Say Mod A adds a forge to a cell in riverwood, and Mod B adds a Barn to the same cell.
If Mod A loads first and Mod B second then you'll only see the Barn in game.
If Mod B loads first and Mod A second then you'll only see the forge in game.
Only one instance of an edited record will be used by the game. The last instance loaded is the one that is used.
That is the Rule of One. *Thunder Cracks in the Distance*
That's not my understanding. I think there can be multiple changes within a single cell, but there cannot be multiple changes to the same properties of objects in a cell. So:
If Mod A moves the forge in Riverwood from its current location,
mod B accidentally clicks the forge but doesn't actually move it,
and mod B loads at a higher priority,
the forge will be back to its regular location instead of where mod A wanted it to be.
However:
If Mod A moves the forge,
and mod B changes the size of the forge,
you will have a larger forge at the new location
The is the beauty of TES, as I understand it. Please correct me if I'm wrong.
EDIT: OK, so I'm half right, went in and tested it:
Mod A changes size of object O and adds object A
Mod B changes location of object O and adds object B
Result: Object O's location has changed, but the size has not, and both objects A & B are in game.
So: Multiple objects can be added, but only one set of changes per object to a given object will register. And the danger of an unclean mod remains: If your mod touched an object but didn't change it, the game will register a "change" consisting of the original coordinates. If mod B comes along and moves it, but your mod is loaded at a higher priority, the object will not be moved.