http://www.gamesas.com/topic/1394072-how-do-i-put-my-weathers-into-climatesregions/page__view__findpost__p__21174104
to help me with region editing.
In it, SluckyD states -
...For complex areas, I use TESAnnwyn to export a map of the entire worldSpace with black cell-lines embedded in it. Then, in Photoshop, I add a basic numbering system. Along the bottom and one side, I have numbers every however cells which indicate the actual cell coord; then I draw in yellow lines over those numbered cells to make it easier to quickly see cell coords in the middle of the huge worldSpace... and with different thicknesses too, so I can see 8/16/32/etc quickly and whatever in between I count by eye fairly quickly...
After going through the TESAnnwyn ReadMe file, I realised that there are quite a other tricks that can be done with the program. One of them especially caught my eye,...the ability to create an esp with your own choice of texture, not just the default brown dirt one.
This is ideal for my needs. Around 50% of my worldspace is snow, with the remaining area using around 7-8 different textures. After a few attempts, I got a completely snow covered worldspace. Great,...or so I thought.
Although the CK shows the entire worldspace covered in snow, when LOD is generated, the LOD reverts back to the brown dirt texture. I then decided to try and change the dirt texture to a snow texture in the Textures.bsa, but it doesn't seem to be there. The closest I could find was the Dirt02.dds texture, but it's not the same as the (what the CK refers to as) LAND_DEFAULT.
Is this LAND_DEFAULT texture hard coded into the TESV.exe ?...
...or does anyone know where it is hidden ?