For gameplay altering mods and a number of landscape mods, unless you're using a very minimal number, Wrye Bash will be a necessity. I can tell you that several of the UL (Unique Landscapes) mods will require patches which will in turn require proper load order (get BOSS) and possibly the bashed patch. Any leveled list changes will require use of the Bashed Patch. Gameplay changes to things that are also changed by OOO may require the Bashed Patch or just proper ordering.
But the point is, get Bash and use it (including the Bashed Patch), along with BOSS. Those two steps will solve 90% of "could have been" compatibilities. And "solvable" compatibility problems will most likely NOT be noted in readmes, since they're not real compatibility problems but rather load order / standard patching issues.
Since it's possible to play for days without running into a problem, then find a stray compatibility problem - sometimes not game breaking, but severely annoying - it's better to head them off as much as possible. I realize that's what you're trying to do looking for lists, but Bash + BOSS (which, come to think of it, kind of counts as an "exhaustive compatibility list") will solve almost every possible problem you may have of this nature with a standard OOO install - with much less time and effort!
Yep, this is the part I haven't done yet, but have spent alot of time reading about. I wouldn't say I completely understand it, but it's getting slightly less confusing. Now that I'm about to enter the area where things are going to get a bit stickier, it might be helpful if someone commented on the "order" that I'm doing things in when I am working on the mods:
1.
Download mod @ TESNexus.
2.
Create OMOD w/OBMM. I generally have BSA redirection on. I encountered one mod that stated I should use BSA alteration/textures/generate AI entries for hash collision -- I think it was QTP3 Redimized. Should I switch it back to BSA redirection? Will this mess with QTP3 or any other mods? How frequently do I need to "update" the archive invalidation? I've read that you only have to run it once, but honestly, the whole process still has me perplexed. I understand that the game is looking at the dates on files, trying to figure out which one to replace/use, and it will use the one that's the most recent. That's about as much as I understand -- I'm not a mod dev and I don't know anything about coding, etc.
3.
Check if new OMOD is conflict-free. If not, view the conflict details, and evaluate whether to still activate or not. This is where I can get a bit confused. I typically do some web research to try to figure it out, but honestly, alot of the time it feels like a crapshoot. I figure that BOSS will sort it out in the next step. Is this a correct assumption, or can I fark up my game by enabling conflicting mods in the OBMM?
4.
Run BOSS. This is the easiest part! I read through the output to see what the program says -- tons of handy information there. I haven't had to clean any mods yet, but there are some dirty ones -- Book Covers, for example, is so dirty it crashes my game. I've downloaded TES4Edit, but haven't used it yet, as the cleaning has to be made according to load order. I figure I need to wait until I'm done downloading all my mods, run BOSS to figure out the order, and THEN use it to clean the appropriate mods.
Does all this sound right? Am I making any rookie mistakes?
Big question: At what point do I insert Wrye Bash into this mess? Right now I'm sort of assuming, after step 4 (running BOSS). Seems like mods be cleaned prior to making the Bashed Patch, which if I remember right, also isn't done until all mods are downloaded and load order is determined?
Thanks to all the recent posters for their input!