Alright, so basically as long I do it in order (top-bottom). Would the combined module mess up and do all of the modules I combined at once or would it do the modules individually?
the processing is identical. in other words having a module is literally just putting triggers in that trigger stack, exactly where you see them when you look at the triggers list
anytime an event occurs in the game, such as a character changing rooms, this is exactly what happens:
first, the PC card triggers are read starting from the top trigger, and the event is checked, if the event is "character changes room", that trigger is put temporarily in to the "about to process" stack.
every trigger on the PC card that has that event will be put on the stack, Then, the game goes through every card in every seat start from seat 0, and does the same thing, going down the list of triggers on that card (including the modules which are just triggers on the trigger list) and also adds those to the stack.
once the game has gone through every card in the class, the new temporary stack of triggers is processed, one at a time, from top to bottom in that new list.
so all triggers/modules on the PC card will be processed from top to bottom first, one at a time not simultaneously, and then each trigger from each other card in the class will be subsequently processed as well.
for each trigger processed in this way, FIRST all of the Local Variables on that trigger will be created (added to memory) and filled with their default information. THEN, the Actions section begins to process from the top. so the first "If" statement is checked (and 90% of the time it fails, so the action section is skipped, and the trigger closes). when the trigger closes, all of the Local Variables for that trigger are then deleted from memory [[ this is why using local variables is bad for processing ]]
actions performed by triggers will override actions performed by previous triggers. so if a trigger on the PC card does a thing, and then a trigger on some other classmates card does something different, it will override whatever the PC one did.
-----------
this gives you a basic idea of how everything functions.
however, this will only very rarely actually be something you need to be concerned about.
19 out of 20 modules (probably even higher) will never effect each other and so their loading order will not matter.
which basically means that you can go ahead and unpack whatever modules you want in any order you want, and combine them in to a new module, and itll work just fine.
the main point of explaining this is simply so if you ever run in to a scenario where you see a module behaves weird / doesnt work how you expected, you can start to debug the problem by considering this loading order scenario first.
the only real other common problem you might run in to like i said before is that sometimes the editor fails to link the Global Variables in to the new module when you save it. you can avoid this almost certainly by simply double checking your new module after you save it. (load it on a New card, and check the global variables list to see if everything is there that should be. use screen shot from before you create the module if there are a lot to check)
also, if the global variable is missing, you usually can find an error at the beginning of the aau class Log when you start/load a class or if the module/trigger is run in the game for an event