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Don't trust authors that hide that need to know info.
For example, the Wasters mod only reaches its full potential if you are making a multi-generational colony of Wasters on a heavily polluted map. Otherwise you simply get slightly weaker Wasters.
You can also end up with a *lot* of bloat in terms of buildings and craftable items if you took *every* Weapon, Building, and Apparel mod as-is without looking through each one and seeing if the things inside are something you would actually *use.* Personal example; As someone who scavenges at least 90% of my colony's weapons from raiders even after unlocking the ability to craft them, I would probably never use of Makeshift weapons, so there is no reason for me to download it and have it add clutter to the already quite large list of craftables.
So, enabling all of them, is sure to cause SOME problems at least.
Granted, I haven't waited longer than a minute or so, but it shouldn't need that much time to begin with.
I don't know which mod it is yet, but I do know it's a vanilla expanded mod. I just don't know which one.
I honestly don't know what I can say, but I'm adding all non vanilla expanded mods i want, until I have that sorted at least.
and let's see, the VE mods I want are... (it always says expanded, so I'll leave that out) I'll add a number next to it, if it is in a group, if you get what I mean.
backgrounds 1
backstories 1
base generation 1
events 1
expanded framework 1
factions expanded 2 (ancients & mechanoids because it's required by another mod)
furniture expanded 10 (all of them)
genetics 1
ideology 2
outposts
pawns retextured 1
skills expanded 1
social interactions 1
temperature 1
textures 1
trading 1
traits 1
vehicles 2
weapons expanded 9 (all of them)
And that's it basically.
Note, these aren't ALL the mods I'm running, just the ones from the VE I want. Also, this isn't exacty the place to talk about this, would you mind chatting privately if you're willing to help me troubleshoot?