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Weirdly fast travel seems only to work once when using this query. Guess it might be too harsh.
I've chaged the script code now and it works finally.
Funny that it previously only worked once as by that I didn't catch the issue until now, but luckily it's fixed. :)
https://steamhost.cn/steamcommunity_com/app/933480/discussions/0/3247562523085606811/?ctp=4#c3799284136648520672
Even if there was no uodate, DO NOT have any loose script files in your Skyrim that belong to any BSA file of the main game, when you play.
It will destroy your game over a while.
Luckily I had an older savegame available, so instead of blindly thinking my mod broke it's actually a loading issue when scripts from a BSA and from external "Scripts" folder are loaded. Yet this includes a general "script" folder introduced by any other mod, so rather put my fast travel mod at the very end of your load order.
You can do that by using Wrye Bash:
https://www.nexusmods.com/enderal/mods/97
So I have now a "_scripts" folder that includes all scripts from the BSAs for me being able to edit scripts in Skyrim.
To do that, I rename the folder to "scripts" (if there is another "scripts" folder from a mod I rename that one too and include by copying the scripts of that one in the total script folder).
Now I can work with scripts in the Creation Kit.
BUT, as soon as I start the game, I make sure that the total script folder is named to "_scripts" again and the one I need for some mod scripts will be renamed back to "scripts" again.
This appears annyoing but I have to highly recommend this for anyone who wants to script.
If you have no loose script files your Creation Kit might crash if you want to add new scripts.
So that's probably the only way to be able to work with scripts, but avoid bad game / mod breaking issues.