Data Gathering
Overunity is a 3rd party program made by Shanjaq that performs a scan on ESP/ESM files and can provide a list of the files called on by the ESP/ESM as well as provide information on files that are called on but not found in the Data Files folders where the ESP/ESM looks for them. There is also a feature on this program that allows you to "Build an instalation folder" This is the most valuable thing to me for this program. This function basically does as I described above but does it VERY fast compared to how long it takes to do it yourself. Here is the part of the
Overunity read-me that describes this function.
The modders will love this one, so far a good percentage of plugins are missing a few files. I've added the ability to explore all files in use by a mod and build an installation fully intact. You can choose not to include resources from other plugins if your mod depends on these other plugins(install only what's yours in order to decrease archive size) via the Exclusive Scanner. (makes a text file recording broken links in the .esp and associated .nif files)
Finally, you can check your plugins media references against all other plugins in your Data Files directory with the Shared Resource scanner. This allows you to determine whether the resources you're using are the ones you intend to distribute. Often a modder can get confused about which resources are unique to his/her mod and this results in an oversized final product without knowing of compatibility issues.
Also as a result of the Shared Resource scanner, you can now thoroughly destroy any plugins you no longer desire to keep!
DEFAULT MORROWIND RESOURCES ARE OVERLOOKED BY ALL SCANNERS/INSTALLATION BUILDERS!
THEY ARE COPYRIGHT TO BETHESDA AND NO-ONE MAY DISTRIBUTE THEM.
You will need to follow the instaltion information given by Shanjaq to make sure the program functions properly. I assure you it works very well and you will never want to pack your mod with anything else after using it I would bet on that. So far it has helped me archiving things and I have had no errors what-so-ever from using it. But it has found several errors for me that I would surely not have realized until after release of my work either. So it is a very useful tool for packing your work and checking for files etc.
Step One
Once it is installed you will begin by opening your ../Bethesda Softworks/Morrowind/ folder and clicking on the Overunity.exe it will open a new window that looks like this ( version 1.9a )...

This is where the files you have "loaded in Overunity" will be displayed. When you first install and run the program this area will be blank. To load a file you will need to drag and drop the ESP/ESM you wish to 'load' into the Overunity window from the Data Files folder. Open your "My Computer" or Windows Explorer and navigate to the Data Files folder. Then set the Explorer window to Tile mode so it can be side by side with the Overunity window. Left click and HOLD the mouse button on the ESP/ESM you wish then drag the mouse into the Overunity window and release the button. Overunity now has this file loaded in it's configuration and can access the information from it for the right click menu that pops up when right clicking on a file name in the Overunity Window.
*see step two*
The tribunal Check Box should be checked if you are loading and performing functions on a Tribunal Dependant Mod. Otherwise it is not important if it is checked or not.

Same as #2 only for Bloodmoon.

This cancles all actions you have done via drag and drop loading of mods into Overunity and closes the program without saving the loaded files in the configuration.

This will save the files you loaded in this session of running Overunity into the configuration.

Clicking on the PLAY button will do one of two things depending on what you have installed. If you have the FPSOptimizer installed then clicking on PLAY will start that program. If you do not have the FPS Optimizer installed clicking on PLAY will run the Morrowind Launcher.
Step Two Right Click Options

This will open a small "ok" window that shows what is in the description window for the mod that is usually accessed through the TESCS Data Files option. It can be handy for making sure you have filled in that info first of all and second it can be helpful to ensure you have it the way you want it before exporting the files to a packing folder.

This is very helpful to use when loading mods that need to come in a certain load order. If you load them all into Overunity and then simply choose them one at a time based on the order you want and click this function if will set the dates accordingly.

This simply removes the selected pluggin from the Overunity program configuration window that you are looking at. It will NOT remove it from your folders.

This one WILL remove the mod from your folders as well as ALL files connected to it. However if you are afraid that you have shared files between the mod you wish to remove and one you wish to keep Overunity tries to do the best it can to check ALL esp files for references to meshes and textures BEFORE it deletes them. It takes quite a while to do this for several pluggins but if you have over 50 pluggins it could take a very long time to do. It is best to uninstall multiple plugins simultaneously via multi-select(ctrl+click on unwanted plugins,) that way the Exclusive Scanner(which is the slowest part) only needs to be run once for multiple plugins

This simply removes the current loaded pluggins from the Overunity configuration window that you are looking at. It does NOT remove them from your folders.

This is a handy feature as well to help you make certain that you have only the latest pluggin file you made before creating the packing folder. Clicking on this brings up a secondary input window where you will be asked to give a percent similar limit to scan for. IE do you want the names it looks for to be 20% similar or 80% similar etc Generally a 50 is pretty good at spoting anything close to the name.

This will actually look for specific strings of data within the pluggin selected. This can be helpful in finding error's that are reported when you load a game to play new mods and all you get is "Such-n-such.NIF" mesh not found. You can then use overunity to scan the pluggin for that name, thus helping to quickly locate what pluggin uses the mesh in question.

This is a GREAT function and is VERY helpful in making certain you have all the files you need in order to create the packaged pluggin for download that you are making. Now also INCLUDES texture subfolders!!

This will scan all the files called on by your pluggin and check those against other pluggin files to see if any other pluggins you have use the same resources.

This is the function you will use to make copies of all the files your pluggin uses and have them automatically placed in a different folder making it very easy for you to pack only the files your pluggin requires and to make the package you create have a standard set-up that makes it much easier for people to install your pluggin.

This function will breakdown your mod into seperate files based on objects, it also creates stripped down ESP files when doing so. This can be handy for very large ESP's that have dificulty running through other third party programs etc.