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Wait... Didn't you just say you cant? Uhm. You successfully played yourself.
The reason why workshop mods with Bethesda games are bad, is because they arent set up properly and without a proper launcher and other tools, they just wont run properly. Sadly modding stuff doesn't just work plug and play and you need to learn a lot of things, just like using Nexus (which is imho the easiest thing out of everything). I would look up guides first for modding basics and then go from there. I also learned a lot about it in several years of modding almost all Bethesda games.
It's not about Nehrim or Enderal. There's a massive difference between Skyrim and Oblivion in terms of stability and mod compatibility. Skyrim allows for a lot more plug-n-play mods and it's engine sorts out some problems on it's own. Oblivion is significantly more likely to blow a gasket and shoot fire out from under the hood.
Morrowind is an even more ornery old horse, likely to ♥♥♥♥ on your boots and leave you stranded in a desert.
The Nexus also goes out of it's way to make available resources like mod-specific forums, compatibility check lists, and detailed descriptions that workshop mods rarely bother with.
I would say the other way around.
Skyrim's Creation Engine is very unforgiving when it comes to mods.
You have to stick to the mods you use as if you remove them, you actively damage your game / savegame as mod content is saved into it.
In Oblivion / Fallout 3 / Fallout New Vegas, modding is very forgiving.
You can add mods and remove them, as they don't get actively saved into the savegame.
Yet that brings different problems. Like you have to initialize a few things over and over when you reload a savegame or restart the game.
I am not sure if Oblivion already had Form Lists, but in New Vegas there were some.
And it was a pitty to add specific items to specific form lists as they didn't stick when saving.
So basically it was necessary to add these items again and again everytime you started a game.
Even though there were commands that add stuff to form lists so they sticked to them even in savegames, but these commands were considered as "dirty".
If I could choose I would prefer Gamebryo over Creation Engine at any time.
And here we are with Nehrim...
It feels like back these days when I started to dive into New Vegas. ^^
That is not true at all.
If the modder knows what he / she does, then you are far better with Gamebryo.
You can even remove a whole house mod. Oblivion clears content that points into nowhere itself.
I haven't said that savegames cannot get corrupt, but that doesn't necessarily has anything to do with mods.
If you still have doubt, check out Arthmoor about Creation Engine:
From the Unofficial Skyrim Legendary Patch
https://www.nexusmods.com/skyrim/mods/71214?tab=posts
From the Unofficial Fallout 4 Patch
https://www.nexusmods.com/fallout4/mods/4598?tab=posts
You will never ever find such a notification on any mod for a Gamebryo game.
Simply as there modding was far easier since you couldn't destroy your savegame.
Testing mods is also easier, as if you make a mod in Creation Engine and save your game with your changes and realise that there is a bug, you won't see the fix even if you fixed the bug.
As you need to check your fixes with a savegame BEFORE any of your changes.
This is so ♥♥♥♥♥♥' annoying and I really cannot tell why Bethesda thought that this would be a good move.
Therefore I personally feel that modding is far more enjoyable on the older engines.
All TES games and FO games have that problem. It wasn't unique to Skyrim/Creation Engine.
The Creation Engine is just a modified and updated Gamebryo engine.
Furthermore have you actually invest some time in modding Gamebryo and Creation Engine games?
Didn't you notice a difference?
Not only is the script language completely different the whole system is different.
Creation Engine:
Papyrus scripts are external and need an own PSC file for the code in text form and a PEX file for the compiled code.
The PEX files get baked into your savegame.
Gamebryo:
There are no stupid script files.
Every script you write is baked into your ESP.
Only external files are meshes, textures, sound files, awkward menu XMLs, etc.
But no script files.