btw you will get problems with this, since navmesh can't be turned on /turned off, so npc's will still walk around the castle even though its not there
Thanks for pointing that out. Luckily, the only parts I will have to worry about (only parts that touch the ground) are the 4 mechanical chicken legs that support/move the castle so . I was thinking I could just leave the navmesh alone and use collision markers (which are also disabled when the parent is right?) to make it so that npcs don't get tangled in the legs. I may not even need that since the ground level footprint is so low.
To everybody: thank you so much for your help! I've been working this whole mod out theoretically in my head while I build the castle, but now I can finally start working on the core tricks/features of the mod. Y'all have been incredibly helpful and, considering this was my first post/experience with this forum, I am very impressed.
Edit: Is there anyway link the interior door to the active exterior door only? Or what would be a way to only have a player exit the interior and only show up at the active location?
Edit #2: I found out that I could link my entire exterior castle to an xmarker in one reference by selecting everything and right-clicking the selected in the cell view. After then selecting 'set enable parent' and referencing the x-marker it referenced everything at once.... saved me about and hour of individually referencing