I think so...? I've not played through the Extended Cut with this active yet, but I'm not seeing many places where they could seriously conflict in xEdit, and there aren't any scripts to conflict here in the first place. The only conflict I can see is in the record for the CC Staff itself (ccBGSSSE019_StaffOfSheogorath): the ECSS - Staff of Sheogorath Patch.esp patch from the Extended Cut renames the staff to "Other Staff of Sheogorath," while this mod changes the object effect/enchantment to the one from the Staff of Sheogorath (Fully Voiced) mod.
You definitely want to load VoicedCCStaffOfSheogorath.esp (this patch) after ECSS - Staff of Sheogorath Patch.esp, because otherwise you're overriding the whole point of this mod, but that does mean that you'll be keeping the original "Staff of Sheogorath" name for the staff in the game, which could be slightly confusing, I guess...? You can either live with that, or do a quick patch in xEdit (or set up Wrye Bash to automate it for you) to carry over ECSS's new name.
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You definitely want to load VoicedCCStaffOfSheogorath.esp (this patch) after ECSS - Staff of Sheogorath Patch.esp, because otherwise you're overriding the whole point of this mod, but that does mean that you'll be keeping the original "Staff of Sheogorath" name for the staff in the game, which could be slightly confusing, I guess...? You can either live with that, or do a quick patch in xEdit (or set up Wrye Bash to automate it for you) to carry over ECSS's new name.
also thanks for this :D