The problem arises if a mod uses the mesh, as these now get the modified one with its offset origin, and they aren't where they were placed in the CS.
I'd like recommendations on how to accommodate this in a mod that has CitadelHallDoor01Anim instances. I can detect if the patch is present, and script repositioning the doors, but that means making them persistent references, which may have side-effects I haven't thought through. I can clone the original mesh and use my copy instead, so that my doors aren't CitadelHallDoor01Anim any more, and they stay where I put them. I can tell users not to use that part of the UOP with my mod (since it's a separate esp they can just uncheck).
Any opinions? And are there other mods that have done anything similar?