Make sure the patch is only a patch. If you use one of the two methods I mentioned, then the only changes that should end up in the plugin should be modifications or new records. You should use TES4Edit to clean it afterward to make sure that that is the case. This includes remembering to check the dialog branch because TESCS automatically saves certain records when you modify certain other records (i.e., certain dialog groups when you modify races.)
Edit: Meant to post this earlier, too many tabs open... There is a difference between making a patch and duplicating the plugin. 99.99% of mods modify the Oblivion.esm; hence, Oblivion.esm is the master for 99.99% of mods. Patches are not the problem.
Ah, I had forgotten what it was like to be the Newbie (or look like one, at least).
Let me try to explain the situation a little better:
this all started about six months after the DLC was first released with a few tweaks, namely opening up a couple of the towers as places to stick companions, etc. Gradually, over the course of several
years this evolved into a complete rebuild of the castle. By rebuild I mean I basically trashed the internal architechture, and fit everything inside the exterior, added curtain walls, a town....
You get the idea.
I showed what I had done to some friends, and the uniform response was, "you really should look at releasing this".
So I thought, "OK, lets fix the problems and see about subjecting it to scrutiny.
Having hit the CS wiki I realised I had three major problems, of varying difficulty:
1. Dirty/wild edits (about three year's worth).Some work with Tes4edit and some ruthlessness dealt with this provisionally, and I can do it again now without any trouble.
2. An inappropriate .esm dependancy.Labourious work, but not a major problem, just time consuming.
3. It isn't a patch.This is the problem I have come up against. I need to retroactively make my copy of the .esp into a patch for the original. My first thought was to use Bash (not Gecko, sorry) to esmify the original and then add it to the modified .esp's master list, then "cleaning" the new patch of dirty edits. It seems to have basically worked, except for these "bad forms".
So, is there any way to find these bad forms; will they, for example, always cause a crash?
If not, I may have to copy all the interior cells, modified scripts etc. and then gut my .esp and rebuild it as a proper patch.