Our old iron ore ingredient was replaced with T_IngMine_OreIron_01, and I don't think its placement has been corrected since. There are lots of floating and/or bleeding iron ore pieces in mainland now.
During TR_m3_OE_GhoulBusiness, if the player finds the corpse of TR_m3_Tindalos Miranus, TR_m3_Galug the Barber is moved behind the player, with the intention of triggering a ForceGreeting when the player approaches him. This works, if the player has visited Ebon Tower, Mara's Tower where Galug is normally located.
Port Telvannis riverstrider port has a main entry door that does not open/animate when activated, and does not show flavor text indicating whether this is intentional. I'm not sure if it's a Tamriel_Data thing or a Mainland thing since it seems to be a script issue.
Near the Telvanni Council house in Port Telvannis, physics draw events/threads spike to 319 in the F3 overlay. This makes the area nearly unplayable, dropping to single digit frames. Disabling the mounted Dres guard and riverstriders does not appear to fix the issue. I'm not really sure what script/npc/object is causing it.
center(ish) of physics lag circle: X: 352869.031250 Y: 141493.812500 lag starts/ends (for radius) near: X: 348043.156250 Y: 135730.968750
The Imperial Legion quest Properly Purloined sends the player to guard the sewer entrance to the Ebon Tower's Treasure Chamber. It is a low level quest where you end up killing a couple of rats and dealing with a thief. However, the key the player is given to access the sewers allows them to easily access the treasure chamber and grab some very nice loot, such as the Cuirass of Cassynder Septim, with little effort and no consequence.
The molecrab under the table in cell Aalmu Ouradas' Shack plays its death animation the first time you enter the cell. Its refID ends in "molecrab_dead" so I assume it was supposed to be dead already before you got there.
I should specify that I saw this in OpenMW 0.46.0, in case this bug is due to an engine limitation. But I played through the Bloodmoon MQ (with TOTSP installed) on this same build and didn't hear any dying horker sound effects during that part of the questline, so I bet there is a way to fix this.
The lower platform in Galseah, Deep Caverns is missing a ladder, making the npc followers from the Avenge the Knights quest get stuck if you lead them down there, and the enemies there unable to chase you up the stairs.
Was brought to my attention that the fountain vendors in Old Ebonheart have no dialogue due to nolore. For people that are in the most important part of town, you would think that they would have general dialogue, especially about old ebonheart. If one of them is quest related that is fine, but all three is a stretch and should be given generic dialgoue.
After giving Staron a Divine Intervention scroll, if you lie to Galsu Merith (the ordinator outside Tel Mothrivra) that he has escaped, the quest "Gone to Ground" gets removed from your journal. But then, if you speak to her about "Staron" again, she will tell you to give him a scroll of Almsivi Intervention instead, and your journal will be updated with a new quest stage. (The quest doesn't get added back to your journal, since you already completed it.) It doesn't matter if you've already spoken to Staron at Cephalod Keep to recieve your 200 Gold reward.