Unclear what you're saying here. What specialised software do you think is needed?
I don't know what
you need, maybe you should explore your workflow and tell me what's wrong with it. I know what
I need, like currently I need the possibility to speed-paint the Tamriel continent (because I want to, for no other reason), and that's not possible with a 2x2 cell editor like the CS that crashes every 2 minutes.
Perhaps if you could explain this suggestion more clearly [...]
I suggest to start thinking about having your own tools to work acceptable. I suggest to stop thinking "oh this is okay like I do it, there couldn't possibly a better way". Fe. that in 6 years of Oblivion modding no modder
asked to have a DDS-converter specifically programmed for Oblivion modding is a riddle to me. How one could accept to work with DDSs as storage-format is an even greater riddle to me.
How do you think a Bethesda-artists thinks? "Oh I need 500 hours to do this, that's okay." No! He runs to his team-collegue who programs and tells him he needs a XY. He does not accept that something bad is okay, and utilizes the
network he's embedded in, to become more productive in an enjoyable way.
[...] and state whether this is what you're working on now and how it will be of benefit, things could become clearer?
I'm programming productivity tools for Oblivion modders all the time. I do it because it has always a positive outcome for me, 50 hours sticked into a DDS-converter I easily sum up counting the stupid time to handle the nVidia save-as-dialog, 40 hours sticked into additional BSA-i/o I easily sum up counting the stupid time (and space) needed for a data-preparation, conversion, packaging and whatnot. I'm a beans counter, I count my hours of useless waste and exchange them for hours of usefull (enjoyable) programming.
Are you talking about a program to detect various relatively small pockets of landscape (compared to the world as a whole and the usual size of an area in which new content gets automatically generated) needing reseeding with new objects following the downscaling of a house? A program which will automatically downscale all the houses and all the various additional objects scattered around that house, positioning them correctly once at this reduced scale (e.g. barrels, crates, carts, pavement meshes, accessories to the house itself not actually part of the house mesh such as roof overhangs, extra windows, ivy growth etc.)? Is that really doable? Handling automatic redirection of things like AI packages, scripts, quests etc. certainly I can see a program handling on its own, but I'm not so sure about the other things which would need doing before reaching that stage.
Well, that's rather ... uncreative.
How about a tool where you select an area on the landscape and it generates you a town as a seed to refine it. Or a tool where you can divide the landcape in climatic zones and it generates you soil and foilage as a seed to refine it. That doesn't even need an interactive program with GUI.
I couldn't agree wanting to literally preserve what's handplaced in a specific space and place.
If you then come up with a list "but, but, but NOOOO because" ... remember one can think it through and find solutions (which in turn also causes a list "but, but, but NOOOO because" ... remember ...), right?
I want to encourage you (and others) not to think in terms of "how could it be done at all with what we got", but in terms of "in which way could we do it
optimally and what do we need to create to do it that way". It's not that I say that it automatically becomes reality, but if there is so much talk about
design-documents and what not, I ask: where is the section with the anolysis of the current and the optimal workflow?
Please keep in mind this is not a critic, it's just my little rant about what I think is the desirable liberation of the state-of-mind. Of course I think that way because I program whatever I need or interest me since 20 years whenever I had to.