For one, Character Creation Overhaul is a mod that adds races - birthsigns - classes - skills - specializations - aattributes. It's seriously amazing. http://skyrim.nexusmods.com/mods/21587
( It has nothing to do with your face =p )
Doesn't SkyRe already overhaul races, birth signs, and skill trees? I can't see how they would be compatible unless CCO is modular and/or has compatibility patches/SkyRe compatible versions. I play a custom race ( in order to have unique textures, skeleton, and some animations for my character) so generally don't check out the vanilla race overhaul mods much.
Guess the distance is an amazing mod that I like to use in unison with the telescope mod. It may not be required, but it's simply too awesome and I don't think it's very script intensive. The SKSE and MCM support for a hotkey makes this mod fabulous.
Meh...'fluff.' 
Duel Wield Blocking + Duel Wield Blocking animation - Let me just say this is amazing. It worked perfectly for me in my game, and even leveled my blocking skill with the time I was able to test my previous load orders. The MCM Menu hotkey worked flawlessly, and was very responsive even on a 176 mod load order with everything running. I would like to keep this if possible.
It's a nice mod, I like it, just didn't feel I needed it because while it was quite useful when my character was just starting out, I found I wasn't blocking at all after hitting a high armour rating where I wasn't taking much damage from MOBs except from Deadly Dragons (and blocking those puppies won't help much unless you are using a shield). I also play with a X360 controller so couldn't spare an extra button just for blocking without editing the controlmap. The two major issues with the mod are 1) sometimes stops working properly after a while and need to be toggled in the MCM; 2) running scripts that doesn't use quest alias so it can't be halted and sticks to your save game like super glue.
DSpSoB: Don't even get me started on the weapon skeleton mods. I am telling you right now, I HAVE TO HAVE ONE. The default weapon placement system is natrocious. I tried using ATTT but it was VERY buggy. But fun when it worked. It was actually causing me to level the weapons I had placed on my character. For example: ATTT - I had a bow on my back. When I struck an enemy with my axe, it leveled my bow skills. That was the end of ATTT. DSpSoB is a GODSEND. The ability to dual wield weapons on your back with sheaths is one of the reasons I wanted to mod anyways. I found the custom skeleton mod replacers and was very impressed. However if you can suggest something less buggy and script intensive, I am all ears. But I need something. Vanilla is just not my flavor in the area.
You might be able to fit it into your load order without issues. Weapons on back isn't working properly though, because there is no weapon draw/sheath sound. For some odd reason that no one has figured out yet, the weapon/drawing sheath sound in Skyrim is apparently tied to the animation files rather than the weapons (even though you can edit weapon sounds in the CK by editing the weapons). The need for proper animation is why the mod had to use elaborate methods to implement back sheaths and back shields. The simpler way to implement back sheaths and shields on back would be to simply edit the skeleton. In fact, I am using XP32's skeleton for my custom race character, with the animations stripped out, which provides back sheaths with drawing/sheathing sound for all swords without the need to edit meshes to reposition the swords (so all vanilla and modded one-handed swords can be back sheathed), just not the proper back draw/sheath animations (since I stripped those files to get weapon draw sounds) and no back shields and dual sheaths.
So yeah, DSpSoB is the best of it's kind since ATTT has been pretty much abandoned. I really blame it on Bethesda for dropping the ball on dual wielding. At the very least, dual sheaths and dual draw animations should have been in.
Edited by ripple, 15 February 2013 - 03:21 AM.