The other two were easy enough to fix--just create a clone copy of the problem-causing NPC to use for the duration of the quest, thus avoiding the positioncell command that's causing the crashes. (Previously, the NPC would be teleported all over the place with positioncell--and for whatever reason, at a certain point in each quest, the game would trip over a single positioncell command and crash.) Now with the third crash, during the Havish Mages' Guild's teleporter quest...the trouble's not with an NPC, it's with a set of activators:
Journal ZH_MG_Teleporter 50ZH_Tele_Anchor1->Positioncell 59048, 180767, 617, 45, "Dagon Fel"ZH_Tele_Anchor2->Positioncell -84196, 90856, 1033, 0, "Gnisis"ZH_Tele_Anchor3->Positioncell 53158, -48269, 610, 45, "Suran" ZH_Tele_Anchor4->Positioncell 84799, 118448, 3030, 0, "Tel Vos"Choice "You're welcome" 7
In Havish currently, JOG has those activators hidden "off-screen" in the Havish Mages' Guild. The positioncell command would, in theory, remove them to their assigned cells. The trouble is that if the player hasn't visited all those cells and returned to Havish within a 72-hr timeframe, the game CTDs. The 72-hr bug strikes again, I guess.
So...I'm not sure how to fix this one. I've thought of removing the activators to somewhere hidden in the cells where they're supposed to end up, but that seems to be tempting conflicts with city overhaul mods (Suran Extended especially)--and I'm not sure it would resolve the CTD anyway. The other thought I had was to place the activators in their intended destinations, with a script attached disabling them until Journal ZH_MG_Teleporter equals or is greater than 50.
In that case, unfortunately, scripting for MW has and always will be my Achilles' heel...so I haven't the slightest idea how to write that one. Any scripting gurus out there who'd care to help me with that one? Or is there a better option?