It took me a while, but I eventually noticed that the same
pirate barmaid mod was in every pirate haven tavern, the
same French barmaid mod was in every French tavern,
the same daughter mod was in any given city each time
I visited, and so on. And, yes, I had ModMgr running
while playing the game, with the timed changes set On.
I tested it firing up ModMgr while working at my PC,
noting which mod was "active" for each category, then
checking every ten or fifteen minutes. None of the mod
selections changed.
There are three possibilities I can think of:
1) Somehow, the timing routine has gotten bypassed or
disabled. If I manually activate a mod, that DDS file is
copied to the Custom directory for its type, so that part
still works.
2) The timing routine works, but the logic for the
selection operation has been skewed so it always
chooses the currently active mod. (Select a whole
number from 1 to 1. There's a 100% chance your
number is 1.)
3) My personal gremlins are rigging the application to
select the same mods as active whenever I interact with
those choices (e.g. encounter a barmaid or daughter, or
look at the mods display) in an attempt to drive me
insane. Of course, if this is what's happening, there's
nothing you can do about it.
For the time being, I'll go back to using Version 0.2.0
(just checked; Version 0.2.1 has the same problem),
which does the timed changes and serves my needs
(but unfortunately doesn't seem to be available for
anoyone who doesn't already have it).
CGM3@email.msn.com
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This may be fixed by v0.2.3, which fixes a bug in the saving
of which mods are included in a target's switching. Will
contact CGM3 to see if it helps.