Also, in relation to the above, pretty much all the community generally frowns upon here is redistribution and alteration of mods. It is because having multiple versions of a mod floating around with modifications by several different people makes supporting that mod a total pain in the ass. I don't have the sort of time to waste on that, I haven't even managed to play the game for 25 hours in 4 years. Modders don't own the rights to their mods, gamesas does. Mods are also open source, you just need to load them up in the CS. The only closing off we choose to do is so that we can actually provide any sort of meaningful support for our work.
EDIT: wrinklyninia cleared some stuff up for me in a PM, and I realized that this paragraph that I am replacing here made me look like a complete ass. I hope anyone that I angered can look past my blunder here. Ignorance + enthusiasm sometimes looks a lot like being a jerk.
I'm not trying to be challenging. I'm simply confused. Maybe you can clear it up for me, if you want to spend the time explaining.
I fully understand the sentiments behind not wanting to support multiple versions of mods that you didn't create, in addition to the single version you DID create. I understand this from the software world, so there isn't exactly a 1-1 comparison, but I imagine its close enough. But that being said... from the end users perspective, its a damn nightmare to get these things installed. The last time I went through the process of installing all the mods, patches, texture packs, etc, that I had selected and decided to use for my game, it took me 3 solid weeks at 3 hours a day. I wasn't even trying to do anything that complicated, just QTP3 and the bare minimum FCOM installation. Once I managed to get it all installed, the gameplay was fantastic, but by then I was already back at school and could only play for an hour or two a week.
This is what having dpkg installer packages can solve. Once I've gotten the installer packages set up the way I want, all I'll ever have to do to bring my game from a fresh install, to a fully modded experience is "sudo dpkg -i ~/mods/*". Assuming that I do things correctly, if I don't want a specific mod, I just uninstall that mod package. The load order, WB stuff, various compatibility patches, basically all of the headaches, disappear. If I want to install another mod, its a simple solution. But that only solves the problem for my specific list of preferred mods. I'm not the one who understands various mod compatibility problems. I don't have any idea how BSAs work. I've never made a mesh or a texture in my life. So I can't expand this system to EVERY mod. I can only expand it to those mods that I identify as wanting to use on my own install, and then expend the massive effort of figuring out how to package them for.
Linux distributions have solved this problem years ago. A given disto has a single official source for software packages. If you aren't getting those packages from that single source, they don't support you. But that single source, in the debian world, the apt repository, has all of the special knowledge about how to install, where to install, compatibility libraries, dependencies, cross package conflicts, file placement, so on, so on, so on. Say that such a repository existed for oblivion mods, and someone wanted to install a mod, modX, that required COBL as a hard dependency, but another mod that was installed has a conflict with COBL that's been patched. The user probably wouldn't realize there was a conflict unless they already did all of the research about everything related to modding. That research is time consuming, and wouldn't even be possible unless the patch writer had already done the research needed to create that patch in the first place. With an apt-repo for oblivion mods, all this end user would need to do is "sudo apt-get install modX". This would detect that COBL was needed, and that COBL and modY had a conflict. apt would automatically resolve all of those problems. A short download later, and the game has the new mods in their proper places, proper load order, proper patching, and so on.
If the oblivion modding community has such a central location to retrieve mods from that automatically detected when a specific combination of mods wouldn't work, and that automatically did all of the installing for the user in a "which mods" agnostic way, then I am attempting to re-invent the wheel here, and I'll feel like a fool. If the community does NOT have such a system, what are the thoughts about creating one?