initial mod load and let you know when a mod fails. It would let you repeat this process without having to reboot the game. If you have more than a handful of mods installed as I do, this would be a game changer.
While we are talking about quality of life improvements, is there any way to tell if a mod is U7 compatible aside from modders tagging U6 or U7 in the title? It would be nice to filter on this so users don't accidentally download a module that isn't compatible with the current update.
Finally, one technique that helped me sort out what mods were working and which ones weren't was to disable everything and then start by enabling the mods that most things are dependent on. Things like TimperAPI or Harmony for example. Once I saw which of those didn't work, I disabled them and then started enabling mods one by one. Anything that flagged as missing a dependency I left disabled. I still ran into some mods that didn't work but knowing that a prerequisite mod didn't work, eliminated whole groups of mods that I didn't need to even look at.