Just took this for a test run in Leyawin. Some buildings such as J'bari's house and surrounding buildings/homes worked out pretty well. No real problems from the inside, only when TCL'ng outside could I notice the anomalies. And honestly that doesn't bother me all that much. However some buildings were being rotated anywhere form 90* to 180*. The Chapel of Zenithar had some rather serious issues with clipping, screenshots below. The Dividing Line also had some issues, the wall surrounding Leyawin simply wasn't there behind the shop and the Five Claws Lodge next door wasn't there at all. Screenshot below for this also. I've included the full Conscribe Log for all the interiors I checked out for you to look through and test the interiors yourself so you can see the anomalies I've mentioned.
This is an excellent concept and once polished this will be a top-notch, essential immersion mod. The load times are hardly increase, maybe one second, in the interiors I tested. Nice work so far and hopefully the wrinkles can be ironed out. Good work Reneer.
Thanks for the bug report. Which buildings, in particular, were rotated incorrectly? I'm still trying to iron out the system that figures out a building's rotation relative to the exterior (some buildings are simply rotated 180 degrees from their exterior counterparts for some reason).
The issues with some things not being transferred (the wall or some other buildings) is to deal with items clipping into the buildings - for the moment the code I have set up is meant to overcompensate and it removes everything inside the interior mesh, but sometimes will also remove things that are simply nearby the interior mesh. Once the next version / revision of OBSE is released that contains an updated GetBoundingBox command I will start working on a much more precise method of removing clipping meshes.
Also, for the next version, I'll see what I can do about lowering the amount of spam the debug messages spit out.