The cutscenes will play in Area 1 in Castle Grounds on starting a new file and upon touching the Grand Star as long as the following conditions are met:
Enable the vanilla object banks - you'll need Toad, Peach and the mirror room Lakitu.
Place "Unknown CG" object in your level. (You can check how objects like this are placed and their parameters by looking at the vanilla ROM in Quad64).
If Peach and the Toads move out-of-bounds (usually below the ground), the game will crash. If Mario dies he will deathwarp.
The height of the ground and the location of everything in the cutscenes will match the vanilla location. If you use a 1:1 scale you can simply check the bridge and pipe-spawn area against a rip from Quad64's DAE exporter (import onto the origin, it should be in the ground below the end of the stone bridge). Note that a Toad's exit animation visibly stops within the edge of the frame in vanilla (everyone in widescreen), and that the camera follows Lakitu's flight under the bridges.
You do not need to use the credits to retain the ending cutscene, you can simply make it warp you to the endscreen using an RM tweak or end it mid-credit roll by having Mario spawn over quicksand in the cutscene.
It may now be fixed, but in past versions of SM64 ROM Manager editing the credits text totally corrupted them after the first page. This can be circumvented by editing the text in a hex editor instead.
Parallel Camera (aglab cam) changes the ending credits camera so that it always plays the very last angle and shot (CCM). This is unfortunately very awkward for most level models. Spawn locations remain unchanged from vanilla. If you crash make sure Mario is in a valid location. If you death warp, he died. By checking Mario's apparent locations in both the base ROM and one with Parallel Camera you can determine where Mario's spawn location is in every area. If you intend to keep the full credits you should do this for every featured vanilla area you replace before placing other objects.
Note that placing your area model too far from the origin on one axis will exceed the level boundary limits so you may need to add some collision if you have a very large area with deadly/OoB collision covering [x=-4096, z=-4096|x=4096, z=4096]. Moving vertically may also break functions that only work at certain y values (like shadows), and having the origin inside collision can break things that spawn there on their first frame (like Snufit bullets).