What are all the ways that I can avoid conflicts b/w mods? Other than the obvious such as not using 2 mods that change the same function. I've heard of some mod manager and some mods that allow for compatibility b/w certain major mods. Anyone know what all this stuff would be (the manager and the compatibility mods)?
Load order? Some mods that conflict can somehow be over written if the mod is loaded after the other mod. E.g. A mod that changes potion textures and effects is loaded after an overhaul like OOO as they touch on potions as well. But this is for minor conflicts, major conflicts like scripts and such, is a more experimental thing with load order. I'm not good at the other tools so this is as much as I can help you with, assuming you didn't know this before. But otherwise I'm sorry I can't help much, probably need to turn to Oblivion-Focused forums. You can try elderscrollsnexus.
most mods that hugh conflict with others need to have a new plug-in made to make them play together... at least thats the way it works in both Morrowwind and Fallout 3....
what this plug in will need to do is over wright any script isues, normally renaming there id them so that both do not have the same id, and if both mod/plug-in uses differant textures for the same item it will allow you to select the one you want to use... as well as any other conflicts,
the best way to find all the conflicts it to load both mods/plug-ins in the es editor
What about that oblivion mod manager or the mods like fcom that make ooo and francesco's compatible?
to tell you the truth i always debug the combatablity myself and made a new plug-in for them