There is just no point to this, the Neverwinter Nights toolset is designed for a certain view point, you won't see things like a clock on the wall very clearly in Neverwinter Nights because of the view point is high up and away from the character, TES is First Person thus it requires a higher level of detail. All you'd get from such a tool is a very generic world that would look rather sparse in comparison to anything done within the Creation Kit. It'd look generated and not very well done, I don't want to see generic worlds with automatically generated trees in Skyrim. Or to put it more bluntly, what works for Neverwinter Nights, works for Neverwinters, what works for Skyrim works for Skyrim.
I disagree... The vantage makes no difference (though the NWN engine was made a long time ago). Modern assets have a detailed texture and can have reduced detail versions in the same file, for rendering distant objects. The only reason a texture is unclear in a game like NWN, is that they were small textures. In Fallout 3, when you are up high looking down ~its the same thing as in a game like NWN. :shrug:
TES & http://www.youtube.com/watch?v=6Wf_2V7wLkI, and they degrade the art (might even use impostering (I dunno).
Kotor2 had FPP mode for examinations, even though the game was third person.