I've been adding new rooms into my mod, and for a while everything was going smoothly, occasional and easily modvalidatored typo aside. At the moment I have around 50 rooms, each having been checked individually via debug mode as I've gone along. The problem is, whenever I try to add any further rooms I experience near-constant CTDs regardless of what I'm adding. I know there aren't errors in the new rooms, because I've been over them carefully, the mod validator comes up clean and more to the point I've seen them working individually after copy/pasting that one room into the core game files and disabling everything else - or just commenting out large swaths of previous rooms and seeing those left uncommented appear fine. The explanation that comes to mind is some kind of hard limit on rooms or elements within them after which the game just gives up (because, DoD's crappy coding). But this can't actually be the case, because there are other working mods (Vaults of Maslech etc.) with significantly more rooms, blockers, scripts etc. than what I have at the moment. So what gives?
RB Bergstrom would likely be the best person to ask since he has done so many rooms. I haven't done much beyond modifying existing rooms.
They occur after entering the character's skills / name when starting a new game normally, or right after hitting the 'New Game' button in the case of starting with -testroom shortcut. Actually, belay that. I forgot I had regular debug mode active, and after a quick test it seems that the mod still runs fine (including placing at least one of the new rooms) when loaded actually normally. So apparently the glitch is just something to do with -debug-flag. Not that this makes testing things much easier, but at least the mod will still play fine.
Alright, problem solved. I'd miscounted a height flag for one of my larger rooms. I dunno why the issues it caused were so delayed and erratic, but they've stopped completely now that I've noticed and fixed it.
Typos on the height and width line behave very strangely and inconsistently, indeed. Sometimes they CTD on launch (even if the room is from a deep floor you haven't reached yet). Sometimes they wait and CTD when the game is trying to create the floor they spawn on. Sometimes they just inexplicably don't spawn but also don't crash, and if you were making several rooms at once you might miss it if you weren't testing each room individually. The most fun though is when the game decides the load the room anyway, but uses the erroneous room dimensions. You get a room half as wide as you expected it to be, and it looks crazy. It's kinda cool when that happens.