@wolverine:
Hang in there!
I think that it's always good to communicate with others in a community if possible. Otherwise, people wonder what happened.
WATER once had custom NPCs in there although the latest revision of it removed them. Might be some residual NPC data or something left in the mod?
I'm using IMNC as well, and using Real Wildlife 1.341 NO_FOOD.esp for compatibility. The thing is that SkyTEST and Real Wildlife mod authors worked for compatibility between the two mods, but ONLY with the latest SkyTEST and 1.34+ Real Wildlife. If you're using IMNC, the only two versions of Real Wildlife - Skyrim you can use is the No_Food 1.341 version or the the old 1.33 IMNC compatible one.
If you are using the old 1.33 with SkyTEST, there will be conflicts and this was warned on the SkyTEST thread. I'm not sure which version you're using for Real Wildlife though (1.341 still isn't IMNC compatible, so don't use the main file if you are).
SCA hasn't been updated since 10th Feb and it looks like it overlaps with SkyTEST. I would suggest not using SCA if you're already using SkyTEST, since it's the most likely to be unstable and unupdated.
Not sure what else to troubleshoot. When combining creature mods it's really more of a 'cross fingers and smash them together' situation, even after using a Bashed Patch to merge their levelled lists. I can only confirm that using SkyMoMod, latest SkyTEST, and whichever version of 1.341 Real Wildlife is compatible and seemingly stable after running it myself with AV.esp as well. I'm however not using ASIS.
Lev (and maybe other), please bear with me as I think that this does somewhat relate to AV, actually.
First, thanks for the info about WATER. Hopefully, OpticShooter will be able to remove the residuals.

And also about the old/new patch. I understand, but I have a habit of clearing everything. I restart constantly because I love anolysis and character development.

Now, what Elementroar mentions is why I spent two full days trying to figure out what the heck happened. What I am saying is that Elementroar's list (i.e., SkyMoMod, RWS, and SkyTest - RAP) is NOT compatible any longer for me even though it was up until a couple of days ago, at least not the first two together. I love anolysis, and I am extremely good at it (not trying to brag, but that's just where my skills lie

). That's why I did so well during my Y2K work, for example.

Really, though, I was running all four mods together with no problems. Flipping the order of creating ASIS and AV started the problems. I tried flipping back (fresh start and patch creation, of course) and still no go. I upgraded to the recent releases, still no go. Yep, tried with No Food versions of RWS (note that either version worked previously, though, no problems). Started testing mod by mod... found the problem, at least initially. I hope to eventually test by adding one then the other back into the mix.
SCA is by Corepc, one of the most experienced creature modders we have, if not THE most experienced (think MMM for FO3). Regardless of what the date is on Nexus, he is still working on SCA and he still posts here fairly often. I read a post that he is near releasing version 0.30 (he tends to be more careful about his releases than some modders). It really doesn't overlap with SkyTest though, because SkyTest is focused on wildlife behavior and AI, while SCA is focused on leveled list adjustment. If anything, SCA overlaps more with RWS, but the two authors simply have a different view of spawning.

SkyMoMod was mentioned as having problems with RWS, or at least alluded to, even though I had them both working together originally (plus working together with the other two, as I said). Also, SkyMoMod is going off in really strange directions with what it seems to be trying to do (e.g., not lore friendly or even Skyrim-friendly, in some cases). It's also jumping releases very rapidly (3 to 4 to 5 in a matter of a month or so). Of all four mods, this is the one that I would suspect as being least stable, by far, simply based on the evolution, size, and progression. I really do think it is the main culprit, but I have yet to determine it for sure.
Now, regarding Lev's observations about SkyTest - RAP and RWS, the simple merging worked fine previously, as I said. My demos for my Vocaloid Hatsune Miku mod were made previously, in fact, and all four mods were active in the plays that you see in the demos. You can even see the dead Triceratops from SkyMoMod at the very beginning because I had just killed it prior to starting the demo recording.
Is Wrye Bash messing up? Could be, at least in its present state. I was always happy with it before, but I am not so sure about reliability anymore (although I still think it's the best tool we have by far and wish NMM and its predecessors would go away

).
Here is an idea. This is what I think MIGHT have happened, generally speaking, and why it relates to AV (or might, anyway). Lev (and anyone else) can offer input, of course, and tell me that I am way off base.

RWS is actually doing much more than it really should, in my view. Nedius started it in order to introduce variants of wildlife (advlt, juvenile, etc plus babies, small creatures, etc) as well as include lore-related diseases of all types. It did this very well, actually. However, he has also added a lot of animal body parts and continues to add more, including new ingredients (for those who eat meat, I guess... I don't, though

). He's keeping an eye on AV, too, but he wants to have different visuals for groups of wildlife (e.g., female wolves look one way, male wolves look one way, etc) rather than simply having everything randomized. I even suggested to him that some type of ini might be possible to achieve this via AV (eventually, of course, not right now). I really think that he should consider splitting the idea of ingredients and body parts into a separate mod dependent on the main mod, even make the main mod an ESM and be done with it. He has it started that way already with the ESM but still has an ESP for other stuff, too, so maybe he could just separate them for better compatibility.
When I tried to create the ASIS and AV patches by doing AV first and having ASIS access it afterwards, I think that the whole combination may have created situations that cause the CTDs (well, really, that's what happened, one way or another). For example, what if AV accessed stuff in RWS, including various body parts/ingredients that are specific to RWS "hard-coded" variants, but then tried to put something else into the carcass? Or vice versa for RWS body parts in a vanilla carcass? Or what about certain other possible results such as duplicating variants? Or perhaps ASIS wound up conflicting due to spawn points (RWS adds spawn points for its variants, too)? Or what about the various small animals, prey etc? Also, he alters AI and behavior, so perhaps something is being accessed related to that and then conflicts arise?
This makes it sound like I am pointing at RWS, but that's not actually the case. Instead, let's recall that SkyMoMod is mentioned (sort of) as having some type of compatibility issue with RWS, an issue that Nedius hadn't been able to track down. Also, SkyMoMod winds up getting tagged by Bash for merging + leveled list (ADR). Since AV (and ASIS of course) access the Bashed Patch, anything that the patch has pulled in from SkyMoMod that might be the cause of the conflict with RWS would be accessed, and might even wind up replicated via random assignment, right?
If this is true, could this happen in other cases? That is, is it possible that AV (or ASIS) might wind up replicating errors in mods, or certain things that cause conflicts with other mods but that have not been tracked down, but the replication simply makes worse (for anyone who happens to get it, that is, such as lucky me

)?