Download: StressTest-v2-alpha1.7z
From the README:
StressTest v2 alpha1
v2-alpha1 Update:
- UI is more streamlined without the need to use console commands to display standard debugging messages or to continue repeated testing.
- Only Teleport Test is currently implemented.
Description:
Stress testing of game engine resources by continuously teleporting to references stored in an array.
Requirements:
Morroblivion v065
How to use:
Load StressTest.esp mwStressTestCases.esp in your load order. Place mwStressTestCases.esp below StressTest.esp. Start Morroblivion, load a savegame or start a new game. Within 1 second, you will see a dialog box allowing you to choose a test type of cancel testing. Only "Teleport Test" is implemented as of alpha 1. Click that test to proceed. A menu will display stats as each step is performed. There is a running total since starting the test. Press or hold down the spacebar to display a menu to continue or stop testing.
mwStressTestCases.esp is hardcoded with an array of 37 references to mapmarkers of most of the settlements in Morrowind. This will stress the engine's ability to manage NPCs in addition to just loading new cells.

FYI, within 30 minutes of my
FYI, within 30 minutes of my initial test runs with this mod, I discovered that Blockhead OBSE plugin was causing the majority of the random crashes for my game. Apparently, Blockhead is modifying all NPCs whether or not you have OCO2 or another face/body over-ride mod loaded -- this is true even with Vanilla face and bodies! This causes the StressTest to crash somewhere during the first test-run. If you decrease resolution, graphic quality and disable distant lands, you can increase the number of cell transitions before CTD -- but if Blockhead is installed, then it will inevitably crash before completing this first test run. (further discussion below).
With blockhead disabled, Oblivion is now freezing during a loading screen about halfway through the fourth lap (which is actually displayed as lap "3" because it starts with zero). This comes out to somewhere around 163 cell transitions (37 * 4.5) before the game engine chokes.
So it appears that disabling Blockhead will increase the number of stable cell transitions with StressTest by 4 times. Why? I think there may be a memory leak in Blockhead. It is probably replacing the Oblivion face/body mesh loading functions, and it is using these new loading functions whether or not you have OCO2 or another face/body replacer installed. If you decrease other system resources by decreasing resolution, disabling distant lands, you can extend the time before eventual CTD... suggesting that the issue is related to allocated memory not being properly released in one of the blockhead replacement functions. I tried disabling all features in the blockhead.ini file, but no changes to the CTD rate. So I think the leak lies in the main part of one of these replacement functions.
What about the loading screen freezes even after Blockhead is removed? I think this may be related to poor garbage collection by the vanilla Oblivion engine. I'm still running tests and modifying my setup variables to get past the ~160 cell transition barrier -- right now, I am running barebones Morroblivion v065, but I will try adding Oblivion Stutter Remover and maybe PurgeCellBuffers to see if these will help. FYI, it will take about 15 minutes to reach lap 4.
EDIT:
I am retracting my original statements regarding Blockhead for now. After more rigorous testing, I've found that StressTest results can vary within a wide range, so the original results could have occurred through random chance. I need to perform more trials before I can make any statistically significant conclusion whether or not Blockhead does or does not affect stability. Apologies.