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there is an issue for it on the mod's github repo as well
https://github.com/Cozarkian/QualityExpanded/issues/2
I verified local files and started the game, and it looks like it's back in action! Got tons of stuff to repair now. ;-) Thank you again!
The modification of max hit points is done through code. Thus, there is overlap and this mod "wins" by using Harmony's priority system to ensure it overwrites any changes by other mods. However, max hit points is only relevant at spawn, after a quality loss, and on the inspect screen for the selected item, so it shouldn't cause performance issues.
I guess my question is *how* it achieves that compatibility? Does it disable parts of itself? Do we need to check those settings ourselves? I like the idea for the mod, but before I pull the trigger I just want to know what overlap is expected, or if I should drop some mods for a more complete solution.
And no, it can't cause cascading loss. In your example, since the lower quality is at max 200 hit points, the building can't degrade until it is already at 199 hit points. I'll add more to the FAQ to explain.
Example: damaging a fortified door, might:
cause 10 initial damage ---> degrade quality ---> lower max hit points by 200 ----> result in 210 hit points lost
?