Hi Sheson, Hi dunc001,
I was just going to look you guys up as I stumbled onto a bit more info on this CTD yesterday. And wouldn't you know it, Sheson has already moved on this to try to mitigate the problem!
Alright, I'll start with the additional bit I found. Like dunc, I've been "running lite" so to speak to avoid triggering this "overload" bug. Just a couple mods short so I can at least swap out quest/adventure/dungeon mods and play through them one at a time. Then it dropped Death Mountain 2 into my load order. DM2 has no scripts at all, not even TIFs, just LODS, meshes and textures, and an ESP of course. Since I hadn't had any problems with scriptless mods before, I thought this would be safe. Nope. Same overload CTD. O.k., so I pull out a couple of big worldspace mods and lo and behold DM2 loads.
O.k., so I go back to the earlier config where DM2 CTDs.... Its not the LODs, meshes or textures or I would just CTD all the time. It's not scripts or fragments because it doesn't have any. Which only leaves what's in the ESP.
So I have a look at the ESP with TES5Edit. I figure since the ESP is basically used to put static objects and recipes into the world, then fine, I'll just see if I can't start deleting sections of the ESP until I can get the game to load with it in the load order.
I remove Worldspaces, nope. NPCs, nope, Locations, Containers, Constructible Object, all nope, nope, nope. I do these one at a time and if it still CTDs I drop in a fresh copy of the ESP and remove the next category.
Then I delete the Cells.
And bloody LOAD.
All of a sudden I'm in my regular game. I can also start a new game.
So I look at the Cells manually in TES5Edit and good lord, tens of thousands of Permanent and Temporary references, at about a 1/6 ratio. And many, many more permanent references in Cells than in Worldspaces (in worldspaces they're almost all temps).
So I applied your countrefs script, Sheson [EDIT: I was writing as you were replying to dunc, Sheson; the countref.pas I used was the first one you let us have about three weeks ago. I'll get your new one now], to WorldSpaces in DM2 and get back just 16909. When applied to the Cells of the same mod I get back 56463. Again, not 64 000 or some such, but there's no question: pulling those references from the ESP lets the engine load a save or start a new game. It probably doesn't do much for Death Mountain 2, though...
(Thankfully, I found that I can load Clockwork without triggering the CTD, especially given that Halloween is just around the corner :)
O.k., so as soon as I get the chance, I'm going to upgrade to version 2.20 of DynDOLOD and see if I can throw a few more mods at this load order that would otherwise CTD it. (Here's hoping I don't mess up the update; the last time I did that was with v2.14...and it's been triple A+).
Also, should someone like Arthmoor, or Nazenn specifically, be given a heads up on this issue given they're generally the gatekeepers of bugs, conflicts and engine problems?
Edited by Sundder, 24 October 2016 - 01:01 PM.