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As for your crash problems, which class do you think is causing the crash? Can you turn off other mods and get the game working again?
Last option is to just go down your mod list, and make some hard choices to trim some mods.
I just recently decided to fold in some new mods to my usual run, and I slammed face-first into the same problem you did, OP. Game just refused to load to the Hamlet without crashing. Far as I can tell, I was wrong, there is a top limit to what the game engine can handle in terms of mod data. More than that, hard crash.
On a previously stable mod list, I folded in Sunward Isles, The Mountain, Town Wars, and Courtyard Plus. That's a lot of big data being added, that's three entire new areas with new mobs and a reworked vanilla area. The only way I could get the game working again was by dropping class mods. I had to drop 25 class mods to make the game work again. It was brutal.
Some were easy, they didn't really make lore sense, they weren't especially useful or unique, and a few could be argued borderline OP. But 25 is a LOT. I had to cut a bunch of good classes. Seer, Babicka, Guqin, Bonetaker? Someone had to make room. Falconer nearly lost her footing, but a trinket drop saved her. And if I try to add any one of the 25 back in, it'll crash.
So, long winded and overdramatic way of saying yeah, apparently there is a max limit to mods. I didn't know that.
But some I able to make it work, yet don't know why it work.
Enter the normal dungeon(no mod dungeon) > go back to main menu > turn on class mod > enter the game > sometime it work sometime it doesn't > if it doesn't go back and verify file > restart steam > open the game again > Again some time work sometime doesn't.
It may be worth looking over your mod list for any skins or trinket mods you'd be willing to part with. Especially any redundant skins that you never use. They're quite small in terms of data, but it shouldn't take much to back away from the data limit to a safe degree. One or two skins would probably be sufficient.