I didn't know you could disable/re-enable a follower at will. That's good to know - all their variables remain intact? I'm having the same CTD issue if I let my follower go through the Vault101CaveDoorInterior exit door with me at the end of CG04.
It freezes them in place and makes them disappear until you enable them. Their scripts still work though and they are still wanting to be doing whatever their current package says. I've had a disabled follower stim me before, and it worked because I walked close enough and the stim behavior I made works out of the object script.
I've never brought a follower through Vault101CaveDoorInterior at the end of CG04. Its clearly a very scripted door by Bethesda, as a message box pops up when you activate it. I have never even looked at it, I wonder if it's even linked to the exterior navmesh. heh!!! I'd take a good look at the door and its script if you need to bring a follower through.
And, do not allow the player to activate load doors in between the player move and the follower moves if the followers are on a follow package. This means that if you are scripting a problematic load door to move followers, do not let the player activate the door, move the player instead.
Is there a way to script this for Any door when they are following, without editing all doors in the game, or is that really nessesary - just problem doors?
I mean just, ever. That direction will always apply to a door you've scripted follower moves onto, but also, just, at any time. If you do a follower moveto and for some reason the player must activate a load door before he actually gets to the location you moved the followers to, and the follower is on a FOLLOW package, it's likely to goober up your follower move. It may be an intermittant goobering-up, but it's still goobered.
This also probably applies to the player doing fast travel, and also, I have seen where the player saving and reloading the game in between can mess stuff up. Using the "wait" function in game would also I think malfunction stuff.
The note about doors is specific to individual doors. You would never attempt to script the whole game to move a particular follower through any door. Just certain doors cannot work well for followers due to fallout3.exe um. caviats. yeah.
I recall that someone made a quest script that watches for followers being in a different interior cell than the player and forces a moveto. I don't like that solution personally, it has the potential to get followers into places they should not be, among other things. But it's the closest thing I can think of to doing some sort of global forced move on a follower who has failed to move through a door.