Yes, I'm well aware that they exceeded the limits I was getting in that cell. Thinking about it now, I don't think it necessarily has anything to do with JUST the number of triangles in a navmesh. I think it pretty much has to be some combination of things that we haven't considered, or at least, haven't considered together. I'm willing to bet that someone, somehow, could make an 1000+ triangle navmesh, and not have the bug pop up.
I agree with this, and would argue that the number of triangles is Not the only factor here - but I have no solid proof of that without testing alot more cells. It must be at least 2 factors playing into what creates the error in the first place.
Furthermore, we have at least 3 ways to bypass the issue at present:
1. Duplicating a completed cell, deleting the original and re-linking the doors.
2. Using FO3Edit's MasterUpdate Mode to masterfy the entire mod list.
3. Convert our plug-in into a master file or master/plug-in combination as many of the big mods do.
There are pros and cons to each of the above fixes - but the point is, they Are fixes. I'm quite satisfied with that personally, though I'm going to keep testing as well to see if I can help further isolate the other factors.
Miax