Don't quote images

It's a bug in Better Cities - there's a big thread about it on Tesnexus. Humour me on this
Fixed my crash to desktop(s) I hope, I did a bunch of Fast Travels to and from the suspect areas and nothing fell over. There were two specific areas of Better Cities that caused an overload on the Engine which is somehow related to a combination of Better Cities, RAEVWD & QTP3. None of those mods were particularly at fault, it's just the combination.
To fix this I installed QTP3 Redimized, and then a modified version of QTP Reduced for the Redimized version (just the Lite level).
I installed Better Cities, but chose not to use the merged plugins or open cities options. I installed all areas except Anvil and Imperial City Waterfront and corresponding FPS patches.
I then improved Anvil by installing:
Pretty Anvil (city only)
ImpeREAL unique castles for Anvil
** these are the core mods Better Cities is based on, Pretty Anvil (docks) causes the same CTD so i'm running this Vanilla.
I improved the Docks by installing
ImpeREAL city - waterfront
** again this is the core of Better Cities, it's missing a couple of shacks and the Elven boat. I can live with that.
I will next add in the two new lands, and some new areas and test for stability but it's looking much better so far. I have all of the character improvement mods ready to go in, but they never hurt stability then it's just a case of tuning the shaders and adding in some gameplay stuff and it should be done.
I'm getting ~30fps (capped by OSR) everywhere except the Waterfront currently - but even a Vanilla install has terrible framerates there. This is with all sliders maxed (except self shadowing which looks awful).
Gameplay wise i'm going to look at putting in either Oblivion XP or fGCD and bug fix type mods. I may put in Francescos mod also, but undecided on this as it doesn't really fix the level scaling issues I have with the game and unbalances it a lot.
Sadly there isn't an overhaul I like. Maybe i'll go look at Levelled lists and see about making specific kinds of caves support specific level ranges - i.e. a Bandit cave always scaling between level 5 & 15, the Wilderness capping at level 5 or something. Make it more like Morrowind (except for Cliff Racers!) so some places will destroy you if you go in too early, and other places just being trivial if you go in too late. Oscuros does this, but changes far too much in addition.