There is a way round it that i stumbled upon by chance (trying to fix my own mod). Instead of using the door, disable it (or remove it and replace it after navmeshing) and put a self activate trigger in front of the door. Attach this script and set the activator script to only allow those you want to pass through.
This way, there is no green triangle on the navmesh, so others won't try to get through the door
Scriptname teleportdoor extends ObjectReferenceimport gameimport utilityObjectReference Property lastdoortraveledto Auto ObjectReference Property teleport Auto ObjectReference PlayerReferenceAlias Property Alias_Follower1 AutoReferenceAlias Property Alias_Follower2 AutoEvent OnActivate(ObjectReference akActionRef ) player = game.getPlayer() lastdoortraveledto.moveto(player) player.MoveTo(Teleport) Alias_Follower1.GetRef().MoveTo(Teleport) Alias_Follower2.GetRef().MoveTo(Teleport)endevent
Change the properties in the defaultActivateSelf script to allow you use it more than once and uncheck disableWhenDone
Change the Teleport properties in the teleportdoor script and link it to an XMarkerHeading in your other cell (you must place this as well). Do the same in reverse for the other door. Works a treat.
I should add that it's not my script. I found it posted on a forum somewhere.