Although the thread has moved on, please allow me to say something about the issues of compilations for Oblivion. Thing is, very early mod development for Oblivion and Morrowind did take entirely different routes. I'm not going to say one is better than the other. However Oblivion's made it a lot more unlikely to have anythink like compilations.
Morrowind had the same compatibility issues. It actually had more since it didn't have FormIDs and EditorID conflicts were common.
First: The rule of one. You didn't have that in Morrowind. True, there were a lot of strange conflicts and everything, however what people forget (as seen here) was that for the first six to nine months mods were entirely insular and screwing themselves over. Even using something like a scaling overhaul and a face enhancer together was impossible without sacrificing large parts of one mod. For using a multitude of mods in Oblivion we needed external tools, Wrye Bash is pretty much required to run more than a handful of basic mods. In Morrowind, back in its first years, I could run nearly a hundred mods until the need for Wrye Mash or leveled list mergers arose. In Oblivion running more than five mods likely causes one of them to be already destroying the functionality of another mod, even when they're about entirely different things. Such is the consequence of the rule of one.
Also, I can think of several reasons to mod Morrowind. The fact that it's a much better game than Oblivion probably chief among them.
Second: A whole lot of alternatives. Morrowind has a lot of "
ands" and few "
ors", which means we had a lot of mods that were about different things and could be used together. Oblivion has, especially concerning its core issues, a lot of mods about the same things, but doing them differently. Take scaling overhauls as an example: There are three different approaches, for different preferences. This was also in part caused by the rule of one - if you can only have a few selected mods running, you neither needed nor could keep other mods in mind. I confess, I missed the last years of Morrowind's mod development, however back when I left it was somewhat possible to reach a consensus about what the best mods were. In Oblivion you've got conflicting choices to make, which completely depends on taste. A lot harder to make reach a consensus intended for everyone then. (I've tried to outline that in my base mod list, which seems to be purged. Oh well, lucky that I backed it up http://theelderscrolls.info/?go=4zbasemodlistev.)
mod authors are not willing to give up that much control over their mods because they are still working on them.
Third: More people involved. Take a look at the contribution list of most bigger mods, there are often dozens, if not more people mentioned. Not being a texturer or modeller myself I've merely heard that it takes a lot more time than it took for Morrowind. While a lot of bigger mods were still made by one or a few people (e.g. OOO), the resources they used were done by many more people. I've made a compilation of three of my own mods, and the result had a resource contribution list that was nearly
five pages long. Modder rights should be respected, so that's a huge problem. A few months ago someone asked me if my mods could be used in a compilation, and my response was "you can use my stuff, but to use anything from other people, you need to ask them, too. And unfortunately I doubt you'll do that.", and just to prove my point the response was "oh, but I don't want to ask thirty different people! They surely won't care!"
http://wryemusings.com/Cathedral%20vs.%20Parlor.html. However the sheer volume of people involved in some important mod projects makes it impossible to grant complete permissions to use. While I can allow my stuff to be used in other mods, I can neither grant nor deny permission for many parts contributed by others. If you create a mod, then that's no problem, because you can specifically use those parts for which permissions can be given. If you do a compilation, then that is no option. The last compilation effort I've seen would have required
thousands of permission requests. Needless to say, this wasn't even attempted.
In summary, while unfortunate, we have an entirely different situation with Oblivion. We need external tools, we have a lot more choices to make, and there are a lot more people involved. Not the best conditions for compilations.