It's starting to sound like you're looking to try to blame the UL mods for absolutely anything now
I apologize if what I wrote implied I was placing blame on UL itself, that was not my intention. I'm fairly new to ESP merging, and I don't know the ins and outs of the engine. I didn't know if the anomalies I experienced was a reason why I should leave ESPs alone.
Anyway, as for merging, I've been wondering. If I merge the ESPs while renumbering FormIDs by alphabetical order (xulAncientRedwoods.esp would begin with 010000, xulTheHeath.esp would begin with 230000), and delete all UL esps, would I still need to re-index the ESPs every time I wanted to add a compatibility patch? I was thinking I could just use the original UL files to update the patches. For example:
Extract fresh copies of xulAncientYews.esp and xulArriusCreek.esp
Open TES4Edit, Select xulAncientYews.esp, xulArriusCreek.esp, xulPatch_AY_AC.esp
Renumber FormIDs for xulAncientYews.esp and xulArriusCreek.esp to 020000 and 030000 respectively
Exit TES4Edit, save xulPatch_AY_AC.esp
Use Gecko to point xulPatch_AY_AC.esp to the UL merged patch, and using CS if necessary
Would this work? I understand I'd still have to rebuild the merged ESP if I felt like getting a new or updated UL (and updating patches if it's an update).
Please forgive my noobish questions
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