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Normals should be okay by default. I suspect there is some limitation in blender or the plugin. Sometimes simple brushes connect in a way that breaks the script. Other times I get a very thin layer on one side of the substracted doorway for example and cannot place a floor under. With some tweaking they work. I will leave the rest for post-edit.

As for the window problem I do not know what was the cause but I remade the whole thing and now it works nicely. I have to admire the simplicity of creating free-form window sockets.

Do you have screenshots?

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Well, I can supply one recent if you are still looking at this post:

I originally had a problem with the one brush selected but after going through all the parameters of neighbouring objects and hitting enter on them many of them broke during build. You can see the parameters on the left picture which should not be a problem.

PS: Of course the really interesting thing is that these were carbon copies from the other side which work just fine.

(+1)

It sounds like an issue with the way the sectors are being combined.  Because I basically boolean everything together and booleans do not always give the best geo you can find strange issues like this.  Try changing the sector group to see if that helps.  Group A gets processed first and then group B so this is one way to get around these kinds of issues.  You might need to adjust a neighboring sector instead of the one that is having issues but it is at least one more thing to play around with.  I hope this helps and sorry to hear you are having issues.