Just updated the first post. I've had to split it in two as it went over 100K. I spent all weekend on it and I have *finally* caught up with the placement. I figured out a few things (and found some bugs of course) with the CK while I was at it so it was worthwhile. And I need all those edits there to test th4e stability when I start on the quest bugs!
Some of the reasons that progress is slow:
- Under the weather. Unfortunately being a contractor I don't get paid time off for that; I have to work for a living. So I need to nap on the weekends. I've still put in 14 hours a day on this.
- Oblivion's TESCS took 30 seconds from launch to having the ESM and ESP open and ready to edit. The CK takes eight times as long. First there's 1.5 minutes of thrashing for no apparent reason, and nothing suggested fixes that (so I moved it to a secondary volume.) Then I get to select the two ESMs and the USKP ESP. A further >two minutes later, with the obligatory confirmation of a few of literally hundreds of errors in the ESMs, I can finally navigate.
- The CK crashes or locks up often. Sometimes it's in as little as 10-20 mins. When it does, see above.

- With TESCS, I was never, not once, not able to launch Oblivion for testing with it open and everything loaded. With the CK, half the time when I launch Skyrim either it will just silently crash and disappear on launch before the splash screen, or I'll get a Failed to Initialize Renderer or something. If I need to test something and terminate the CK, well, see above again.

Other things that grind my gears:
- We used to be able to move static refs. in Oblivion with setpos {x/y/z} {#}; I could test object placement in-game before modding it into TESCS. Try to do that now and Skyrim tells you "Cannot be moved" I don't get why this would be added.
- We used to have dozens of testing functions in Oblivion to display engine internals and stats, like memory and texture use, player cell name/position, the pathgrids and many other things. These have all been compiled out starting with Fallout. The only thing Skyrim will tell you is the ref. ID # when you click on something. Unlike Oblivion it won't even tell you the name of the ref. so half the time it's the wrong one, some fog shader or something, not what you wanted.
All in all, we've got 90% of the bugs from Oblivion's TESCS, plus a large host of new ones, plus lots of crashes, plus it's huge and unwieldy and slow.
I know it may seem like my priorities are completely out the window fixing the floaties but there's a method to my madness: knowing how flighty, unstable and fragile this whole setup is, I want to get all the Tamriel (and other) edits in at once so I can do stability testing. Putting them all in last and then releasing would be a mistake..
So bear with me. I'll probably be at this for a couple of years. By the end of it, as we did with Oblivion, we'll have practially fixed everything to the limit of the CK and the engine.
If we find, say, floating items outdoors (I've seen a few already), what's the console command to get the cell name? TDT doesn't seem to work anymore...
All I need is the ref. ID #. You can post it https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/215537 and indicate what's wrong (and how to find if, say, it's large). Check the list to make sure it hasn't been fixed already.
My apologies but I don't have time to reply to anyone else as I have to get up for work in less than 6 hours.

I'll reply when I'm there. Night!