Just quickly --
YIIT -- yes, send me that save, that would be great to look at. Also, love the new Wanamingo! Will definitely use it when you're ready.
On the slowdown/crash issues -- I got a good save from Brenner with a repeatable crash. I've played with it for a few hours, testing various theories, and finding that it's both related to spawns but... not related to spawns. Changing cells or simply resting for an hour with this crashable save stops it from happening. The resting in the spot of the crash fixing it -- where the same creatures which have already spawned are still there walking around -- lends to an issue with AI packages changing or similar. MMM spawns may be showing it up, but it may not be MMM itself.
I did a run with a new game, upped the players speed by 500, and literally traversed dozens and dozens of cells over a fifteen minutes period generating hundreds of new spawns. No crash issues. Doing the same test from Brenner's save would cause a crash guaranteed within five minutes of cell changes. Hence what I'm leaning towards at the moment is: savegame data
Many of the base scripts changed in RC2 to adopt the new corpse removal method, and I -think- what may be happening with the reported issues could a conflict of old and new data. If this is all that's going on, the solution is very simple. I'm still going to do more tests and see if any particular parts of the new scripts are causing issues, but in the meantime the following may fix the problems people are getting -- and I'd be interested to hear if they do.
In short:
simply clean your savegame. This is http://www.gamesas.com/bgsforums/index.php?s=&showtopic=960580&view=findpost&p=13877387 earlier (and please read that link for more info) that can be used for clearing a savegame of any mod. And, generally, I'd recommend doing this at each update from Bethesda patches, but in short do this with MMM:
- Go inside somewhere with no creatures or NPCs (your Megaton home might be best to be sure, butlers don't count btw)
- Rest 4 days to let cells reset, save your game, quit
- Disable all MMM modules (.esm, .esp, and optional plugins)
- Load your game, save your game, quit
- Re-enable MMM
It's a simple process, and simple to understand -- disabling a mod isn't enough, you need to save your game while it's disabled -- doing so removes all references of that mod from your game. By doing this with MMM you're ensuring everything that now exists in your savegame comes from only from RC2.
Note, as detailed at the above link, cleaning your savegame of a mod, which removes all references to it, means any items you're carrying from that mod will be removed too. For MMM this means any new creature loot, Night Ghoul eyes etc that you're carrying will be lost. But, I'm sure you'll agree, if this solves any stability issues it will be worth it and you can will always find some more of these items. It's worth mentioning though with respect to cleaning your game of other mods -- mods that add unique items that you've found for example.
The above is a process you can use to fix issues from other mods and -- if you ever get any major game-breaking problems from running too many mods -- I'd first try cleaning your game of
all mods and seeing if that helps. Note that mods that add perks to the player often won't let you remove them (your savegame won't load to be saved clean if they're not enabled) but most other mods should remove fine (unless you're doing something silly like removing a DLC while you're
in a cell provided by that DLC! -- use common sense).