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So in order to have a mod that is moderately built you would have to be able to selectively add and remove data from an Excel file via an external tool.
This was the intent of the component mods of Ube at one time where mods like expanded ports would only add a specific portion of Ube expanded convoys and shipping would add another expanded missions another however the main drawback to this is that development becomes exceptionally harder to trace down issues with the data sheets and calculating relationships between the data sheets even more so. Furthermore players often faced more issues and figuring out load order conflicts and ensuring all required mods were enabled and loaded properly.
If you do know of a way to use an external utility to build out one Excel file into a mod deployment folder I could look into it however migrating to a utility like this would be exceptionally difficult and take a large amount of time you are free however to look at the workshop data from Ube and attempt a integration with an external tool if you find a path to do this please post it here with some instructions on how this might be accomplished. You prove it to be viable I could consider it and it would benefit being able to selectively add and remove features of uve as players see fit especially in regards to performance.
all of the mod data is in the steam workshop directory <game Id>/<mod Id>
I will look into recompiling ube lite for the next version of UBE. The primary reason it wasn't compiled to the recent version was the massive bug hunts that had to occur for b129. However these are built using a large database of WW2 data using Google Earth, Google sheets, and scripts.
I just took another look at UBE Lite, I thought it had to do with starting time for the game, but maybe that was messed up in my load order at the time.
Nothing is needed to unpack Ube it is all in a flat text format in Excel files.
Not sure I fully understand the second part of your statement. Also load order for Ube should be the highest priority in the mod list always. There have been other mods that have been identified to conflict with Ube and cause serious bugs and/or performance issues
The workshop item ID is at the end of the URL for the workshop item you have open. That ID corresponds to the folder in your Steam Workshop folder. Usually in "C:\Program Files (x86)\Steam\steamapps\workshop\content\494840" unless you installed Steam to another hard drive in your system.
Hope that helps bud. If you already figured all this out or already knew and I misunderstood, disregard.