you can just use a simple script on a door or an activator that looks like a door, that sends you to an empty "purgatory" then into the place of choice.
my amethyst hollows mod is using such a script because of the ram issue on esp files. so far there have been no users that have even noticed the door takes you to 2 places
the script is very simple. attach it on a dummy load door, set to not teleport(in my mod i am using an activator object that looks like a door). the REAL load door that originally connects to your worldspace is pushed out to the void area (keep the teleport marker on the navmesh where it should be)
Scriptname DCVR_AH_PurgeExitScript extends ObjectReferenceObjectReference Property PurgatoryMarker AutoObjectReference Property DoorRef AutoEvent OnCellAttach()If (GetOpenState() == 1) GoToState("Busy") Activate(Self)EndIfGoToState("Idle")EndEventState IdleEvent OnActivate(ObjectReference akActionRef) Actor Player = Game.GetPlayer() If (akActionRef == Player) GoToState("Busy") Utility.Wait(0.8) Player.MoveTo(PurgatoryMarker) DoorRef.Activate(Player) EndIfEndEventEndStateState BusyEndState
the PurgatoryMarker is a xmarkerheader inside your empty purgatory cell (maybe place a collisioncube under it)
the DoorRef is the functional teleport door that activates your destination world (the one you had to put in the void area of your interior)
this script keeps your interior 100% compatible with NPCs and they will be able to find their way in and out of your interior using the navmesh. Followers will also follow with you into the worldspace