While you fixed yourself and mentioned this, you didn't explain how this would be achieved or that it would require specific scripting of each door. Furthermore, the door scripts would be constantly triggered when used by anyone (along with the constant check to see if they're loaded) which could lead to minor performance issues and instability depending on how quickly the NPCs run their routes.
And now perhaps we reach a crux: As I mentioned, currently the NPC's have allocated places and that's where they stay. None of the NPC patrols use these doors now, they are either on the wall patrol or they are not.
As much as I want this to work the fact remains that these NPC's are
mostly scenery to give the impression of a bustling little community. I say mostly scenery, because the NPC's currently in question are Militia who attack enemy guards from others cities should they chase the player. This means that at some point a wall guard might well jump off the wall to attack an enemy, in which case, if my understanding is correct, they will appear back on the wall where their package says they should be, but not until the player has left the area and returned.
If I reach the stage, which it seems I might have done, where to make this work will require an inordinate amount of scripting and could even cause performance issues, then Id rather stick with the current situation and learn from this exchange as best I can. What is important is that the city appears to be populated, with someone going somewhere at pretty much any time of the day. The patrols on the ground and the patrols on the wall manage this, even though there is no deliberate interaction between them anymore, and, as I think someone here pointed out to me, the chances of a player actually following the guards around for a whole day just to see what they do, is quite limited.
It would be
nice to have a bustling community, where every NPC has multiple packages so that they are not doing the same thing every time the player sees them, but in this particular case it would seem that the best bet would be to stop trying to make more work for myself, and live with something that will only be seen as robotic if the player spends enough time watching to see if there is a guard change or if a guard uses the towers, which of course does not happen.
I like the idea of being able to include such realism, but in this instance I don't think there is any point in chasing perfection, especially when it means a ton of work and possible performance problems; I am adding NPC's as the Quests follow the plot line, so the city will become busier as the story unfolds (If there is space once all the quests are done with, then Ill add some more NPC's), and I wouldn't want a performance hit halfway through the mod, simply because I chased this particular issue too hard.
Id like to thank both of you for your input, and I apologize for being so tenacious with this issue - I'm feeling my way along at the moment, and probably getting carried away with the possibilities for realism that I see. I appreciate the time that you've given this question, and I think that now would be the time to call it a day.
Many thanks
MVK