Some mods are designed to be mixed. Basically as long as a mod A) doesn't change the base files and B) follows the practice of ensuring all of their added objects are uniquely named by putting a mod-specific designation suffix at the end of their names, it should play fine with any other mod that does the same.
To all future modders reading this: get into the habit of following these two rules if possible, as they will make your mods much more flexible, mixable, and therefore improve their overall popularity at no cost to either the modder or the mod itself! This goes double for content-adding or fan-based mods: the only thing a fan likes better than playing as their favorite characters is a crossover that lets them play in a world with all of their favorite characters mashed together!
For example, my Rise of the Mushroom Kingdom mod ends every new object's name with '_MW', and IAmAnElfCollaberator's Final Fantasy mod uses the suffix '_FF'. Both of these mods can therefore be freely mixed with any other mod that leaves the base files untouched (unless by coincidence they also happen to use the same designation for their objects).
Total conversion mods that make heavy use of hacking tools or completely change the structure of the game's files can be excused from these rules. Masterwork, for instance, does not follow them, but it is already very much a fusion of other popular stand-alone mods (Fear the Night, Dwarf Chocolate, Fortress Defense, and Genesis in addition to the original Masterwork content, plus bits and pieces taken from minor mods), and includes a system that lets you choose which of its various elements you prefer to play with.