Then I repeat, basically every single module should work with CPP 1.71 nicely. Not every module wll have all bugs fixed since module resources have priorities over patch resources, but 80% of patch resources should be always active.
There should not be any compatibility issues with CPP 1.71 and any module due to the way how it works. I will explain this.
Module uses only parts of the engine. A standard singleplayer module will have some areas in it, some NPCs and some plot around. In such module there isn't anything that wouldn't work with CPP.
CPP alters spells, creature abilities, creatures themselves, monster and henchman AI, graphical glitches, description glitches and some more stuff like colorized icons.
A standard singleplayer module does not alter anything from this list at all, thus there cant be any conflict.
Now, lets talk about modules that hass changes like this. Lets assume we have a module with a spells changed to work as in DnD 3.5. Then any such spell will not be altered by CPP which means, that if there was some bugs (like uncapped damage) the bug will be most likely present unless the modification for 3.5 get rid of that too.
If a module altered creatures AI, then (very probably none of the) CPP AI fixes and improvements won't work in such module.
If a module has its own set of colorized icons (Amraiven afaik) they will overwrite the icons from CPP.
Which is exactly how its supposed to work from a builders perspective. From player perspective I understand the appeal to get AI from 1.71 however enforcing it could lead to unpredictable issues in module that wasn't designed with this in mind.
If you can I can make a 1.71 fully compatible version of the module you want to play (they are mostly not even compatible with 1.69), but the advantages you get arent usually so great. CPP best features are optional and in case of a singleplayer you can enforce them in any module you will play via PC Widget tool.