As you may be aware, in Oblivion esps are completely isolated from each other, which leads the inability to cause mods to cooperate with each other, or create specialized mods like merged leveled lists. This is in contrast to Morrowind, where these things were all possible. For more information/background, see
UESP: Mod Integration. (Closest CS Wiki page is:
Sharing Information between Two Plugins.)
Well, I was beating my head against the leveled list problem over the weekend, and essentially in the end decided that it was impossible. Which made me think what Bethsoft would have to fix in order for it make it work. Which was simple, all the engine had to do was... XXXX. If it did that, then problem solved. At which point, I realized that I wasn't
absolutely sure that the engine didn't do that already. Well, guess what...
(Bear in mind that this was one quick test. Killer problems may yet emerge. In fact, given the problems with esm'ifying mods, I kind of expect killer problems to emerge. Anyway...)
Experiment:1) I created two simple esps that each defined a trivial object (a soul gem).
2) Converted these two into esms using Wrye Bash.
3) Created a third esp and made it dependent on oblivion.esm and two new esms. Created a leveled list in it that included the two items from the first two esms.
4) Loaded all those up in game and tested the leveled list by giving myself the leveled list, which resolves into randomly giving me one of the items. This worked fine. No big suprise, but wanted to make sure first.
5) Quit, went back to Bash and edited the third esm and changed the mod's master names
so that it pointed to the esp versions instead of the esm versions.
6) Reloaded. No errors on load. Gave myself the leveled list items as before, and... It worked! No CTD, no weird landscape errors, etc!
So, in short...
even though the construction set won't save dependencies on an esp, apparently the Oblivion engine accepts them and treats them just as if they were esm dependencies!Which means that you
can build leveled list mergers and stuff like that. But again, the caveat... I just did the one quick test, and given the earlier problems with adding esms (which is what this sort of does), I pretty strongly expect similar problems.
Anyway, I'll be busy with RL for a while, so I'm hoping that other people will explore this further. (If I know it doesn't work, I can avoid coding up a leveled list merger for Bash.) Again, procedure is pretty simple...
1) Create an esm clone of mod you want to become dependent on.
2) Use TESCS to build on top of clone.
3) Edit changed mod so that it depends on the original esps instead of the esm.
4) When playing, be sure to include the master esps in the load list (and not include the esms).
The main use that I'm thinking of for this is a leveled list merger. But you might also use it to link houses from different mods, patch official mods, etc.
Note that this does not rule out using esms directly, which I still think should be good for signalling between mods (though apparently the new esm should avoid modifying anything in Oblivion.esm).