Having a large landmass broken into smaller working sections doesnt actually work. You cant have transit bottlenecks that then carry you through to another section of the world centred on a 4 quad grid. For a 16x16 world or even a 12x12 world you would need to make several chunks of landmass that extend in LOD well beyond the 2x2 quad square,so you need to create more like a 4x4 square with 2x2 in the centre as a working part of the world and a whole quad or more beyond to provide anything like realistic distant terrain. That requires making several heightmaps with transit between them. Also it needs a re-design of worlds. With MERP and Mesogea these are worlds already extensively developed. Ok I could massively change things in Mesogea but for MERP its simply not realistically feasible. It was considered in the early days of Oblivion, but the idea was binned. MERP only took off when the full 16x16 grid became available.
Hold on isn't it a 4x4 max area? Besides the point though, yeah I suppose in the case of already-developed large scale open worldspaces it's an unavoidable barrier. I meant more for people developing new worldspaces here and now. Athough yes I was indeed suggesting what you were saying - a 4x4 worldspace with LOD for distant lands.
I suppose in some ways we are at an advantage in that we have all invested a lot of time and effort into Oblivion. We dont really need Skyrim to continue these projects and with Skyrim removed as inoperable, that would clarify things and take MERP and Mesogea forward much quicker. It wouldnt take me half the effort just to go back to Oblivion and get on with things from where I left off. The MERP team and players will follow the best route, and if that route is in Oblivion then so be it. Its not as if we are Skyrim or bust.
Yeah I'd agree, in your case you've got the worldspace finished and if it's going to compromise a vision you've already put a lot of work into then you're better off with what you know will work. I guess it's just playing the waiting game in your case - just to get a better answer than "havok related" and a lot of speculation from us lot

I think that if the devs decide to not bother then it possibly wouldnt affect them too much with Skyrim. They would likely notice a much faster tail off of interest. Morrowind and Oblivion have lived on because they are infinitely moddable. To leave a clear and absolute barrier in Skyrim would not doom it, Skyrim is bigger than any mod or mods, but it would reduce its playability over a period of time and ultimately result in lower revenue and as the series continues, so the revenue will reduce. There are a lot of RPG's out there. Here today, gone tomorrow. What happens over the next few months or couple of years will have an impact on the future.
That's my major worry with the dev kit. It's no longer just a PC game - the fact is the majority of their money is made from the console releases, and I just can't see them caring a huge amount about this particular issue. I mean they didn't even give the PC release a proper UI, I'm not holding out on them making bug fixes to what to them is essentially a complimentary toolkit. On the other hand they spent time getting it ready for us. On the OTHER other hand it apparently took them that long to release a tool with many broken features. I guess time will tell. Hopefully I'll be proven wrong.