» Sat May 28, 2011 3:12 pm
Your answer tells me you have absolutely no idea what you're doing. I'm sorry, but I really don't think you should try this until you have a better understanding of modding and mod dependencies. Once you've merged the ULs together, the chances of a new patch working with that merge (even after changing the master) are very low. Non-vanilla Form IDs get changed during merging, so if the patch is dependent on either the UL, the conflicting mod, or both, then there's a high chance that it will no longer be able to find the records it is meant to be editing, and will leave the conflict unfixed, instead creating duplicates of the conflicting objects nearby.
Also you didn't take into account my query about updates to the existing ULs and patches (plus updates to the conflicting mods, which I hadn't considered before).
Actually, I think you should try this, as doing so will help provide you with an understanding. Just don't use the resulting files in your game. If the patch is not dependent on either of the two conflicting mods, then merging will work out fine in-game, but the ones which have dependencies have a high chance of failure. And the more mods you merge the higher the chance of failure as more Form IDs will clash and need changing during the merge.
A more successful method (still not recommended however) would be to transfer the edits from the patch into each of the conflicting mods if the patch is dependent on them. If you have ModA.esp and UL1.esp followed by Patch.esp, and Patch.esp is dependent on both ModA and UL1, then transfer all edits to records unique to ModA into ModA.esp, and transfer all edits unique to UL1 and all vanilla records into UL1.esp, making the patch ESP itself redundant. Then merge ModA with UL1. I would still expect something to break eventually and it'll still suffer from the issues I listed earlier, but it should be more reliable than what you proposed.