Originally Posted by Sinistralis
You might wanna put this in this topic, this looks like a mod incompatability issue.

More likely to be a timing issue compounded by a lack of queuing or parallel execution.

While in a frame:
- Mod A and Mod B are listening for the GameStarted event.
- Mod A catches the event before Mod B due to script order.
- The GameStarted event closes.
- Mod B is still listening for the GameStarted event.

What should happen:
- Mod A and Mod B are listening for the GameStarted event.
- When the GameStarted event fires, Mod A and Mod B are dumped into a processing queue.
- According to script order, Mod A executes, then Mod B executes.
- When the queue is empty, the GameStarted event closes.

Pure supposition. I can't even begin to investigate how the system actually works because there's no runtime debugger.