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I have 8 enabled mods from CurseForge through the in-game interface. The modded save loads just fine with continuing or loading specific saves and autosaves. I don't have the NPC schedule mod. I have mods to facility a pseudo-NG+ kind of game. Two complete playthroughs without any NG+ features was enough for me.
I have ones to autocomplete Merlin trials, apply all non-reward outfits to the transmog system, add 6 new outfits to the reward section, cheat (for cash and XP), edit the character (as I can never seem to purchase the wand appearance I actually want for some reason), extend the photomode, add more photomode poses, and add curfew restrictions.
The combination of those has not caused me any issues.
(E: I enabled mods only after specific events. The restricted section before enabling curfew. Meeting the Merlin researcher before enabling the auto-complete mod. Outfit mods only after saving Hogsmeade and getting the tailor reward. I've read that enabling certain mods before certain tutorials or abilities are unlocked will cause issues with crashes or broken saves. I have the auto-unlock mod, but I'm not going to enable it until I get 3rd level of the spell since it unlocks anything and not just appropriate lock levels. It would be too easy to go someplace the student's not meant to go yet. I will be avoiding the pet store and certain other no-level locks that unlock themselves after specific events.)