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yea true - i would like to help you find culprits tho - it could possibly help executions in the future :)

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Depending on the way mods are programmed (script mods I mean), there's no way to guarantee compatibility with everything. I used to try to work around every single mod out there. Now, it depends. If compatibility means hours of "work around" code, then probably not. This looks to be late registered fillTypes (which are mostly obsolete in FS22), so I think the new version will address those. If they register too late, however, there's not much I can do. That's why you see ZZZ_ModName.zip instead of FS22_ModName.zip sometimes. Mods load in alphabetical order. The ZZZ_ prefix was the only way to ensure a mod was loaded at least after all the FSXX_ prefixed mods.

In other words, if a mod named something later alphabetically than FS22_TH and late registers fillTypes as well. That mod would most likely not work with UC or, at the very least, those fillTypes would be skipped. Just an example.