Unsure if its just this mod or some combination of other mods. But when I open the manage s mod screen and go to a multi-module ship it strips all weapon slots and fighter bays. Deleting these things in the process. Really gamebreaking.
I can't reproduce this. Tried with vanilla stations and solvernia, and I am able to build stuff in fine without encountering the behavior you're describing. You'll have to be more specific about exactly what you were doing and how it happened, and make sure that it can be reproduced reliably.
Nexelerin's ship collector event doesn't seem to return used story points for S-Modding with this mod, but here's the thing: while it shouldn't return anything for S-Mods in particular, since installing them "doesn't require story points", increasing the S-Mod limit actually costs something, and in this particular case the points aren't being returned, even though it feels like they should. I understand that these points are spent on capacity increase rather than S-Mods themselves, but since there's no other way to spend SP on ships with this mod, it's a bit confusing.
Not sure about how patching small text works, but to remove that message from the dialogue if both mods are loaded should resolve that confusion without changing any mechanics or altering balance. If that's possible.
Thanks for the report. Looks like Nexerelin is using PlaythroughLog to check what built-in s-mods are built in using story points. The PlaythroughLog s-mod entries require a list of hullmods installed, so it's not compatible with the way this mod is using story points. The text itself is from Nexerelin, so I can't do anything about it. The best thing to do is just make a mental note that Nexerelin doesn't refund SP spent on increasing s-mod limits, and use that to inform your decision to sell a ship or not.
While using Unusually Gullible Hullmods, the two Shield Shunt specific hullmods, that being Shunt Distributor and Shunt Diverted Thrusters, can't be built in through the interface. You can't even install the mods without shield shunt on the ship (nor can you remove them without removing shield shunt, which will take them off automatically), however the game just shows red text on the installation UI stating "Removing the Shield Shunt will remove the (hullmod)"
Pretty sure I've gotten this report before. It's because that mod has a strange (and imo, wrong) implementation of some methods.
I can build in shield shunt just fine even with Unusually Guillible Hullmods, so it's probably a mod interaction issue (that is, some other mod is setting shield shunt unable to be built in). In fact every time you leave the refit screen, PSM unsets the no_build_in property of any hullmod that was not declared no_build_in when the game starts.
As for shunt distributor, it's because it's misusing getCanNotBeInstalledNowReason and canBeAddedOrRemovedNow. If you take a look at shunt distributor's canBeAddedOrRemovedNow, it returns false if the ship has shield shunt installed, but at the same time it can only be installed if shield shunt is installed. So, you see, this means that it should in theory *never* be able to be installed, since it's only applicable if shield shunt is installed (but also can't be installed right now if shield shunt is installed).
You could argue that because it works in the vanilla hullmod picker it should work here, but remember that the vanilla hullmod picker only lets you build in hullmods that are already on the ship, so it's likely forgoing some unnecessary checks, while the PSM checker allows you to build in hullmods that aren't already on the ship, so it needs these additional checks.