First person to help could win cash and prizes!

...darn subjunctive trickery everywhere...

There are two great mods that alter whiterun and i am trying to make them compatible with each other. I am completely new to modding. When i load the editor i am selecting both of the whiterun mods. I am basically just needing to delete or slightly move tree's and foliage so, pretty simple. First question i have is when i go to select some tree's they are not showing up in the cell view list so that i can delete them, i figured this has to do with which mod is set active but wasnt sure how that works. actually i dont understand how the "set active" works at all, second, is there a way to create a new esm file that contains the altered tree and foliage data that i can load after the two mods while i am playing? or is it better to just resave one of the existing mods? The issue i am worried about is if one of the creators updates their mod i dont wanna have to go back in and hand move stuff around again so i figured having my changes in its own esm is best but i dont know how to go about saving my own esm. Thanks in advance for any help/suggestions!
uhm....
what exactly does "when i go to select some trees" mean? do you already _see_ these trees in your render window and have selected them, or, well, whatever else?

if you do NOT see them, select whiterun world in cell view window and double click one of the cells in the list to load it into the render window.
if you DO see your trees there and have already selected it, but just don't see it in cell view list, your camera view point obviously is in another cell than the tree, if this is the case, keep your tree selected and press 't' for "top view", brings camera right above selected object = definitely in same cell, you'll see your tree selected in cell view list now.
you can also press 'b' to toggle cell borders, makes orientation easier in exteriors.
for deleting the trees, better don't, but set them to "initially disabled" in their reference data tab (they'll still be visible in the editor though, but you can just move them out of the way to whereever, won't be visible in game as long as they're disabled).
for you set-active-thing: no idea what you mean.
and for your esm-thing, to make your mod change (== dependent of) the two others, those would have to be esm's themselves (if this should be no longer true in skyrim, somebody correct me please), which they probably aren't if you have them from steam, because steam seems to mercilessly esp-ify everything it gets in its claws

, so that's a tough one
you ever thought about hitting up the mod authors about making them compatible themselves? or offer them to send over what you already changed anyhow or whatever?