

Who knows, you may get lucky and everything will work on the first try. If you do want to try them all at once, be sure to run BOSS to help with the load order. If one of the mods adds a new area, and you do not go to that new area to test, then you have not tested that mod for compatibility. load those in one large group, then test thoroughly before adding any more. There are also several lists of successful large mod install orders that can be used - if you can find one close to your list. Just because mods work together does not mean there is not a conflict, it just means that any conflict is not serious enough to crash the game at that time. When you do encounter a problem, stop installing mods until it is resolved. However, mods can be added in small groups - as long as you keep track of the latest set loaded in case there is a problem.

Just disabling a mod in the load list does not actually remove it as the meshes and textures are still loaded. If you add a bunch of mods without testing, and ONE mod has a problem, you could easily spend much more time trying to figure out where the problem is than if you had installed them one at a time and tested each one before adding another. (I'm a bit confused because in Morrowind I found I really had to add mods All at once or things went wrong rrupt saves, NPCs disappearing etc. Only create a BASH PATCH after all are added. (that would be almost 200 times for me to start game and save) NOT to create a BASH PATCH until all are loaded. start oblivion then save.and then add a second mod (in BASH) start oblivion, then save.etc. Load each mod (or Group for things like Oscuro's). Then Select them all and go through the whole BASH - merge, tweak, bash patchīut then I read in TESIVPostive a recommendation:

I thought I'd install them all (the entire 200+)

I've started installing my 200+ mods with BASH
