The LGNPC Project does not execute dialogue fixes, but rather add new content.
I could see that someone might think that LGNPC is a project for revamping existing dialogue, since the website reads, "
LGNPC, short for Less Generic NPCs, is a project that aims to replace all the repetitive Morrowind dialogue with more interesting and engaging conversations." People might be getting caught on the "replace" part. I know I did, but was pleasantly surprised when I saw that it was more about adding new quests through existing locations and characters.
I am not certain what they are talking about since these posters do not say what they are talking about.
Let me preface this my saying that I highly respect your project, but was unable to use it.
I may have mentioned somewhere that I had some problems with it, but I'm preferring to stay quiet unless asked...
While I've only played with them installed for a short time, I was impressed with quite a lot of it. However, playing through Redoran, I was unable to proceed at certain points that did not have any clear indication of what I needed to do to complete a quest (which is fine for a side quest that you can hang on to until you will stumble upon the answer), but in order to proceed with bethesda's original redoran quests, I had to resort to console to bring up the next quest that was unavailable due to the corpus-infected silt strider quest being unsolved, or unsolvable, and the quest that was supposed to be offered next was not being offered due to this being inserted. So, in that respect, it conflicted with the vanilla game in my case - not technically considered a conflict, per se, but it was game-breaking for me, especially without being able to find any good walkthroughs. If it were to add side quests that would not interfere with the progressing in the vanilla game's quest tree if they were unable to be solved, then I wouldn't have needed to resort to console. I would love to have LGNPC installed and solve as many of the quests as possible, and be able to take a pass at the quests that I could not solve without resorting to console. The other option would be, of course, to have walkthroughs available (maybe you have them, but I searched for quite some time), but there's a gentle balance between me being just plain thick when it comes to solving the quests, and having enough clues to be able to reliably find the character that will set off the next journal entry. In the ebony mine, I found it best to just click on each character until I found the one that would set off the next journal entry, which I don't recall needing to do with bethesda's quests (though, indeed, some of bethesda's quests are either rushed or poorly written for sure - *ahem* Gaenor). Sometimes it's hard to tell if a quest-line is broken/ conflicting or if you're just not smart enough to guess who to talk to - but this is why we have sites like UESP and books like Morrowind Prophesies to make us *facepalm* ourselves when we are unable to proceed. So, maybe this type of thing is what people are talking about when they say "conflict"?
EDIT: had a nice talk with Cyrano and I think the conflict was actually (probably) with living cities of vvardenfell, which locks doors and moves characters around, which breaks some quests.