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many folks use them together.
i know of at least one mod makers mods where you can only use 1 of their 'legacy' versions together, but multiple versions of their REDMod mods at once (the mods that fix sound volume like V's footsteps and mutes the horrible advert sounds)
if you are using REDMod you should probably be using 'cybercmd' too tho.
many mods list cybercmd with the note 'if using REDMod version' beside it in the requirements
-- Checking if the mod is compatible with your game version. If the author explicitly states compatibility - great, you have your answer. If not - you have a wonderful dive into reading comments and bug reports. Failing that - you just check the last update time of the mod and if it's before your game version's patch was released, good chances are - it's not compatible.
-- Checking if the mod is compatible with other mods you have. This is much more difficult than the previous point as you won't find direct compatibility notes unless it's something noticed by the community or if you're doing something that will obviously break. For instance, you don't install two different replacers of the same gun, it will conflict for sure.
-- Checking the requirements of the mod. If your mod needs 7 other mods to work - you better read about it and install them properly. Be prepared that some of those 7 mods will have their requirements. Welcome to the modding requirements tree. Oh, and two previous points I mentioned? Yeah, you will need to do it for all the required mods too. So if your mod is dependent on some other mod that isn't compatible with your game version - ta-ta, you can't use it
Overall, the first skill you need to truly master before attempting to mod your game is: searching for information. The second one is probably patience. Failing that is a sure way to have your game install broken without you having any clue what to do about that.
thing is to read the description carefully and discussion stickys from mods, many mods have multi dependencies to install
here a ideal of script like mods most mods use
redscript
ArchiveXL
Codeware
Cyber Engine Tweaks
cybercmd
Morphtarget and AnimRig Additions
Native Settings UI
red4ext
TweakXL
all the above make mods work for the game, not all mods use the above, some just need to go in the archive directory