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the last major case of people incountering them for the first time was "Skyrim : LE "
even after you unsub from a mod and delete it's files a port fo it will remain from time to time depending on the content.
Also congrats on making a mod so quickly that cleans up said files.
Have not started on the mod but I got a fair idea how to do this, I just need to pack default player Json into a mod and write some scripts or a dll core mod which catches the error when some asset is missing and deletes the tile from the world. May or may not be as easy as this replacing the player file might be though by forcing the player to use default assets for a ms or two to force save the new default player model however this won't get rid of the error just prevent it from being an endless cycle of repeating itself and not fixing it.
Failing that I could make it spit out something more usefull when it detects this like " Oops, looks like your charcter was using modfied assets which don't exist now, please delete yadayadayada"
The tile entity data should be a do-able thing if its anything like Minecraft and there are ways to read the world data while the world is loading It should be possible to remove missing assets from the during this stage and then pop up some sort of text referencing which objects got removed. That or I could work on an external tool to read the world data like MCEdit did for Minecraft, can read the World and find any relevant mods and clean up unused tiles to de-corrupt the world.
I never used Workshop for Skyrim did not trust letting it install things for me I barely trusted Nexus mod manager it screwed up sometimes aswell, most of the files left behind tho are half installed texture files or dll files which came packed with the mod or self extracting files left behind after a mod had been running hardest part about Skyrim IMO was getting the damn thing to not crash every 15min via a lot of tweaking the ini files and removing conflicting cell edits.