QUOTE(ElecManEXE @ Mar 5 2007, 02:47 PM)

...
So basically, it stacks up like this...
Oblivion.esm
Unofficial Oblivion Patch
<Minor Mods / DLC's (Post-Completion)>
<Major Overhaul Mod/Mods>
<Mods that specifically conflict with overhauls and need to take precedence>
<DLC's (Pre-Completion)>
That's a good overview!
I would extend what you've described to include:
Oblivion.esm
Unofficial Oblivion Patch
<Weather/Environment/Sound Mods>
<Minor Mods/New Items/Houses/DLC's (Post-Completion)>
<Major Overhaul Mods>
<Mods that specifically conflict with overhauls and need to take precedence>
<DLC's (Pre-Completion)>
<Quests>
<Compatibility Patches/UOMP/Merged Leveled Lists>
And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).
Might be worth preserving this guide for future use.
That's basically the structure I use and I have 140+ mods working well together.
QUOTE(DMan77 @ Mar 5 2007, 08:41 AM)

....
Oblivion
unoffical patch
Deeper realism mods that add sights and sounds
added content like weapons/items
gameplay changes, like 'must eat and sleep'
The OOO type
the 'new begining' type mod..
...
Yeah, I think you are on the right track here, personally. See the added items I mentioned above ^^