Macole, thanks for great testing!

Again!

I can explain the strange things that you are seeing, but I shall verify any scripting in the CS tonight.
The bandits appear to be all persistent references rather than generic respawning ones, meaning that the moment you enter the cell for the first time, or the moment the NPCs are enabled by a script, their locations are recorded in your save file, so any changes to their locations introduced by a mod are ignored. These bandits then follow their AI schedules, which, judging by the screenshot showing them a distance away from the tents, are telling them to roam the area in a fairly large circle. When you return to the location, all NPC positions are taken from your save file, and then their AI schedules are applied. (This is roughly how it works, there are a number of finer points that I omitted, but it gives a general idea.)
This is why the bandits roam around to start with, eventually finding the new location of their camp and coming back to it. Unfortunately for Marek and his beautiful Blondie, they are stuck in the chasm and cannot get out. In this case Oblivion comes to the rescue - but only after some time. Oblivion lets them marinade in the chasm for a while, but when it transpires that they are unable to follow their AI schedules, the game fetches them and relocates them somewhere safe. Hence Marek eventually appearing, Blondie should follow at some point too. Note that Oblivion can easily let them marinade for 24 in-game hours before coming to the rescue (I've observed this a few times). In the worst case it can be full 3 days - the standard duration before a cell resets.
The same goes for the two bedrolls and sacks that didn't move - for some strange reason their coordinates were recorded in your save file, which is usually not the case for stationary objects. But there you go. It's Oblivion.
So, to test it cleanly, you would need a save from before you ever ventured into that area, and certainly from before their quest was started. If you don't have such a save, don't worry - I'll enable OOO in my game, put Lena in God Mode and go see for myself.

Lena would never survive it as herself, I don't think.
Your testing with "dirty" saves is very important though, because this is what many people will see when they apply it. OOO generally says that you have to start a new game for it to work correctly, this may be because they make extensive use of persistent references, so things don't get moved when you apply a mod. This is just a suspicion though - but the stubborn bedrolls and sacks seem to confirm it. Or may be it was just a fluke with those sacks and bedrolls - who knows. The fact that their position was different between saves, shows that where they remained in the old position, that position was recorded in the save.
I can suggest one more test on a "dirty" save. Take the one where the bedrolls and sacks were positioned correctly but Marek and Blondie were stuck in the chasm. Enter area, walk around, kill whoever is present, save. Wait 24 hours. Walk around a bit more, and I would expect both Marek and Blondie to turn up after a little while - they should have been rescued by the game engine by now. So now you can kill them.

If Marek is a "Quest Item", he may be extra persistent, with his location being recorded in the save file before everyone else's. If Blondie is scripted to follow him, it would explain her behaviour as well. But I need to check this in the CS.
When you were testing v1.0, you found Marek in the chasm cell. I think this was the rescue action by Oblivion.

Rescues are not consistent.
This new location of the camp is going to be the definitive one because the location from v1.0 interferes with the road to Falkreath that I introduce in the upcoming release of TWMP Skyrim Alive, which also incorporates the chasm.
And by the way: path grids run right through the chasm already in the original mod, which would make NPCs suicidal trying to cross the chasm. This is fixed in my Skyrim Alive version of the chasm.
Once again - thank you so much for testing!

May I use your nice screenshot showing the camp and the chasm on the mod page, please? I haven't got any decent screenshots myself, the CS is not very good for it. Thanks in advance - but only if you agree, of course.

QUOTE
First test: Faulty update, operator error. Lost all my custom snowy rock textures, everything is black. Redid patch install and Bash Patch.
Strange - the patch does nothing to any textures! Do you always make a Bash Patch? I tried it a few times, but it consistently screwed things up for me, so I never use it. What happened is that it combined some of the things that should have been overwritten - and indeed were overwritten correctly if you just loaded the mods in the right order. The order that Wrye Bash figures out to be correct is not always all that correct, I found. Automatic things never are.
This post has been edited by Lena Wolf: Dec 7 2021, 10:46 AM