Many mods don't break other mods, but they can conflict. For example, you installed Qarl's Texture Pack. After that, you install another texture pack and load it after QTP. The second mod would conflict with the first because it overwrites the content put in by the first one.
Mods can break others in the sense that a second mod could "overwrite" the content in another mod needed, like some meshes or a certain item. If a building was made on a cell that already had something vital to a quest on it, it would be difficult to access that content, most likely impossible.
I agree. Mods that affect the same aspect indeed conflict with each other. Suppose you downloaded a horse armour pack and another nod that makes the horse a unicorn (Just an example). You may get a conflict betweent the two, leading to unwanted circumstances.
In such cases, always keep only one mod active of each type!!!
If the Unicorn Mod was purely cosmetic, which it would probably would be, there would be no conflictions, just some major clipping of the horn.
[Edited by Ho-Oh2224, 6/11/2009 11:15:54 PM]
Read what I have written in the brackets. Just an example. I played Oblivion 1-2 years ago, so I do not remember.
I wasn't being hostile at all, just saying what would happen in your given example
I did not take you as hostile friend. You are infromative, thats good. I just replied, not offended.