» Fri Nov 18, 2011 2:18 pm
That is exactly the reason: Overrides.
Many mods out there have some bad code, either put their accidentally or by the GECK. For example: The Point Lookout Worldspace often does not have the Unknown: 7 flag, and therefore people find missing water. Another example: Fallout Wanderers Edition has a medkit entry in that same area, which contains a Leveled List of stimpacks with a count of zero. That will lead to unlootable stimpacks.
Additionally, in later versions I will start incorporating already-made merged patches for popular combos of mods, such as MMM + FWE, or even others that might not be so possible now such as FWE + FOOK2 (If I can ever wrap my head around that monster).
So it is important to load it last because in addition to fixing bugs found in the vanilla files, it tries to cut other bugs that might arise off at the pass by doing one last set of overrides on things which other mods might miss.
It's not technically required, but it's a best-practice. No mod absolutely needs a specific load order if you have the right patches and what-not, but placing it where the author had intended helps to make sure it works as intended.