Quick answer: Give players an explicit, persisted load-order list, apply mods in that order with later entries overriding earlier ones, and detect and surface asset key collisions.

When enabling a second mod breaks the first, you have a load-order conflict. Steam returns subscribed items in no guaranteed order, so without an explicit list the result is nondeterministic.

How to fix it

1. Persist an explicit order

Store a user-editable ordered list of enabled mod IDs in your config rather than relying on GetSubscribedItems order, which is not stable across launches.

2. Apply in a defined order

Load mods from the list so later entries override earlier ones, mirroring how players expect priority. Document which end of the list wins.

3. Detect collisions

When two mods register the same asset key or data ID, log a warning and let the player reorder. Silent overrides are the hardest mod bugs to diagnose.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.