Thanks for explaining how it's all implemented. Based on what I've gathered from my game, TCOS stuff is indeed being overridden in some cases while it seems to "make it through" on other occasions. I've got enough mods to diversify NPCs in cities like Cyrodiil NPC Remodeling Project or Hemingwey's Capes for it to contend with on top of things like John's or Armamentarium that, while they're all focused on populating leveled lists instead of inventory changes, can probably end up interfering here and there; not to mention MMM's changes. It's no wonder I have to go looking specifically to find RealSwords.Waalx wrote:(very helpful information)
The one thing I've grown to appreciate though is the fact that WAC is so modular. Because I want to use all those other mods I mentioned I've only got the most basic WAC setup, like I'm not using the OverSpawn esp because it'll conflict with MMM (eventually I'll go at it with TES4Edit I guess). But whenever I want to stop using MMM and the other mods that conflict with many of the WAC plugins I'd want to use, I can just switch over. But in the mean time it's nice I can experience a lot of the "core" of WAC in a way that, well, let's say "mostly" works with everything else. It's very nice!
EDIT: Hmm, I'm wondering if the load order of mods that all import inventory affects which wins out and overrides another? I know it matters in the regular load order of course, I just don't understand completely how Bash resolves conflicts between the mods when merging for a bashed patch, and what happens when it can't resolve a conflict. Perhaps then load order matters?