Surprised at how well some of the stuff squeezes into Anvil. I didn't really figure it for having much space to add stuff. Fortunately no building patches are affected since Kvatch Rebuilt's stuff is outside the walls. In Bruma the Malevolent location got taken along with the other one up the hill by the chapel for Terran Vampires. Cheydinhal looks like it will clobber the one for Valley View completely and the one for TOTF only partially. In Chorrol it only blocks Clocks of Cyrodiil. Considering the number of things that exist out there I'd say that's not too bad. Don't know what might be doable about it though.
The only two empty spaces I figured for being big enough in Bruma are now taken, and in Cheydinhal all the empty spaces around the housing is taken. The available empty space next to the FG in Chorrol could take the one house that's blocking the clock tower. The patch there is for a German mod that's nowhere near as commonly used.
Thank you for this patch-info, I wasn't willing to wade through all the OCR patches to see what might overlap, and was hoping that you the creator of those OCR patches might do just as you have done and stated which I should look at. Now that I know which OCR patches overlap I can look and see if there's any possibility of reducing the conflicts, but as with the rest of life, we can't have everything, so it will probably end up that some will remain in conflict, giving people the chance to choose!
I was rather lucky with Anvil, only one building from BC was left out, and that was an unoccupied house (I didn't include any of the BC ships - which reminds me, I need to ensure that the Anvil Ship Company doesn't try to sell players a non-existent ship). If the ground slope had been more gradual between the water around the statue and the houses from Anna Ruthir down to Heinrich Oaken-Hull, I'd have tried to place some of the buildings there, but reshaping that slope would have spoilt the look of the water, so I didn't put any there in the end.
For Bruma, most of the poorer houses are actually outside the northern city entrance rather than inside (the grave-digger's house, an abandoned house occupied by a squatter, the shepherd's house and the Gold Horse Courier branch) since you'd placed the original poor houses just within that entrance and there wasn't enough space for all of them within the walls.
Cheydinhal was a little difficult because I didn't want to upset any of the gardens you'd added, but luckily for OCR BC barely adds any buildings to Cheydinhal, so there wasn't much to add. Perhaps I can relocate a conflicting building to outside the west gateway.
In Chorrol, there was a patch of land which looked perfect for a house (I think it was near the FG so it's likely the place you refer to), but it clearly had the vertex shading in place for a building already, so I assumed it was intended to be filled by an OCR patch and avoided the space. I believe you have the clock tower in front of the castle, which would be where I placed the BC Rangers Guildhouse, so yes I can move the guild house over beside the FG.