If mod's purpose is to modify vanilla content, then it clearly cannot avoid editing vanilla content. Most mods with plugins, especially if they have no OBSE support, do. You should be able to tell, most of the time, after reading mod's docs. If a mod has no incompatibilities, it says that in the ReadMe. The description describes the changes, so you should be able to figure out if there are potential incompatibilities if you really know your setup (and many users do not.)
I do not know if you use OOO or not, but I certainly would not like it if the pathetic Vanilla bandits were not overhauled with OOO's new enemy types (yes, it add new enemy types). That would be like adding a weapon mod that does not have OMOBS balancing to my game. There would not be a need for MOBS and OMOBS patches, if users were happy mixing up the systems. If you do not care about balance, then toss in whatever mod you like that adds random new NPCs to the game. Adding unbalanced content can break the OOO experience. Yes, you can make an overhaul that fits the vanilla game, but that is not what OOO does, nor does it profess to do that. I really do not understand the criticizing mods for thing they do not do. You can just look for another mod that makes changes you do want to see, and implemented in the way you want.
Your interpretations of what the other users has been saying ignores the false accusations of "malpractice" and "bad edits."
Edit: Again, most mods edit vanilla content, hence the Oblivion.esm dependency...
Well, in a previous post...
quote name='JavaCroc817' date='01 May 2010 - 05:28 AM' timestamp='1272720527' post='15900228']
Regarding OOO itself;
Are there areas in the game OOO modifies that I prefer it didn't? Yes.
Is it still a great mod? H**l yah!
I enjoy the realism, background, and lore-friendly-ish lore it gives to the world. It is a wonderul mod that has made it's place in my load order.
So yes, I use OOO.
I don't understand what you're talking about with bandits. I hated vanilla bandits; I'm glad there are overhauls that fix this. What I'm saying is that, instead of overhauling the bandit itself, you could:
> Take the original bandit and change the editor ID to make it a new object
> Take the new bandit and make desired modifications. Perhaps make additional new bandits from this bandit as well for more diversity.
> Open up the Bandit leveled list that contains the vanilla bandit NPCs themselves. Remove them all from the list.
> Put in your new personally-overhauled bandits in the leveled list. Save your mod.
Walaa, you have your own overhaueld bandits into the game without editing too much vanilla content!
A problem with this method, however, is that while you're not editing the NPCs, you're editing the leveled lists. This means, suppose you have MMM running with your personal bandit mod. If you place your bandit mod in front of MMM, you'll probably get your bandits but not MMM's bandits. If your mod's behind MMM, you'll get MMM bandits, not your bandits. Ifn you try to use Wyre Bash to resolve the problem, you'll get some odd results. If you do it right, you can find both your bandits and MMM bandits, but it requires some tweaking for it to work. Not to mention that you likely won't fidn your bandits very mcuh, since MMM makes use a of multiple leveled lsits for a singled purpose (i.e. it puts in "ImpVariants1" and 2 and "OgreVariants" into the list instead of the creaures themselves). (Just to make myself clear in case, I'm NOT criticizing MMM now; I'm jsut noting that's how MMM uses leveled lists to better organize it's mosnter variants)
Still, I find this method somewhat better than editing vanilla things. Instead of conflicting changes with OOO bandits, you'd just replace them. It would not be balanced with OOO (unless intended). But wouldn't that be the point of the mod to put in your own bandits? To have your bandits in th game instead of whatever other bandits are in the game?
And people not only use the Oblivion.esm to edit, but to add. How would I make my bandits work in Oblvion's leveled lsits without the master?
And yes, I understand the point of OOO was to
modify vanila content to make the author's intended version of Oblivion. I'm not criticizing that in anyway, as that is what the mod author meant to make, and it works... very wel for me.