ie with IFA3 and SPE we encounter this fairly often with other mods doing bad definitions and when loaded alongside, it breaks the game start like this and a "crash"
Error updating 'config.bin/CfgVehicles/SPE_ArmoredCar_base/DestructionEffects/Light2/' by 'WW2\SPE_Assets_c\Vehicles\ArmoredCar_U1_c\m20_auc\config.bin/CfgVehicles/SPE_ArmoredCar_base/DestructionEffects/Light2/', base 'Light1' ErrorMessage: config.bin/CfgVehicles/SPE_ArmoredCar_base/DestructionEffects/Light2/: Cannot find base class 'Light1' ➥ Context: WW2\SPE_Assets_c\Vehicles\ArmoredCar_U1_c\m20_auc\config.bin Application terminated intentionally ➥ Context: WW2\SPE_Assets_c\Vehicles\ArmoredCar_U1_c\m20_auc\config.bin ErrorMessage: config.bin/CfgVehicles/SPE_ArmoredCar_base/DestructionEffects/Light2/: Cannot find base class 'Light1'
even more annoying is that rpt wont log the responsible source mod - something like this would be needed:
Updating base class ->Launcher_Base_F, by KA_SRAW\config.bin/CfgWeapons/KA_SRAW/ (original KA_SRAW\config.bin)
however probably complex to impossible to track/identify in the config building stack
that said the game does build an origin tree with these
- https://community.bistudio.com/wiki/configSourceMod
- https://community.bistudio.com/wiki/configSourceAddonList
- https://community.bistudio.com/wiki/configSourceModList
so maybe its feasible after all
the other problematic part to identify the source is that both the addon list (pbo/addon) as well as the full modlist is logged only later - so if the game "crashes" during config issues, its a lot harder to track down the source mod to cause it