If no one has any clue, I'll wait for patches because optimising was took too long on my PC.
If no one objects, I may upload a binary diff of the meshes I optimize from Oblivion BSA archives and a couple mods such as Warcry, OOO and QTP3. The difference (from another author who has uploaded some of the binary diffs already) being that these are going to be made using the Optimization Kit standard method.
That's interesting.When I was reporting CTD after optmizing oblivion-meshes.bsa, I was actually doing my test around Skingrad west gate.Didn't try fadt travel cause I thought I did something wrongI had some fell through meshes at Frostcrag Spire entrance (the first stairs next to the doors).I'm going to wait for a Pyffi fix
One suggestion is to check for correct bsa redirection (Wrye Bash has the option to apply the simple patch ArchiveInvalidationInvalidated!.bsa) and - in case you are using TES4LODGen, rebuilding the lod files. Regarding Arthmoor's RAEVWD, I can't play without it

Then again Dunkerlore might be one of those mods that simply renames .nif's as _far.nif's without much if any optimizing.
I don't understand.
The method used in the Optimization Kit does not rename files.
You say your Optimization batch file includes opt_cleanfarnif's ability to strip out specular flags from far_nif's? I ask because I have been told those flags might well be the source of visual anomalies encountered in my current Oblivion installation.Thanks again!
Yes, PyFFI 2.1.9 beta 6 fixed the collision mesh problem in my tests. I'm currently optimizing the full 'Oblivion - Meshes.bsa' for testing that release.
The optimization pass which takes care of the far.nif meshes is the last one, configured in 'oblivion_optimize_04.ini'. It uses the spell 'modify_makefarnif' that cleans all the unwanted flags (source of visual anomalies just like you said). It is basically the same as 'opt_cleanfarnif' but also runs 'optimize' spell at the end and produces valid far.nif meshes ('opt_cleanfarnif' spell alone causes CTD on exterior).