Some mods that I own have wierd problems. For example:
bartholm.esp and 300_artifacts.esp show up to OCOL(which I don't use anymore) and the Bashed Patch as load errors dealing with the headers. Both are esp's who's name seems wrong. 300_artifacts, for example, is Artifacts of Tamriel 300. A third one is Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0] . They all say 'load error-skipped' once I rebuild the patch.
Another error I had the other day was BD&R Deepgrave. This mod, which I traced carefully as the source of the problem, would crash the game whenever I'd try to level up. I'd sleep, hit my 3 attributes to improve, go to exit and bam, CTD. Why would a quest mod do this?
Another problem I had was multiple. A place called "poop'' on the anvil docks, A conversation between NPC's(also on the Anvil docks) where one of them sounding exactly like Chewbacca, several conversation problems with NPC's all over the game where they're text message wasn't what they said. Things would be added in text like "let's go get some beerz" or "hick" just for two examples. Turns out the culprit revealed itself by a repeatedly flashing message "The Path of the pilgrim blah , blah, blah" over and over again. It was "The Pilgrim's Path". How could a quest mod also cause this?
Anvil, even before I started modding up my Oblivion, seemed like the town/area with the most bugs in it. Even the mage's Guild requirement for Anvil, dealing with the Brina Cross Inn, had a serious bug with it. Benirus Manor quest, I've heard, had a huge bug with it. Did Bethesda rush this area? They've overlooked things before(Salmo the baker having nothing to sell was one of them that mods fixed).
Why would DEJ Flora and 100% harvest chance interfere with each other? yes, they deal with the acquisition of ingredients, but one will not work with the other mod activated. They don't crash the game, or cause anything really odd, but having the 2 mods on at the same time is a waste. I wish I knew enough to fix little things like this. One mod removes/changes the flora when you pick it(DEJ flora) and the other one insures you get that item(100% harvest chance). These 2 mods 'should' work together like PB & J.
Why does low poly grass look better than the regular 'too many polygon" grass?
Don't get me wrong, I love Oblivion and I love modding up Oblivion. I used to think no RPG would ever come close to topping "Baldur's Gate 2 for PC", but Morrowind and Oblivion hit me in the mouth and showed me what a realistic looking game could be. I just hope there's An Elder Scrolls 5, 6, 7 and so on.
