Okie dokie. Here's my list:
bug: The 'come with me' dialog needs to be filtered for just your NPCs and then just the children if that's what's intended. I haven't checked every NPC in the game, but now all of the advlts at the orphanage, as well as all of my other companions, have the 'come with me' dialog topic. It also shows up before the child agrees to the adoption and if you click that before clicking adoption, the child will follow, but won't acknowledge the adoption or take the license from you.
This wasn't happening for me. I'll look into it.
In addition, the default dialog for children includes references to grandmother, parents, and such. Some is appropriate, because the children would remember things they did with their parents, but it's kind of weird for an orphan to tell me he/she is supposed to be in the kitchen helping grandmother. Like they are not quite right in the head, children of the corn comes to mind. I also think that when their disposition is up and you've adopted them, they can maybe address the PC with a little more familiarity?
This issue has been bugging me too. However, there is nothing I can do about, unless I add a variable to every COM child in the game. I'm also not very creative when it comes to dialogue, as writing anything has never been one of my skills.
Good thing: The children get the 'companion share' option and follow appropriately when 'come with me' is selected. They also stop following when they should and the two stopfollow options work as apparently intended.
I was so glad this works. The implementation of this feature was copied from another mod.
bugs: the orphanage is too crowded or the building is too small for the PC to navigate easily, especially when all the children are in there.
The stairwell isn't complete and clips both the outer wall as well as the rug.
The orc guard effectively blocks the PC from getting back down the stairs if he manages to get up them in the first place.
The Tutor and the Cook are barefoot, also, I find it odd that there is a cook with no kitchen or cooking pot over the fire.
It is meant to be implied that the lower level of the orphanage was the playing and visiting area, and the inaccessible upper level was for living including dormitories and kitchen. I am aware that the building appears smallish, but I am new to modding and that was what I could do with my level of experience. It's much easier to navigate at night, when the kids are sleeping. I am also aware of the aesthetical issues with the stairs, but if they weren't there the kids would have nowhere to sleep. I'll add shoes to the barefoots- sometimes when I use robes I accidentally forget this detail.
Good thing: All the advlts behave as expected. I like their greetings, especially after all the children have been adopted. May I suggest the greetings be filtered for that cell? It might be fun if you gave the option to hire them to take care of the children, wherever the PC lives, they'll need caretakers.
The staff are tied by their nature to life at the orphanage. If I made them hireable while kids were still in the orphanage, there would be nobody to take care of the kids. I thought about this before posting the test version.
Questions, observations, and suggestions: What is the purpose of the "dormitory door"? Are you planning to incorporate that into the finished mod, or will it always be a door to nowhere? Personally, I would have expected each child to have some belongings to collect, even if it's just their personal stash of colored cloth. Every child has something they keep hidden in their bedrooms. The Duke would have made sure they at least had a change of clothes and a toy each to keep.
I am not planning to make the second floor, though if it didn't exist the kids would have nowhere to sleep. I'll probably add a toy or book to each of their inventories before release.
Given that the Orphanage is a pet project of Duke Dren, I would not expect it to close after all the children are adopted. Maybe it can be disabled and re-enabled at a later date, perhaps with children that are not adoptable; or maybe all of your orphans might not be available at the same time. I just can't see a place as big as Morrowind not generating orphans regularly.
I suppose it is possible to make the player wait a certain amount of time after each adoption before it can be done again, though with the barter screen being a hard-coded interface I would have to change the whole mechanism of getting an adoption license. This is one issue therefore that will not be addressed. I put lots of thought into what would happen after the kids were gone, but with my limitations it was better to give the staff new dialogue than to try to create something that was very dynamic in nature. The orphanage doesn't ever really "close", which means from a "lore" perspective more kids could come later (after PC retirement), just not in the mod.
I'm not a scripter, so I can't offer any suggestions on how to improve those; all I know is I experienced no problems associated with your scripts. As far as I could tell, the children disabled and enabled just fine.
The scheduling script seems to have mostly resolved itself when I worked out the music issue. On my game there were one or two kids that did not obey the schedule, though that part of the script is identical for all 18. Part of the script is meant to improve follow for companions and that doesn't work at all.
BTW, I'm already having a blast with this.
Just remember to leave your kids in a safe place before you enter a dangerous area. And don't forget where you put them.