TimelordDC wrote...
The simplest test would be to have multiple variants of skill_stealing.ncs in different modules and run the game and check. Each script can have a different floaty message that you can see. Enable/disable some of the mods to see where the game fetches the script from.
In any case, I think the core files are loaded in no matter what you override and then, the overriden files are used, if present. Again, a simple test would be to remove skill_stealing.ncs from the program files scripts erf file and check.
I don't know if Nukenin has already done some of these tests but looking at the posts, it does like it is more conjecture than fact.
Another option you could try is to have a base mod that includes all fixes and any other 'fixer' can extend this base mod (which extends Single Player in itself). If that works, Qwinn's mod (since it is so extensive) can serve as the base 'fix' mod.
I'm content with what I've discovered and confirmed. It's easy to test, just manually edit priorities in AddIns.xml. I set my stealing fix to Priority 900 (possibly making it the Nicest mod ever) and it dropped all the way to the bottom of Downloadable Content, despite still appearing ahead of Qwinn's fix in AddIns.xml.
So Priority is the main governor here (albeit backwards from what folks would conclude from the word "priority"). Changing ExtendedModuleUID to that of Qwinn's fixpack did not change the location of my fix in the Downloaded Content list; in game, his stealing fix (which is distinguished from mine by virtue of having no notification, and distinguished from the game's by virtue of being fixed) was still used.
So Priority trumps when determining search order—AddIns with lower Priority are searched first. For AddIns with equal Priority, installation order (specifically, order in AddIns.xml) determines search order.
ExtendedModuleUID does nothing when the file in question is a core override (i.e. under AddIns/{ModuleUID}/core). When the file in question is a module override (i.e. under AddIns/{ModuleUID}/module), ExtendedModuleUID does not influence search order at all (i.e. if the extended module still has a lower Priority than the module that extends it, or they both have the same Priority but the extended module appears before the module that extends it in AddIns.xml, the extended module will still be searched first. If the extended module is disabled, however, then files under AddIns/{ModuleUID}/module for the extending module will not be searched at all.
(To test that, I made my Dog Find fix higher in Priority than Qwinn's fixpack, then made it an extension of the fixpack. His fixpack's dog find fix still overrode my fix, because it had lower Priority. Disabling his fixpack while leaving my Dog Find Fix enabled resulted in the game reverting to the original, broken dog find behavior, because the game ignored AddIns/nuk_dogfindfix/module/* because the "extended module" qw_fixpack_1 was disabled.
Now that I've wreaked havoc on my Downloaded Content by manually mangling Priorities, I will reinstall the three affected module .dazip files… and voila! Nukenin's Stealing Fix appears before Nukenin's Dog Find Fix which appears before Qwinn's fixpack—exactly the order in which I reinstalled them. (Previously, Nukenin's Dog Find Fix appeared first, so I've confirmed that reinstallation/AddIns.xml order does indeed play a role.)
Okay, I've achieved enlightenment.

Sorry if this confuses the heck out of the reader.