[From the same OBMM thread as Motub]
QUOTE(motub @ Nov 13 2006, 08:22 PM)

Since every change to Oblivion.esm registers as a conflict in OB terms (mods may use the resources it represents, not change them-- who do these smart-aleck plugin files think they are, treating the master this way?), I'm sure that even the official plugins show a lot of red conflicts, and certainly the UOP, which is designed to fix stuff (which of course means changing stuff) will.
It's supposed to.
Whoa whoa whoa, what now? No, that's not how it works at all. You can change data from an .esm in your .esp all you want. That's actually what they're designed for. No, a conflict is when two (or more) .esp's change the same thing from the .esm. Then Oblivion finds that it cannot apply both changes (this .esp says the iron sword should do 3 damage, and this one says 4? What do I do?), and so it just applies whichever was loaded later (so the conversation would be more like "OK, the esp says iron swords do 3 damage. doo-doo-doo OK, this esp says iron swords do 4 damage".
Of course, the real problem is, you can't change
just the damage. Let's assume that the base stats for an item are like this:
Name: Short Sword ; Damage: 3 ; Reach: 0.8 ; Speed: 1.2 ; Value: 80 ; Weight: 10
And a mod wants to change the damage to four. The author goes into the item, and changes the 3 to a four. Then he clicks save, and when Oblivion reads it, it will see that the Short Sword should now be this:
Name: Short Sword ; Damage: 4 ; Reach: 0.8 ; Speed: 1.2 ; Value: 80 ; Weight: 10
If another mod wants to change its weight to 8, the author goes to the same object in the esm, and changes the 10 to an 8. He clicks save, and now Oblivion will see its stats as this:
Name: Short Sword ; Damage: 3 ; Reach: 0.8 ; Speed: 1.2 ; Value: 80 ; Weight: 8
Herein lies the problem. As you can see, even though each author only changed one stat, the esp saved all of the stats. If the second plugin is loaded second, the Short Sword would have a damage of 3 and a weight of 8, not a damage of 4 and a weight 10 like the first author intended, nor a damage of 4 and a weight of 8 like one might hope. That is a conflict.
QUOTE(motub @ Nov 13 2006, 08:22 PM)

Frankly, I think the whole mod encapsulation thing has backfired to some extent (a rather large extent, actually)-- not because it doesn't work (it does, kinda, in a certain respect), but in the sense that because red conflicts are more often meaningless than not (the UOP shows that it's
working properly by producing a lot of major conflicts, which is completely counterintuitive), the fact that mod encapsulation produces them anyway makes it
harder to stabilize your game in the event of a real conflict (because you can't find the real conflict among the false positives), at which point one has to start wondering whether this functionality is really any use at all (given that whatever limitations Beth may have thought that encapsulation would put on modder's creativity, which would have enabled m.e. to work in some practically useful way for the 'average user'... well, that didn't work out at all. Modders are never going to color inside the lines

).
Err... Mod encapsulation is a separate issue. In Morrowind, if mod A had a global variable X, and mod B had a global variable called X, in game both would be the same thing, and so scripts from both could change the same variable. That could be dangerous, of course, but it also allowed communication between the two scripts.
(this was also true of non-variables - B.esp could have a script that referenced A.esp's weapon or something, if you messed with the load orders right, but that isn't nearly as useful)
In Oblivion, all objects, including global variables, are actually called by their FormID - instead of X, Oblivion actually thinks of your variable as D100001AE or something. Since the first two characters are the mod's ID based on its load order, it is impossible for two mods to have access to the same variable. That is mod encapsulation, and yes, in my opinion, it backfired. But it has nothing to do with conflicts (other than the example of what was often in Morrowind an 'intentional conflict').
QUOTE(motub @ Nov 13 2006, 08:22 PM)

So it's really not the conflict detector's fault; it does the best it can, and at least somewhere in that 32 pages, you will be able to find the information you need, if you find you have an actual problem.
This is true. That's why I suggest only checking the conflict detector after you know you have a problem. It'll save you time, plus you'll know what to look for if you have to.
QUOTE(motub @ Nov 13 2006, 08:22 PM)

But the conflict detector is, because of the way Beth has structured conflicts between mods in the first place, not the first line of defense as you would normally think. It's not even the second line (the fallback position). It's more like what you use when you find something wonky happening in the game and you cannot for the life of you figure out which mod or mods are causing it, or why. In fact, your first line of defense is reading your readmes and predicting based on that where the mods you're using are likely to collide, and the fallback position is playing the game and looking for wonky things that fall outside your predictions. At this point, the conflict detector becomes about as useful as can be hoped-- at the moment when you need to know which mods you have loaded change GREETINGS, because a mod-added NPC doesn't have any topics in conversation, which you know means that you've hit the GREETINGS/Add Topics bug, but don't know which mod or mods might be so plagued. So it's pretty easy to identify which 5 mods out of your loaded 150 change GREET, using the conflict detector, and then you've cut your workload down by quite a bit.
This is exactly what I'm talking about, I like your wording of this, Motub. Much clearer than I have been.
QUOTE(motub @ Nov 13 2006, 08:22 PM)

So it can be useful. But make no mistake, the fact that you will get red conflicts because one mod you loaded adds Argonian hairstyles and another one you've loaded adds Khajiit eyes is not the fault of the conflict detector, and it's not a bad thing that the conflict detector tells you about this, even though it's meaningless (false positive). It's way better that you should have these vast swaths of information to sift through if you need to, than that you need to, and you don't have it.
Aye.
QUOTE(
1d48
motub @ Nov 13 2006, 08:22 PM)

The fact that you'd better be wearing your waders before diving in is an unfortunate side-effect of Beth's design decisions as to how Oblivion would 'relate' to third-party plugins... and yet, we have them anyway, and we're doing all right, actually. Most red conflicts are meaningless. Most plugins work in concert with each other quite well, despite what the conflict detector would suggest.
Actually, at least some of this could be improved. For instance, some conflicts ought not appear, because they never mean anything (cannot mean anything), and so they should not appear as red conflicts.
On the other hand, the fact that an esp does not save individual stats, but whole items, is a problem in Beth's decision. I suspect, however, that there were memory and performance considerations here.
QUOTE(motub @ Nov 13 2006, 08:22 PM)

So relax. Think of it like a head wound-- bleeds a lot, but quite often not nearly as dangerous as you'd think, with all that blood!!
Hope this helps to reassure you to some degree.
It did, I think...
QUOTE(motub @ Nov 13 2006, 08:22 PM)

But you also have some false information in there, so I think I will be too.