Just a workaround for now, a better fix may be to put the test data creation in an action that is guaranteed to be invoked after the test scene has fully loaded (all dependencies would've been resolved by then).
Since ModTestScene.CreatePlayer would apply mods in addition to
instantiating the player, overriding it could lead to mistakenly also
overriding the code that was supposed to set up the test via
currentTestData.
Make ModTestScene.CreatePlayer sealed, which ensures that mod &
autoplay changes are applied, and expose ModTestScene.CreateModPlayer
instead which has the expected semantics.