@Tom: I actually have only general grouping of mods at a time enabled, I'm more describing how I'm trying to get any of them to work even on their own lol. By on their own, I usually mean a group by one creator that is supposed to be used together, like DS, or Kid, or Maritime etc.
Right now, I only have DS Small village set enabled which is buildings, storage, production, and jetty, tunnels, bridges, iSeeFire flames, Kid's decorative plants (not NMT crops) and that's it. No terrain, no flora, no other building sets, no other animals, nothing extra. So about 13 mods, almost all from the same creator, DS. Plus, debug, which has not given me problems so I usually have it enabled. And that's it, nothing else in my WinData folder.
When I tried The North, I only included the mods you listed, but perhaps not the 1.06 versions so I'd have to look at that again. But right now, all the North related mods are not in the WinData file. I remove all mods I'm not actually using unless I'm playing the game.
I also have another folder of Kid's Colonial mods, and another folder of Kid's Old West/Mission/Tequila mods. Each folder has only those handful of mods that I would like to use as a theme. So only really about 4-10 mods are even in the WinData folder at any given time. And none of them are in the WinData folder while I'm playing another set of mods.
So before each game, I have to empty the WinData, restart the game, reload, ext. Then run regedit, delete the items previously installed, then load the mods from the particular folder into WinData, start the game, enable the mods, load the menu, exit. Then restart the game, load new, and hope it all works for more than 10 years lol! Usually until a trader arrives and I get sick of constant crashes. That's it.
So, ideally I would love to have a way to have all the mods already in the WinData folder in a load order that allows me to enable/disable for particular games without a conflict. That way, I only am actually running 5-15 mods at any one time but I don't have to empty and reload constantly for just one game at a time. And I have to use a notebook near my computer and make careful notes of which town with which mods I am using so I get it right in case I switch from game to game lol.
Sorry for all the detail lol, I just didn't want anyone to think I'm trying to jam everything possible into the WinData folder and somehow magically make it all work lol;)
Some mods would be nice to have for most games, like the additional livestock and the terrain mods. But do those conflict with some of the other mods? In that case, I will just leave them out. So far I've had no trouble with the CC Terrain module (NOT CC itself, don't use that at all). Just with the individual CC animal mods.
So yes, I would LUV to see a few of you longer term players list a compatible set of mods with load order for particular themes that seem rather conventionally compatible and have worked well in games you have played:
Maritime/Colonial sets from Kid and others
Kid's Mission/Tequila/Wild West/livestock/terrain
DS medieval set/other medieval flavored mods (would love to get Maritime Pine Set/Flora to work with these too), can't get D20 medieval houses to work:(
TheNorth/DS Medieval?/other medieval/other Nordic/maybe Maritime Flora?/other livestock?
EB mods, I can't get any of them to work all by themselves or with any other set
And certainly a note when/if New Flora and NatDiv full OR NatDiv Light are usable and when they are not.
And if any older 1.06 mods work okay with any of the above groupings, that would be great to know too.
If it really does require a constant cleanup and loading of just the handful of mods that work well together for a particular game, that is fine, I love the game and I will do it lol. At least that would be a great beginning. If there is some way to do what
@Abandoned seems to be able to do and have lots of favorite mods always in the WinData folder and just enable each grouping as needed, that would be great but maybe not possible lol.