The slaves were in fact exact duplicates of each other, so I not only changed the name of the one outside, I also gave him a different head and hair, different clothes, and set a wander distance to make it look like he is working the corkbulb field.
The one at the Port Telvannis slave market I also renamed, and since I was at it I changed him to a Dagi-raht, because we don't have any Khajiit variations there and spreading new assets around old areas if it's an easy fix is good.
Implemented fixes to the bugs I've found (no bug reports):
- Added doors to the 3 rooms of the Thief/Warrior/Mage in Hlorandus, Lower Level - it was my original intention during the review, but I forgot. Added an urn with scrolls to the empty spot in the mage room. Locked two doors. Moved the walls with the doorjams because some pieces were caspering.
- Removed ownership from the bandit boss' room items in Hlorandus, Upper Level.
- Removed a wall seam from the storage room dividing wall in Hlorandus, Underground.
Both Int cells combined, tunnel section shortened, minor layout changes, and script updated. Doors reconnected and minor rock culling to get refs under limit.
Was difficult to shorten entrance tunnel as much as I wanted while retaining existing layout due to both connnections to the cave (Main entrance, Ald Balaal Vault) and exterior elevation/terrain. Shell fits Exterior terrain and doors about %95, without a complete Int redo I'm not sure it would be able to lose long tunnel and match Ext terrain/connections.