I have run up against some obstacles... First, I have an installed mod that I now want to modify on-the-fly so to speak. I want to change some of its bits and pieces (nif branch pruning, replacing, texture color shifting...Stuff like that). How best to do this without messing up the original mod?
And then there is the CK. I haven't tried this yet, so A: Do I just use it (through MO of course...) and B: If I modify the original esp / esm is it just for that profile, or am I modding the base?
And, the worst of all... I am using bodyslide to create profiles for not just bodies, but also for wearables. I typically use two body types, CBBE and UNPB. The UNPB only for my principal follower, CBBE for the rest. So I usually move my CBBE meshes and textures into backup folders, then copy in my UNPB stuff, make my changes on bodies and outfits, then move all of that product to where it should go, copy-pasta back my CBBE stuff, modify it... Hmm. Let me see if I can show the folder structure that I normally use... I'll use textures, meshes is pretty much the same.
Data\textures\actors\character\female is the primary folder. Inside that I will have four other folders
Primary follower backup
So, I essentially have two sets of each type of body texture, plus the active set in the \female folder. Make the changes, test in-game, if I am satisfied, copy into the appropriate folder (primary follower or npc). When I am really sure, or perhaps later on in the game I see something that needs changing, I copy the primary follower or npc folder to its backup, clear out the \female folder, copy in the primary follower or npc folder contents, then make my changes, do some testing, then commit the changes back into the follower or npc folder. So my backup folders are always one revision behind. Is that muddy enough? (and then there are the facegendata folders....)
So, how do I replicate the above in MO?