Intuitively perk overhaul (PerMa) would be gameplay, but technically (which is more important here) it does stuff that would be game structure change. But more importantly in PerMa's case there's instructions about load order that puts it there: check the sticky post about load order in http://www.nexusmods.com/skyrim/mods/59257/? . =========================================================== Sometimes mods are not easy to classify - or maybe not even possible because of belonging to multiple categories. Further, the load order will get scrambled when you start looking into mod-specific instructions on what to but before and after things. Ironically ETaC itself serves as an example. ETaC is obviously location changer which would put it at #5, however it specifically wants NPC changers before it (Anna NPC and 3DNPC), which would otherwise go to #7. I imagine that's because those two go into same category as follower mods that also change locations - and it happens that ETaC has compatible overrides for those location changes (it's how I understood it from ETaC documents). There's also the question about install order vs load order. (mod) Install order will determine the order of overwriting files, while (plugin) load order will determine the order of conflicting records in ESP/ESM files. Sometimes this is straightforward, but there's plenty of cases where it's not. An example would be a mod that includes a compatibility patch for another mod. The compatibility patch generally needs to be loaded after plugins from both the mod that included the patch, and the mod that it makes compatible. When the mods belong to different categories, it becomes a bit more complicated - and if you assume the compatibility patch needs files from the mod that provided it.. and needs those files to not become overwritten, it can bring up questions about where exactly you should place such a mod in the install order. In general I'd move the mod down in install order to the lowest point (highest priority) indicated by it's plugins, but depending on how mods overwrite eachother, it's not always the best option. Overall I'd say a large load order of 300+ mods would take days, if not weeks, to sort out. The more mods you add, it'll get exponentially more complex to sort them out. In worst case adding a single mod can move half a dozen other mods into different place, and the butterfly effect will more or less scramble your whole load order. And honestly, if you want to do real manual load order, LOOT isn't going to help you one bit. It'll only mess things up for you. I'm not saying it's a bad program - on the contrary it's extremely helpful and useful in doing what it does - which is to sort things into specific order. The issue is that if you want to really sort your mods manually, you'll have to understand the whole structure of them - and that requires you to categorize them. LOOT doesn't do that. It doesn't care if the mod is follower mod, texture mod, gameplay mod.. or whatever. It has it's own way of doing things (and it gets the job done), which puts things into order that doesn't in any way follow the guidelines you want to use yourself. And that means to maintain the kind of order you want to place things into, you'll have to move everything manually. I think we're still a couple decades away from that level of cognitive AI. When they arrive they'll probalby argue that they have better things to do than sorting out TES9 mod conflicts. More seriously, I don't argue that it can be a step forward, but it won't fully eliminate need for compatibility patches. Compatibility patches are often about how things look and act in the game, on issues that require some decision making and understanding on the intended results. Good example would be the Stryker patch between JK and ETaC where the issue is structures clipping on eachother, and the resolution requires removing, replacing and in some cases adding structures to make the mods work seamlessly. Another example would be a mod that wants to make NPCs to do specific things at particular times of day.. however that would put certain NPC(s) into location that isn't compatible with a quest some other mod introduces. Sometimes this isn't readily apparent. F.ex. I have this problem with live another life when used with.. maybe it was ETaC, or maybe some other town mod - where that stormcloak guy never reaches his sister to talk with her when arriving from helgen. There's plenty of issues you can't sort out automatically.