Not sure if I understood everything right (in the thred you linked).
The first question which pops up is: What means to "mod" an object with a script attached in this context. Deleting it, of course, replacing its form (i.e. chair to table), of course, editing the script attached, of course. But also moving it to another place within in the cell, also changing its enable parents?
Lets say we create a player home. During the process most probaboly it will benesessary to move objects with scripts attached (owsa's) and afterwards going there ingame to check. How would they do this, provided the following statement is true?
The problem is that changing things in your mod, then going back to a save before you made the changes is very possibly a no go.
IIn fact it can't be entirely true. When I modded Vlindrel Hall I did this many times - and it worked, properly displaying the changes. No crashes.
The only crash that appears is when trying to exit to Markarth (tried two different pairs of doors: The vanilla pair where the inside door has been moved around in the cell, and a new pair that has never been moved after linking the teleport). Both doors teleport properly when I place the putside Markarth world.
IF the crash would happen every time - no matter of the outside cell linked, I would agree to the above statement. But as it ONLY happens when exiting to Markarth I suspect it MUST have a relation to Markarth.
As far as I can see there are very few relations to Markarth World:
1. The doors - here to Markarth world
2. The xmarkers for decoration - here to Understone Keep interior.
Just did a test: Placed one of the doors in Understone Keep and linked - works, no crash.
Seems I can link EVERYWHERE except Markarth World.
Where does this fit into the picture described in the thread you linked....??