I thought I could outwit Skyrim's habit of writing immutable data to the save file by creating a new reference to supersede the old one but of course it has that covered too because the refID numbers are also permanently saved and apparently unchangeable.
I have to wonder who thought this was a good idea. For a company whose games' ongoing popularity is significantly thanks to the modding scene and who've capitalised from it, they make some oddly contrary decisions. Okay, I know in the grand scheme of things Skyrim's overall sales figures probably have little to do with modding, but would it kill them to be a bit less obtuse? They could at least publish the file formats but sometimes they're worse than EA for "muh innerlecshal propartee" and refusing to divulge anything.
Apologies for all the grr, just spent the past hour trying to fix Realistic Room Rental for the Old Hroldan Inn where the bed was welded in the original position in spite of the mod being active before I ever entered. I guess something somewhere must've referenced it before the mod was even installed and made its initial position permanent.
I dunno, it's easy to blame mods and players for expecting stuff to just work but I think after Oblivion mostly cleaned up after itself (well, except for permanent references) it wasn't an unreasonable expectation. For a game that can go on for hundreds of hours, effectively having a static and unchanging load order from beginning to end is expecting a bit much IMHO. The blame for these problems lies entirely with Bethsoft.
I guess the one thing modders can learn from it (or at least that I should learn) is to use scripting as little as possible and to always use new references rather than attempting to supersede old ones, though that's probably unworkable as it might also mean the creation of new and duplicate quests and the dependencies could be endless.
At least with this quest I was able to manually setstage my way through it until it got to a point I could complete it. I would say it's a bit immersion-breaking, but so is having to F5 all the time...
I'm also wondering if any of this is still relevant outside of Skyrim anyway. Though FO4 was still recognisably the same engine, it seemed to fix a huge amount of stuff I'd considered to be problematic about Skyrim, though my own modding habits remain mostly limited to adding new wearables to the game so my experience is limited. At least they got rid of the NPCs' apparent soap-dodging habits, the only vestige of Skyrim's character rendering is that my PC looks like she hasn't slept in a week. But so do I, so who am I to comment?