I may be wrong, but I'm just basing off of memory which mods I noticed the most dramatic impact of physical memory use. You are correct about UL, my guess is his crashes would occur in the more memory intensive areas. Chorrol Hinterlands would be another fair CTD bet. I'm under the impression that his game is overly stressed for physical memory period. His load order is amazing for the amount of ram he has installed. On XP, he might get away with it for 2 hours of gaming, but not on Win7 it's a different story.
Yes, I don't doubt Chorrol Hinterland is going to stress things. There are a LOT of added trees and bushes and buildings, fecnes, NPCs, etc. I wouldn't doubt it if that's contributing to my own problems in the area.
I would be willing to debate against that. Yes, it's true that data is cached into memory after having entered a cell. What data is cached, and how much is a entirely different story. I can't prove what data is and isn't cached as I'm not home right now. But I highly doubt all of it is, because that would create near instant load times.
I might have phrased that badly. It loads in most if not all of the AI data, which is what's going to strain the system memory. It does this to bring NPCs up to "medium" level AI processing. It doesn't load any of the video related parts, which is why your load screen still takes an age if you have lots of big texture packs.
Purging the cell buffers blows out *ALL* of the data that would have otherwise been cached by the process, and it's entirely possible this is what results in crashes with Streamline set too aggressively. AI the game is expecting in memory not being there is likely to piss it off.
With OC, city data is constantly loaded as long as that cell is in your loaded space. I know you have defended OC's performance hit for a while Arthmoor, and I agree with you on most plains about it's low performance hit. However, I would need to test for myself and see the numbers to really be a believer of your defense on this one.
I wasn't mentioning the buffer memory as a defense of OC. That was more general. In theory, OC might actually be alleviating part of the problem with losing track of the medium level AI processing since all of the NPCs within range are moved to the high level processing area instead, and that doesn't get purged with a PCB call.