>>724206870
No, this is something else. The thing that was fixed was the limit on the number of plugins that can be loaded. Last month nexusfags came up with new diagnostic tools and confirmed that saves go to shit even with vanilla game.
Plugins go up to FExxxxxx since Morrowind. The FF address space is reserved entirely for the save files, it stores dynamically created references. Container and NPC inventories, loot, random encounter NPCs, crafted items, anything spawned with scripts (Fallout 4 settlements for example). Saarfield fucks it up by filling that address space with EVERYTHING that spawns in the landing zones.
In previous games, the map locations were unique. As such, every building block that went into making them could be loaded directly from the main ESM, it didn't need to be stored in the save files. In Saarfield the same POIs spawn everywhere, over and over. ESM stores their immutable templates and it gets cloned every time those POIs are created in new landing zones. Clones are script-spawned objects that populate the save files.
You know the webm where the guy runs between two identical POIs? That's why they have to be cloned. So you can loot one of them, hack the locks, blow up barrels, whatever, without causing the same thing to happen in every other copy of that POI in the universe.