I checked my log, but as I am not a true coder, I don't know how to interpret it.
NullReferenceException: Object reference not set to an instance of an object
at IsBloodMoon.IsValid (MinEventParams _params) [0x0001d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEventActionTargetedBase.singleTargetCheck (MinEventParams _tempParams) [0x00029] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEventActionTargetedBase.CanExecute (MinEventTypes _eventType, MinEventParams _params) [0x00047] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00010] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityBuffs.Update (System.Single _deltaTime) [0x00180] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityAlive.OnUpdateEntity () [0x00019] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityPlayer.OnUpdateEntity () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityPlayerLocal.OnUpdateEntity () [0x00163] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at World.TickEntities (System.Single _partialTicks) [0x000ab] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at (wrapper dynamic-method) GameManager.DMD<GameManager::UpdateTick>(GameManager)
at GameManager.gmUpdate () [0x00305] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
I figured I'd just start by loading the mods that either have similar effects and then my vehicle mods, hoping that I can determine it that way. I have extensive IT background so my usually method is just starting with the most possible conflicts first and working my way out. Interesting that I have no issues in a single player world - just Server/client setup. I have a spare system that I can do server tests on. The one thing I do appreciate about loading/unloading mods during testing is it gives me extra time to poke through the configs and see how the relationship of the XMLs and how I might refine the settings a bit more. These two mods are just wonderful. I can't wait to get them functioning on our server.