SSE CK is completely broken, and bethesda never intended to create a SSE CK, they just converted 32 bit to 64 bit, anyone with some basic knowledge on pc systems can immediately see the issue here.
If you want to create a stable free of bugs mod then you will use 32 bit CK, and then converted it to SSE.
Skyrim was never really 'Remaster', it was all done just for money !, nothing really change or was added to the game !.
I have seen this posted quite a bit and it has me concerned.
I got into modding late and have yet to actually release anything as this house mod I am building has just grown and grown ... and grown, and life and all that. But I am using the 64bit CK and can confirm it is a total pain in the ****. But when it comes to packaging up and releasing something will it really be a stability issue?
I wish I had started on the 32bit CK, as you suggest, but alas I was not given that option (or was naively unaware). Would I be able to transfer my current mod over to it easily enough, or should I just plough on with the 64bit and then try and get my hands on the 32bit CK if possible for any subsequent mods I may do?
Lovely work btw antstubell
If you are doing simple things like a player's home without complicated scripted functions or complex custom made animated meshes and others things like it, then you are just fine with 64 bit CK.
But if you intend on doing a very complex and heavy mod, then you definitely need / have to built it in 32 bit CK, otherwise you will encounter issues like the one antstubell is facing here, and this is just a simple issue.
There some things that just CAN NOT BE DONE / CREATED in CK 64.
I will not go into details about this because people get easily offended if you write something negative or the truth about SSE.
* If you ever find yourself in a position to be able to create a complex heavy mod, don't hesitate to send me a personal message, i will gladly answer your question.
Have a pleasant day.