Meanwhile... it seems audiave10 has still remain stuck there. This symptom (particularly this much persistently) has never happened before. Well, it goes to the books of constructive experience for us all, as it may help to test and further provide the ability to offer some emergency work-around procedures in these kind of situations.
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To the attention of NatVac
On the subject, I haven't seen NatVac's offer to create an emergency portal at that point (my email accounts are still not configured yet) and though it may be unnecessary to say it due to this reason, but ZRP reject point Level Changer jumps do not work on this mod. Tried, tested, no.
At least at this current shape without further editing from NatVac specifically compatible with this mod.
In fact, we have those Reject point Level Changer jumps that ZRP offers under its "Zone is Open" title for a very long time, (probably even before ZRP, but this is not the point.)
[ For info only Details on Mod files: They come with original ingredient mods FROM the Mod: NEW LEVEL CHANGER by SAK and Copyrighted on SAK and Author showing as: Ñÿê date shows 2007 and the last edit by: Artos (SIMBION) on 27.03.2008], and even more: -those Russo's special ones, too.
However, although there is nothing wrong with them in their operation in this mod, all have been turned off now due to 2 reasons: a) there are already too many Level Changers in this mod (10 more than vanilla) and another 15-20 would make it incredibly easier.
b) Also, so many Level Changers would make an impact on game resources, particulary on GSC memory management protocols.
This mod runs on AMK engine, which is wrapped over GSC Xray engine, so to speak. Progressive Logic comes mainly (at great extent) from ABC. There are other functions that sometimes prohibit, and sometimes make it rather very difficult to approach the mod by vanilla perspectives.
This is not the vanilla game. Despite some people seem to be quite too eager in trying to close their eyes on it. (speaking about some tweaks on already existing vanilla features! Let's keep our seriousness here)
This is AMK, ABC, SRP, Zenobian and bunch of other mods, (further modded by NEWSA.) But they are AMK, ABC, and SRP and Zenobian. It doesn't sound like vanilla to me.
Even if we forget about this recompiled tweaked version, anyone who has ever played AMK, ABC, SRP, Zenobian will testify on those mods' greatness and how they are radically different than vanilla.
So, even a well-informed vanilla approach must take into account of -particularly the AMK and ABC- functions. Or they really show who the boss is on running the mod.

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PS: NatVac I really would appreciate a lot, (and know that it was not your intention to do so, you're also under heavy stress, not only me) yes, I really would appreciate a lot, if you had clarified further when you said: "The problem with the game not starting is usually a bad main menu script file. Typically, the elseif statements are not properly matched, or there is one end statement too few or too many."
Because there is nothing wrong with the ui_main_menu.script, it works perfectly, and that particular fault was on the version that you sent to audiave10, (I think more than the reason how audioave10 incorporated it) as you later point: "I'll send you an updated ui_main_menu.script tomorrow, after some shuteye."
I would really appreciate if you had said that the ui_main_menu.script that you sent might have a problem in it and you would send a new one later.
Otherwise, leaving it like that, as it is, "roundish way" gives an impression as if the main menu was faulty and that you are now repairing it! I know how words sound and may be interpreted. I earn my living out of it.
No hard feelings.
