I'll give you a run down of how things get loaded which may help a bit as background understanding ( and this is not going to be an exact representation of how the game loads files, just an understandable outline idea of it all ):
The game loads up any valid ESM ( Elder Scrolls Master ) and ESP ( Elder Scrolls Plugin ), and notes any associated BSA ( Bethesda Softworks Archive ( like zips but different format ) ) - BSAs have to have the same name as the plugin that requires them.
The masters and plugins set the scenario / world, and tell the game engine the resources path and names for all objects within that world.
Given a folder path and name for a resource, the game will look in associated BSAs first ( which it treats as a data folder within your data folder, a data folder extension if you like )
Additionally it will also look for the same file as a loose file, a replacer ( because it replaces the same folder path and filename in the BSA ), if a loose file not found the BSA compressed version of the same file is used
So the game has now loaded a mesh required for a particular object, the mesh can specify to the game to load further resources ( textures ), because the path and filename for its textures are part of the mesh data
And again the game will look inside BSAs and loose files for these textures.
Mod creators can make their own plugins, and have that plugin either pull in original game content ( use vanilla assets ), or make their own assets ( meshes etc ) .. And give those assets a unique folder path ( either within their own custom BSA or as loose files )
Additionally, their custom meshes can either pull in vanilla assets, or again use custom named ( non replacer ) assets in custom BSA / folder path name.
You are right in thinking files appended with an f are female, or you may get files in named male or female folders to distinguish them, or they may be used by either sex so do not need distinguishing.
What you need to study when mixing things up is ( logically taking the mod with the least amount of files so its less detective work ) .. Are the replacers. Custom files and folders are never going to conflict with vanilla content, so the plugin or mesh will always get its custom texture for example ( SMIM as an example has custom textures in a custom TexturesSMIM folder, which his high poly mesh replacers pull into the game when chosen instead of his non high poly meshes which just reference vanilla textures ).
Replacers like all of my mod files, and Exeters files, can also be replaced by other mod makers files which are themselves replacers .. I dont use amidianborn mods so dont know personally what is conflicting, but if they are also replacers then it is simply a case of whichever you installed last will overwrite any other replacer ( because they have the same path and filename ) .. And because they physically overwrote the other mods replacers they end up in game.
Installing Exeters files is IIRC a case of installing a loose meshes folder inside your data folder.
If amidianborn also installs a meshes folder, and it asks you to overwrite files, then if you say yes those files will be the ones you see in game.
Hopefully amidianborn does not use a mixture of all the above ..
Which would mean just as an hypothetical example :
You get a replacer amidianborn shirt ( showing parts of vanilla chest skin ), which was made to go with the vanilla trousers mesh ( not provided by amidianborn, so the game uses vanilla resources for this )
You are using a different skin texture, which does not match the vanilla skin of the shirt so you have a blatantly obvious neck seam mismatch
And you are using a custom trouser mesh and textures from the mod which did not have these files overwritten by amidianborn, so the result again is a mismatch with what you thought you would be getting from amidianborn
Probably none of that example applies in amidianborn ( as I said I dont use it so no idea ), but its just a possible example of the complications you can get with overlaying textures and meshes from different mods ..
Aaaand, the above is only considering one mesh and one texture per object .. When in reality there are multiple parts meshes per body ( body / hands / feet ), and multiple textures per part ( hand normal map / hand glow map perhaps on a custom race / hand diffuse ( colour ) map / hand specular map ) .. Maybe one mods replacers do not include a specular map for any / all parts of the model, but anothers does and you overwrote its files so the result is a completely different specular effect on the textures which looks nothing like the mod as shown by the author.
And only you can solve the installation you have made by understanding what you have done ( this is why a lot of more experienced modders do not like tools like Steam workshop and NMM making users believe the whole modding process is as simple as a couple of clicks .. Knowledge of every part of the games workings eventually becomes essential for everyone who wants to mod successfully. Knowledge also stops users going to modders and saying "you broke my setup", no, actually, the hands and head which caused the disaster belong to you.
This is why my description on nexus say this ...
This mod assumes you have no other loose mesh or texture files which affect female bodies or faces, to work correctly. It can be used with others, but thats down to how advanced you are with modding Skyrim. Also any mods which affect the same files but are packaged in a BSA, then my files will win being loose files, and override the look of that mod )
Anyway, generally if ALL your armour and clothing are said to be UNP compatible ( not just vanilla replacers ), and there are no conflicting files all should be well using them together, but as you can see from the above there is potential for many complications especially where there are partial conflicts, if you are not determined enough to chew out the conflicts to get your ideal setup, uninstall one mod or the other, and just to be sure re-install the loose files of the mod you want to keep installed to make sure any that were overwritten are put back in there after uninstalling the other mod ...
Also depends of course on how you installed them all, Manually ( pain in the proverbial keeping track of everything ), or using a Mod Manager.
Personally for my own use I make BAINs for Wrye Bash out of all the Armour and clothing meshes, with sub-packages of different types, so that I can determine file installation conflicts between mods and re-arrange exactly what sets of files and parts of mods I install ( I think Mod Organiser also has very granular control of individual files aswell, not sure I dont use it ), but I am not likely to go doing that for everyones mods out there which users will be also wanting .. Not enough lifetime :).
Edited by alt3rn1ty, 05 May 2014 - 04:48 AM.