Probably better if I reply in this thread, rather than the Any way to make companion idle poses available for player character.
Of my mods Deadfire Collected Fixes is probably the mod that's most likely to conflict, since it makes a lot of changes to .conversationbundle files that don't support partial edits. If you have any question about compatibility with specific mods let me know!
(Everything contained in this spoiler tag was written before I saw your recent posts so you are probably already aware of what I was trying to explain in it.)
If you need to rearrange mods and the in game mod manager is a little unwieldy with how long mod list has got, you can also use the "modconfig.json" file that is generated when loading the game to rearrange the load order of mods.
For windows this is located under:
%userprofile%\appdata\locallow\Obsidian Entertainment\Pillars of Eternity II\modconfig.json
It'll look something like this:
{
"Entries": [
{
"FolderName": "Silent Corporate Logos",
"IsLoadedFromSteamUGC": false,
"Enabled": true,
"AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Silent Corporate Logos"
},
{
"FolderName": "PoE2-EnhancedUserInterface",
"IsLoadedFromSteamUGC": false,
"Enabled": true,
"AbsolutePath": "G:/GoG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/PoE2-EnhancedUserInterface"
}
]
}
Each entry is contained between a set of {curly braces}, and moving it up and down is as simple as cut & paste. Make sure you have a comma after closing curly brace} of each entry, with the exception of the last entry.
So the majority of Deadfire mods on nexus are mods that change gamedata. The file format used for gamedata (.gamedatabundle) support partial edits.
What this means is if a modder wants to change specific things, like say making a Combat only ability available outside of combat, they only need to include the lines relevant to the change in a .gamedatabundle in their mod folder. When the game loads it will override just the changes made by this file, and for anything unmodded load the default values.
So as long as the gamedata mods aren't changing the same lines, and the modders have followed best practices and aren't including unnecessarily lines of default values, gamedata mods are less likely to conflict.
However this is not the case with mods that make changes to things like conversations as the files responsible (.conversationbundle) don't support partial edits. So even when making a very minor edit, like say adding a script to give the player money, the modder must include all unmodified contents of the file as well. Otherwise their changes won't function.
This means there will always be an override conflict if multiple mods make changes to the same .conversationbundle file, and whichever one is lower in load order will be the one that wins out.