I'll have a look at the luggage thing and see where it ends up. I might be able to fudge something as long as the Luggage is not tied to a parent object in COBL.
From the BOSS thread, this also applies to OCC:
I can't think of one, unless it's some kind of script that gets run when the game starts that edits the references. But I'm not even sure how I'd do that, since SetBaseForm (which seems the natural function to use to do the reference editing) explicitly isn't supported for actor objects, according to the OBSE documentation.
Well. I see what you did, and what you did is the only viable method for it. With the way things are set up now anyway.
The main reason I moved the placed guards to the Tamriel worldspace was so I wouldn't have to edit the base NPC records with new AI packs. That would have screwed with too many overhauls.
Advances in Bash tags have made it possible to add those AI packs to the NPC base records now, and tag the OCC/OCR mods with Actors.AIPackages and have only those carry on to the end as long as other overhauls such as TIE are tagged to have the ACBS and stats data pulled through. I think they've all been appropriately marked in BOSS already.
What this means of course is that you'd be able to replace the references. You don't touch the base NPC records. I could tag OCC/OCR and when the patch is built, the necessary data is kept. Of course, if someone isn't using overhauls, then my having modified vanilla NPCs harms nothing. The main benefit to all this is that there isn't a need for a bunch of patches, which I'm sure we're all aware is likely to confuse people.
Bash can deal with the base NPC records. It can't deal with the reference placements.
So... if that's acceptable I can make it happen on my end.