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Summary
Dropped weapons were killing VR sessions. A weapon dropped by a dying actor sometimes never gets its 3D, leaving an invisible reference with a live rigid body, and touching one crashed the game two ways: picking it up through the crosshair, or destroying it inside Havok. The root cause of the crashes was where we destroyed it. Delete ran on whichever Papyrus VM worker serviced that tick, alongside the renderer and Havok. It now runs on the main loop, disabled first and deleted only once the game confirms the disable landed.
Loot sync works again on every weapon that has its 3D, and several separate faults found along the way are fixed with it.
Highlights
GameVM::Updateuses seven. Disable then Delete, split across passes, because Papyrus Disable queues onto a task pool.TESObjectREFR::Load3Dadded and verified (AE 19727), documented as not a repair for an orphaned drop. The 3D comes back; the stale rigid body does not go away.Known wart
The diagnostic cell walk in
HookRemoveInventoryItemis load-bearing: it delays the game's own drop sequence enough for the 3D load to win. With it, 106 drops across five sessions and no orphans. Without it, 9 drops and 2. It stays, with the measurement code around it, until the race has a real fix.