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For this there are mainly two reasons:
1) one would do a lot of customization and coding to allow those two specific mods to work with one another, which might be different for each combination.
2) Sins has uper limits on memory and too large mods or combining mods can go beyond what the game engine can handel and thus not really work at all.
In doubt I would recommend asking one of the creators of the respective mods if they are compatible with others.
If not you will have to do a lot of modding to make it work, if it can work without running into issue 2).
The developers are improving upon this issues in the sequel of the game, currently in development.
Long answer: Still No, but some mods have greater customisation than others.
For example Blitz highlights that Sins of the Fallen does indeed have multiple 'modules' that you can mix and match, but generally you'd want to be using the unified mod until you've learned how to match the modular version of the mod.
Broadly speaking, each mod is a standalone entity and not compatible with others unless otherwise specified. E.g. Star Wars Interregnum requires E4X to run, and is why it comes packaged with it.
The Enhanced 4X Mod (version 1.881) and
Sins: Remastered (version 1.01)
So far, I haven't had any problems.
If you're only using those two together, it's not actually working correctly. It's just not crashing. There is a third compatibility mod you need to use for that stack to actually work properly.
This is a case were those mod are intended to work together though. In the majority of cases, two randomly chosen mods of any considerable substance have too many conflicts to work together properly.
You're welcome. Enjoy.