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Variant Classes would have to be above Essentials for the character creation Hud to enable more than 4. This would however mean that items from Variant do not get affected by Essentials changes.
Ace classes are more recent than most mods hence may not be affected by enhanced creation regardless of load order.
FEP+ (or any) Vendor missing is the result of another mod that changes Town Layouts from being higher in the load order.
Does the Stash function properly with Ace below Essentials? That's a good sign if true. Ace above Essentials has issues with the Stash.
Ace does have it's Act-5 Transport Npc available after completing Act-4 and is within the Minehead Town.
The only guaranteed issues worth noting regardless of load order are that FEP+ does have Kensei Class Fine Control Skill broken while Variant Classes breaks one of the enemy waves during the Tarroch's Tomb dungeon.
Overall; it looks like a decent Load Order.
Also good to know about character HUD and enhanced creation, not that big of a deal anyways, so i can live with it.
Stashes are working fine for me even with ACE bellow essentials, dunno if i can get problems later on as the stashes get's more full, but for now, everything is fine.
Only major problem i'm having now is the maps being mostly empty, Monster Ball mod increases mob count and give them a lot of crazy afixes and some new skills, but when i go to the huge open maps, most areas are empty, them i find like 10-20 mobs packed in one place, rinse and repeat, the afixes and new skills are working normally at least.
Or maybe that's "normal"? I think Vanilla is like this right, so maybe the mod only increases the quantity of mobs, unlike Synergies for example, that increases quantity and evenly distributes mobs to fill almost all areas of the map.
Would be better to ask this question in the mod page, but i don't own the game here on Steam, so i can't comment on mods. But anyways, i will mess with my load order a bit more, specifically with Monster Ball to see if i can solve this problem.