Well what a wild ride. The mods that were kicking errors were actually NOT the problems. I mean logically you would think mod "a" writes errors. You disable mod "a" everything should work right? WRONG!
So basically the story is mod "A" and mod "B" were kicking errors, but in reality it was mod "S" and "T". So the two mods that are currently disabled are our deed upkeep mod and one of our management mods. Hence how turning mods off and on one by one last night was meet with fail.
Both are important and real bummers to be broken but at least I know what was broken. The management mod was a great tool for a number of things to help me including the ability to see tickets outside of the game. Obviously that gave me a great ability to see if folks have issues without even having to be in world, at my desk, at home, etc. I could *gasp* check tickets from my phone from anywhere. Oh well hopefully either I can find the code that no longer works with this version or track down the mod author who is unfortunately only semi-active.
The deed upkeep mod being disabled means in part the free 121 tiles we give our players is well no longer free currently. This effects when you are setting up a deed and I believe will also effect the recurring upkeep for those tiles as well (though this needs testing).
I plan to do another maintenance window later this week so I can roll out some things I have been working on that were originally going to go live during today's maintenance window. Once I nail down the day I will post the news both in world and here on the forums.
Thank-you all for your patience and understanding.