have a trigger listening for the same Card Added to Class event that most modules use for their initialization, and this trigger would emit a delayed event with a delay time set so that the 2nd trigger listening for the delayed event would only fire after the other modules are done initializing.
ah ok that makes sense basically notify itself that the init event happened so hypothetically other cards inits happened then too.
my thought was having a more robust personality shifting mod that uses other modules to tune the personality (like angry or murderous or something) by turning them on or off depending on different circumstances. like a card that starts out sweet and nice but if someone betrays them, they become a monster
(and maybe redeemable)
but i dont want to write each of those personality features into the mod, id rather just utilize all the work already done by previous modders LOL
so that would mean that those mods would have to already be on the card like you were saying, and if thats the case they would also be active because they all Init default to being active. so either you could unpack them on an individual card and manually set the inits to default false, but this would be very tedious especially for a normal user who just wants some fun personality modules. otherwise if they are jsut installed on a card normally then my mod is going to have to turn them off after their inits.
so my thought was (if i cant add mods to a card via other triggers) that I could make a mod that during its init, would also flip all the other mods off until its ready to turn them on dynamically. but the load order of the modules doesnt seem to be controllable, so if my mod loads first, flips some variables to false that dont exist, then the other modules load and init themselves, they will be turn On from the start, instead of off. so bottom line seems ill just have to set up a maintenance routine instead i think. maybe run in the mornings or evening because like you said someone might add another mod, or might intend for a certain module to be always on for the sake of the cards normal personality
but i went ahead and started messing with the delayed events anyway because it does seem like a very useful thing, especially if like you said other cards will be able to receive the event, that could be a great function. have you messed with them much yourself? from what i can tell basically some action sets "emit delayed event" and you give it a name with a constant, then modules can have a trigger that uses the event "delayed event" and action "If delayed event label = same constant" then they should fire, but other delayed events with a dif label shouldnt trigger that If condition. if this is right then you can definitely send messages between modules
but probably i will still have to use a maintenance routine for keeping track of disabled modules within my personality mod. still it gave me an idea to upgrade a couple other modules, since the events can be delayed by time, i realized i could use it as a timer for say 60 seconds and then unlock the ai on ai enforced h scenes for one example. gonna give that a shot right now actually lol. im already cursed.
this happens every time i like a game that is moddable i just get lost in the modding spiral. i never should have learned to code