Yes, absolutely. My instructions include that configuration as well, along with even a 'mixed' configuration. The fact that I am trying to get it to work no matter how you prefer to install it is one of the strengths of this mod. That has taken a lot of work, most of the mods I have merged wanted to insist on one configuration or the other. Ruff's, for example, only worked in CustomAssets. IMHO, the only 'wrong' configuration is when you overwrite your original game files, or any previous mod files. The advantage of CustomAssets is not that it runs without "loading a mod", there are several ways of setting that up. The advantage is that your games are not stamped with a mod name. That is of particular use in unaltered mods and in SGs, since there is no reason to force the use of a mod when you load the game next time. The disadvantage is that you cannot use "Lock Modified Assets", i.e. no cheating, and that you have to be a bit careful to avoid save game inconsistencies. With this mod so far, there are no real incompatibilities, but that may change if I ever decide to add an SDK mod.