Hello, people. And that's why I suggested not to waste time with the implementation of installers. ModFusion have to consider the installation cache of NMM/FOMM, either by creating its own cache or by creating complex scripts/bat files. And even doing so, all that is destroyed by the CRC check that Wrye Flash does. Furthermore users who already use a mod installer/manager have no desire to try a third mod installer/manager. And 90 percent of authors do not even take the trouble to make its mods compatible with the two existing installers/managers. I even think that the title of this post drives away potential readers. IMHO Too many headaches to no avail. My initial intention with this post was to report any bugs that I have found using ModFusion. But as I have not found any bug, I will briefly describe a situation that ModFusion helped me to solve very quickly. I was observing that a lot of my weapons were firing invisible projectiles. On top of that, I was having crashes at a specific point on the map. Every time I walked into that cell, a NPC who spawn there produced an instant ctd. Long story short. I was able to narrow the problem to a plugin created by myself, in which I had "fused" a bunch of patches manually. This plugin screwed by me, contained a lot of leveled lists with lots of <Error could not be resolved> records. My first thought was. "Oh, no!! I have to reinstall all those patches, and merge them manually again!! Not this time!!" So I used ModFusion to create a single patch. I just had to run ModFusion and I got a patch created on the fly based on my load order. Simple, without installing anything nor merging plugins manually*. After doing all this I wanted to know why this plugin had all those <Error could not be resolved>. The problem turned out that I had changed the load order of one of the masters. *sigth* *I use FNVEdit to merge plugins manually, because when using FNV Plugin Utility to merge plugins automatically, sometimes I've found duplicates FormIDs inside the merged plugin. @ JeremySargent: From what I said above, you better not take my load order very religiously!! LOL I'm like you, my knowledge is based on good documentation. And yes, I have to admit that the Wrye Bash documentation is a bit esoteric and above that is based on another game (Oblivion). But I also have to admit that if they had entered into more detail on what they have written, that documentation would be kilometric!! LOL About patches. People seem to only see black or white. When they read that a mod has conflicts with another mod, it seems that they think "Oh, no! My computer is going to explode!!" LOL 50 percent of the conflicts that I have are with NPCs who end up having different hair styles, eyes, etc. I do not even bother to fix those conflicts anymore. And 90 percent of the patches that I use are to extend the functionality of one mod to other mods that I use. It's really very simple. What complicates everything is the amount of patches and the fact that everything has to play nicely with everything. Here is where I hope ModFusion will solve the problem. :thumbsup: