Oop, got busy while I was away..
Alright. And with a tool like FNVEdit, we could remove these records when our mod is 100% ready for release, after making LOD of course. Then it's 'clean' and no longer has the 'pointless' landscape redirections. I think I'm comfortable doing this, and it certainly fixes the problem. (I have yet to try, getting some SERIOUS level design/cluttering done right now

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I suppose if you're really that bothered, but they're merely duplicate references in the texturesets folder (the landscapes remain unchanged so it's not even confusing to work with), they don't really make the .esp any bigger or even cause compatibility problems with other mods. Also, FNVedit.. yeah don't bother with that haha, I eventually got it to recognise skyrim plugins/master and it throws up so many errors as to be completely unuseable.
Its been a while since I dropped in here and quite a lot of progress has been made it seems. Using Oscape and TesAnnwyn, has anyone yet produced a fully working distant water, distant land with proper textures, map?
If so could they post their walk-through so I can catch up.
I posted the latter part (brown textures workaround) up on page 2 there, but essentially if you use tesannwyn as normal, use the new Oscape to generate meshes (NIF), and textures (Direct X/.DDS) it should work. If you get brown textures - as some people evidently aren't for some reason - just try that workaround on page 2 I posted and do it again. Obviously as Ethatron stated, make sure you're getting rid/overwriting any previous files and generating everything in Oscape fresh. Oh I also used a http://skyrim.nexusmods.com/downloads/file.php?id=10896 (you need to enter a multiple of 32 for your worldspace width btw or it crashes the game) and popped the resulting .lod file in lodsettings.
So here's my whole process for you to compare:
- Make a new ESP with TESAnnwyn
- load the thing in CK with Skyrim as master of course, save
- start Wrye Bash, copy the ESP to ESM, put the ESP somewhere else for backup
- now save the whole thing as a new ESP, edit some height and paint some textures, save
- generate all lod with Oscape only with standard 1024 res and only as dds (directx), meshes only as nif - target of max resolution is set to 1000000. Don't forget to adjust water height before that, if necessary
- use the installer to finish it and I'm done
Parts 3 and 4 are confusing me a bit.. why are you copying to ESM then saving as a new ESP? It seems like you're doing a process then immediately reversing it, could you clarify this bit? What, specifically, did you do there and why?
I attempted those steps also with an existing .esp file - the weird thing was that yeah, converting to .esm, editing it then saving as a new .esp does indeed cause Oscape to generate the correct textures - the only problem for me was that it only generated cells which I had edited - it cut off any land that I hadn't touched while editing!
http://imageshack.us/f/11/screenshot19rd.jpg/
EDIT ah wait you may have explained that in your post above.. that may be a pain for people with large worldspaces if they have to edit every cell and/or load up a master.esm version of file along with every edited .esp