Yes, PrpShop is extremely useful to display the insides of the PRPs... Assuming you can make sense of it

PRPs are complex, and debugging visual issues is the most complex.
ametist wrote:But this means I have misunderstood, I didnt think the outside sun(s), contained in a lightgroup and a lightvolume, could impact the neighbor lightvolume?
Hmmm, I haven't worked a lot with light regions, so I made a few tests.
From what I understand, if the avatar is fully outside the sun's volume (and the volume's outside strength is zero), then it should NOT receive shadows from the sun at all.
However, if the avatar is both inside the sun's volume and inside the other neighbor volume, then it will receive lights and shadows from both - a smaller light volume does NOT remove the influence from the bigger one like a footstep sound region would. So for instance, if you go inside a house, the avatar will still be lit up by the sun (whose region encompasses the whole landmass), on top of being lit by the lights inside the house (whose region is physically contained in the landmass).
If that's your case, then the easiest way is to duplicate the "inside" light region, check "Invert", and use this as the sun's region (which means the sun will light the avatar everywhere in the Age EXCEPT for this interior region. If you have only one interior, it's fine.
If you have several interiors, then things get more annoying to setup. You have to use Node Trees to setup softvolumes. In my experience, it can easily result in something that looks fine in Blender but will crash the game.
Ugh... I wish we had proper dynamic shadows coupled with light probes like in more recent games. Doesn't make lighting completely bug-free, but it's still much easier to deal with.