Hello!

First of all, thanks for this great mod. I wouldn't want to play this game without it, and I can't begin to imagine the work that went into this. So hats off.
Now, I have one question, or rather, I think i have found something wrong with the current version of MMM (of course, it might just be some fluke over here, so i need some help to verify this)
Thing is, it seems that when i run 300_test.esp (FCOM official testing module), it randomly crashes when i try to enter Cell 27 (in the 300_test, this is "cell26") - it seems highly random, sometimes it crash on first try, and sometimes on 10th try, but on average it seems to crash maybe 20% of the times I enter. I have been guessing that it is a random spawn that causes this (but what do I know - just seems logical) - and to test that it wasn't just the testmodule that bugs out sometimes, I coced to Vilverin, used god mod, ran through - I get random crashes in there, seemingly when there should be created new spawns (like if I enter a new area of Vilverin) - and a reload, then enter same place, all is fine, the next - maybe not. etc. Random there too.
I also looked in the CS at the "300_test.esp" I find that in Cell 27 (test300cell26) there spawns 9x of "LL1UndeadBones100" - a leveled list that seems to contain *alot* of different spawns with FCOM installed, which could maybe explain why the crash is so random (but still persistent). Also, I looked where this spawn point is used in game, and sure enough, Vilverin is one of thoose places. So I think it's indeed a spawned creature or such a thing that cause the crash (please correct me if this might not be the case).
So why do I bring this *here*? Well becouse after disabling all of my mods one by one (I thought some may conflict with FCOM etc), the problem remained, so i decided I would just reinstall the game but that i would first find out what part of FCOM that caused this, so i started to dismantle FCOM, removing mods one by one - I ended up, lastly, to use (only) the standalone version of MMM, and the crash still persisted. If MMM is removed, and I am reduced to vanilla spawns, the problem is solved. I re-add MMM properly, problem comes back, but rest of the MMM works *perfect*. I don't want to say that it is MMM that is causing this, but this is where my trail ends, unfortunetly (for me).
So how would I go about this? can someone else test to coc 300testcell26 and see if this is reproducable maybe? or, if I knew how to spawn MMM's creatures one by one, that exists in LL1UndeadBones100, then I could probably pinpoint this also, but I don't know how to do this...
or maybe this is a known problem?
Some extra info:
- It only seems to happen when i am level 13, but this may be some placebo effect, I don't know. For safety, I always "player.setlevel 13" before testing, and it is reproducible every time.
- All other cells seems fine, but I havent tested them as extensively, I only noticed this crash at Cell 27 at level 13 by chance, and since then i have focused on it (but when cocing around, only thing that has ever crashed is Cell 27).
- Cell 27 is working properly when I enter it without crash, and the spawns in there are mostly undead (and some single monster from other factions, sometimes, which they will beat to death)
- Overall, MMM works. The crash is also persistent with both many optional MMM plugins, or no optional MMM plugins at all (just using the normal esm/esp)
- When the crash happens, it always happen at the exact time the loading bar *should* start to move. Like you see the bar at standstill at the beginning for 0.5 - 1 second, then either it loads, or it crashes without the bar budging. I don't know what this means, but it is persistent.
Well, i tried to include as much information as I possible could. I hope someone has an idea about this

any advice is appreciated! thanks again.