Installing Techniques
I was impatient and installed over 30 mods simultaneously into a setup which already had over 250 mods. So of course there were some issues.
I know there are established "play-it-safe" methods of installing mods which are the most foolproof methods. I don't remember how this method goes exactly, but I remember hearing a well conceived version from Elaura a while back. Basically it's just activating mods one at a time, booting up the game between steps to make sure things run correctly and cleaning mods appropriately (maybe Elaura could post her nice little step-by-step guide here).
Troubleshooting Techniques
Similarly, there is a "play-it-safe" method of troubleshooting errors after installing mods which involves deselecting all mods and then reactivating them one by one until the error is reproduced. This will hopefully pinpoint the issue, but can take a considerable amount of time if you have merged some mods and/or have nearly 255 mods.
For issues where you want to know what added specific things to the game, you can use the ever useful ORI command to see the object reference information. However, this only works if there is an offending OBJECT or NPC, it doesn't help with dialogue (that I am aware of).
What is the best method for handling errors with dialogue? Is there a tool which lets you search dialogue string references in a mod, or better yet, a set of mods (can tes3pcd do this)? For instance, I am currently having an issue where everyone in the game greets me by saying http://dl.dropbox.com/u/42876609/Fargoth%20Looks%20at%20Me%20Nervously.png replace "Fargoth" with the NPC name.
http://www.gamesas.com/topic/1395562-relz-tes3cmd-a-small-tool-for-modifying-tes3-plugins/ can do these things. For example to find where that dialog comes from, you could execute this command in your "Data Files":
I think you'll find that dialogue comes from plugins related to Uvirith's Legacy.
tes3cmd dump --type info --match "looks at you nervously" *.es?
I think you'll find that dialogue comes from plugins related to Uvirith's Legacy.
For that matter, what's the best way to track any reference? I had another issue where a script was whining because the "uvi_centurion_01" was missing from the "uvi_robot_scr" script (don't quote me on those IDs). I assumed, based on the reference, that this was either from UL or BUUL. I was correct and it was from BUUL. But how could I quickly check and confirm without going through every single .esp if I had no idea what mod it could be from?
For the uvi_robot_scr situation, since you know it's a script, you could search for which plugin provides that script:
(Adding --list to the dump command just gives a summary of the matching records, otherwise entire records are printed).
You can view the output of a command in the command shell window by adding "| more" and hitting spacebar to get subsequent pages of output and CTRL-C to interrupt:
Or you can put the output in a file for later viewing with a text editor:
tes3cmd dump --list --type scpt --id uvi_robot_scr *.es?
(Adding --list to the dump command just gives a summary of the matching records, otherwise entire records are printed).
You can view the output of a command in the command shell window by adding "| more" and hitting spacebar to get subsequent pages of output and CTRL-C to interrupt:
tes3cmd dump --type scpt --id uvi_robot_scr *.es? | more
Or you can put the output in a file for later viewing with a text editor:
tes3cmd dump --type scpt --id uvi_robot_scr *.es? &--#62; output.txt(and then open output.txt in you "Data Files" with any text editor).
I tried to break this up so it wouldn't be a wall of text, but may have only succeeded partially. Please help by answering these questions, which may all be answered by the many tools running around these days. I'll update this post with the answers given to help out posterity. Thank you!
-MD