First off how do I use the console to get the FormIDs of objects so that I know what mod places what object?
Enter the console, click on the reference in question. The ID of the reference should now be displayed at the top of the console window. Enter "ori" (without the quotes) in the console. The console should then display the last mod in the load order that affected the reference in question.
Note that this doesn't work for items that have been manipulated. Example: If you take a plate and then drop it again, then the dropped plate isn't really the same item as the original plate. Instead, the game marks the original plate as "deleted" (so it isn't displayed any more) and creates a _new_ plate which goes into your inventory, and then gets dropped. this new plate will have an ori value of zero since it has been created by the game in progress, not by one of the esp/esm files. This makes it difficult to determine the origin of items in containers (though if you use the Morrowind Code Patch, it should be possible to match them to their plugins by checking the upper byte of their ID, if I recall correctly).
And even after being careful to merge objects, Mash lists, generate distant land, clean mods, etc I'm getting double NPCs in Vivec. With no way to click on them to see what mod they are from it is a bit frustrating.
Doubling shouldn't happen under these conditions. Is it possible that you installed two mutually exclusive alternatives of the same mod?
Then finally - wow what an FPS drop in certain areas. Like down to 5 and lower. Crashing and freezing too. I can run a pretty well modded Oblivion and Fallout gives me no grief. With 1gig video card, 8 gigs of ram, Quad core 2.6 processor, X-Fi sound card, etc. and using FPS optimizer - this is really the best I can hope for? If so no wonder you guys have so many texture replacers, when more objects, statics, and NPCs can give this kind of drag.
Of course this may be due to settings in MGE XE - I wish there was a way to switch between using MGE and not using it easily. That would make testing more of a breeze.
Morrowind is in no way efficient. In many ways, Morrowind was the prototype for technologies that Oblivion and Fallout are still using. As a prototype, it's _much_ less optimized.
That said, MGE could be the bottleneck in your system (though Morrowind is often CPU-limited, but it's hard to tell without knowing your mod setup and your MGE settings). In any case, you'll have to make compromises. And you may have to fiddle around a little to find out where the limiting factor in your system/setup is.
It might be possible to turn off MGE by temporarily moving its dlls out of the Morrowind folder. MGE works because Morrowind calls certain DirectX dlls, and MGE puts dlls of the same name into the Morrowind folder, which get called instead of the regular DirectX dlls because the files in the local folder get priority. Removing the dlls from the local folder should make Morrowind call the regular DirectX dlls instead. It did work this way two years ago, but things may have changed in the meantime ... still, it's worth a shot, and you can always copy the files back if it doesn't work.
[edit] also how does one COE to Tribunal?
Tribunal has no exterior cells, so you can't COE ("center on exterior") to it. COC ("center on cell") should work, but I can't test it at the moment ... and you'd need the name of one of the Tribunal cells. "coc Mournhold" won't work, it'll take you to an empty dummy cell that only exists as a container for local dialogue.