Perhaps someone now knows the answer or that Tamb0 has fixed it for himself.
I didn't get the answer, so started on a workround.
Basically, changed my 2048 x 2048 (4 quads) worldspace into a 6144 x 6144 (9x4 quads) worldspace. A lot more extra work, but the playable area and visible map area will still be centered around the middle 4 quads, maybe a bit bigger. I can just set the viewable map area to be a little bit bigger than the final playable worldsize. It will probably look better as well. Also, it opens up the possibilities for expansion.
...It might be possible to turn off the cloud mesh through script by changing the right INI setting whenever the player enters your worldspace,..
I don't actually want to turn off the clouds, that can be done with the sMapCloudNIF setting in Skyrim.ini, under the [MapMenu] heading.
What i want to do is have the map look similar to the Skyrim map ie. beyond the borders, there is a thick cloud layer and you cannot see through them.
If you look at this picture -
http://homepage.ntlworld.com/tambos.turf/Skyrim/Cloud_1.jpg
you'll see that those thick clouds are there, but they are lower than the sea level of my land. I want them to be above, or at my sea level.
It doesn't really affect you guys, with the size of MERP and Mesogea, but on smaller worlds, it's very noticeable.
I followed thekarithian's video tutorial (very good) and he states to set the height at -8192.
I've also read a few posts that say the height should be set at -22192 and others again, saying that it should be set at -16192. All very confusing.
While I'm here I might as well ask on this thread, instead of opening a new one.
Does Oscape now correctly generate the .lod file for large worlds, or do they still have to be edited in a hex editor ?...if not...
Will it correctly generate the .lod file for a 9 quad square world ?