You may very well be right. However, I find that problems are more difficult to solve when people who are working on them fail to recognize connections between seemingly unrelated circumstances. Sometimes it is very difficult to recognize all of the connections when, in fact, in any closed system, whether mechanical, electrical or software, it is not unusual that seemingly unrelated problems are, in fact, related. I have no proof these two are connected, only suspicions. Just as you have no proof they are not. The only way this becomes a problem is when people who are working on the solutions either assume they are connected or assume they are not, instead of keeping an open mind so they can better recognize possible solutions.
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Maybe this might sound bananas coming from me, but I'm not monkeying around when I say I totally agree with you on this point.
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The two problems seem to occur only together. Both issues are the result of the exact same chain of events. I have never had one without also having the other. Although, once you have the crash, its hard to go back and verify the navmesh bug. However, the door bug has a prior indicator that tells me it is going to happen. When I see that, I check for the navmesh bug and verify that it has also been triggered. The recent problems caused by the attempt to fix the navmesh bug are so similar they started me wondering about a possible connection. As a result, it would seem to be a plausible theory that the teleport failure is a result of the broken navmesh. I also realized that while I was using 1.5.24, I did not notice an occurrence of the same door bug and I had hoped it was fixed, although, to be fair, there were so many door crashes it would have been hard to tell sometimes. It came back with 1.5.26, of course. The possibility seems even more plausible now that I know for a fact how closely interconnected the navmesh and teleport systems are. But is still just a possibility, until somebody figures it out and fixes it one way or the other.
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Something I've noticed is when the mesh used to disappear in Whiterun, it did so indiscriminately. So, what if that means the markers or the door at the other end are occasionally disappearing on loading? In that case it could be creating a contingency the game is unprepared for, and whoa, what are all these desktop items doing in my atrium!
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But this brings us back to the core of the problem. Why fail to load a random number of meshes in the first place? I'll wager that the meshes load in a given order - and that if only one or two don't load it will just be that one or two. There is one other question. When moving to an interior cell caused a CTD, did you recall any load screen coming up (even the mist appearing at the bottom of the black screen)? The weird thing about this problem, when it manifested itself in the last NavMesh bug, is that the load screen would not load - not even the mist effect at the bottom; just black screen and thence to the desktop. Have you seen this behavior in your cell-load CTDs?
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Another similar problem, which I've seen twice in southeast Blackreach, is that textures simply won't load sometimes - but the mesh is still there as an invisible obstacle. Reload the game
et voila! There it all is. As it turns out, even some of the lights were missing and these are, essentially, markers - like door markers but with a different function. Admittedly I haven't seen this in-game since I last brutalized my operating system. However, the
Creation Kit still does the same thing from time to time, and then announces that it cannot load certain textures. But in this case, we can avoid the whole
rigeur of restarting the
Creation Kit and hit
F5 - and, to my eternal surprise, this does the trick every time. If only there was a magic
reload textures key in the game - like the one in the
Creation Kit, and if only the game could recognize when textures were not loading (like the
Creation Kit) a solution to this little problem might be very simple. Who knows, maybe a little conditional statement filled in by a little cut and paste from the
Creation Kit just might do the trick. But it may not necessarily solve the problem I once saw in Whiterun - or that you are experiencing in the game at the moment if this happens to be a separate issue.
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That is not to say that it is not worth trying, but that troubleshooting complex systems tends to be a very messy business and it is probably better not to get one's hopes up too early in the process.
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That's why I think that having threads running like this one is a very good idea. We can work away at our plug-ins, keep an eye out for the bug and, when it shows itself - take some notes and post them here. That way,
Bethesda get a little more detail on an unintended behavior in this complex system and, from what I've seen so far, they will make a serious attempt to nail the bug once it has adequate definition - and that's half the problem of determining the little beastie's origin. Who knows, maybe one of us will stumble on a solution in the process.
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[EDIT]I neglected to mention a http://www.gamesas.com/topic/1363266-mod-crashing-when-entering-modified-or-new-cells/
and might be useful for some of us[/EDIT]