» Mon Jan 24, 2011 3:02 pm
Let's see...
Minor updates to the imperial City
A collection of items (Almost always no compatibility issues with mods that only add new items.)
Ditto
A new town. The usual compatibility issue with these are if it is a very desirable location and multiple mods add stuff there, but even then you can usually just disable, or tcl through intersecting props... might hurt immersion a little bit though.
An expansion on a vanilla Guild... Not many mods touch the guilds or vanilla quests so these mods are usually pretty safe from incompatibilities. (There are mages guild and Fighters guild related mods that change a lot though.)
An overhaul of certain ai stuff... could conflict with other things that do the same, like guard mods and such, but things should be alright.
Personally I think people worry too much about compatibility issues... I mean it's important for modders to worry about it, but with all the utilities like Wrye bash and such these days... us mod users don't really have to worry. If nothing else it might come down to choosing which mods changes you like more and loading that one last, you don't even have to remove either of them. Mod users of course do have to worry about buggy, and dirty mods though.