Ali, I was also running into problems getting my HaxeFlixel project to compile with the Neko target using Nape. I did resolve it, in a roundabout way...
First, I was getting the "Uncaught exception - std@module_read" error just like you, and after some searching decided to use these lines in my project.xml
<haxedef name="NAPE_RELEASE_BUILD"/>
<haxeflag name="-dce full" />
<haxedef name="NAPE_NO_INLINE" if="neko" />
The first line forces it to use the release build of Nape (not always practical during debugging/development, but it supposedly gives better performance). The second line tells the haxe compiler to use full dead code elimination. The third line (which I found searching the internet) is apparently needed to undo the trouble that Nape's inline code causes with Neko.
I also updated my version of Neko to a nightly (windows) build. Even then I was still running into problems with zpp_nape code, this time producing the error:
Called from zpp_nape/callbacks/CbType.hx line 348
Called from nape/callbacks/CbType.hx line 179
Called from nape/callbacks/CbType.hx line 198
Called from zpp_nape/callbacks/CbType.hx line 174
Called from zpp_nape/callbacks/CbType.hx line 353
Called from zpp_nape/ID.hx line 186
Uncaught exception - Invalid operation (+)
which is apparently caused by trying to increment a static variable "_CbType" that should be initialized to zero, but instead never gets initialized (possibly due to dead code elimination?). Anyway, I modified that part of ID.hx as so:
public static function CbType(){
//return _CbType++;
if(_CbType == null){
_CbType = 0;
}
_CbType = _CbType + 1;
return _CbType;
}
which finally got my HaxeFlixel project that uses Nape to compile to the Neko target. Honestly, this is a pretty bad hack but I needed to get back to developing, and Neko is good for quick compilations. Perhaps if others encounter the same issue it should get reported as to the Nape / Neko people.