So I have these two scripts that are doing many things:
1. If player has a load door in their crosshairs, it disables the Activate key.
2. Player presses activate key and the script does some stuff (finding objects) and moves them into the interior cell.
3. Script then calls another script / OBSE function which figures out what cell X and Y the player is in, and loads NIFs that represent the land and places them in the interior cell.
4. The script activates the load door and sends the player into the interior cell.
5. The script saves all the PlaceAtMe'd references for later deletion when the player returns to an exterior cell.
The problems I am experiencing are location issues - the static objects, trees, etc will transition properly, but will be off by a few units, which is only exacerbated by moving into higher levels of the interior cells (though this may also be due to Bethesda not really caring where they placed the interior meshes in relation to the outside world). Also, for some reason the landscape is also off by a certain number of units - this can most clearly be seen by the 'roads' being not quite where they are supposed to be. In a little bit I will provide some screenshots to demonstrate exactly what is going on, but if anyone would kindly take a look at the scripts and perhaps see where I'm going wrong with my math I'd greatly appreciate the help.
I will be continuing to work on these scripts, so it will be entirely possible that I'll figure out the issue on my own - if that happens I'll probably post the solution here.
Here are the two scripts, in their entirety:
Main Script
NIF Loader / Placer script