OK, I've consolidated the two Q Base Modules into one module and modified several of the module events so that, if the module is tagged as having horses enabled, the correct module event script fires. The new scripts are...
q_mod_def_load - OnModuleLoad event, fires x3_mod_def_load if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED. If horses are not enabled, then the script fires x2_mod_def_load. All Q module switches have been moved to this script. Both q2_mod_def_load and q3_mod_def_load have been depreciated.
q_mod_def_enter - OnClientEnter event, fires x3_mod_def_enter if horses are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.
q_mod_def_hb - OnModuleHeartBeat event, fires x3_mod_def_hb are enabled via the module switch MODULE_SWITCH_HORSES_ENABLED found in q_mod_def_load. Otherwise the script does nothing.
I have also renamed three other module event scripts to maintain naming convention with the new scripts. The renamed scripts are...
q_acp_onchat - renamed q_mod_def_onchat
q2_mod_def_equ - renamed q_mod_def_equ
q2_mod_def_unequ - renamed q_mod_def_unequ
The "Events" tab of the Module Properties Window has been updated to reflect these changes.