I can't seem to download it, I get about half way through the first file, it says download complete but it's not and won't open. Would you be able to upload it somewhere else please?
I tried downloading it in work and it uncompressed fine, so it's likely a corrupted cache server closer between NZ and the UK - if your ISP has a caching server then it could be repeatedly sending you the incomplete version (frustrating when that happens). Give it another go because the cache may have cleared since, but if not I'll upload to an additional location; this would certainly be necessary anyway if this is to turn in to a real project, but it takes 2+ hours for me to upload.
I'll have larger scales to upload in the coming days, but they are taking far longer times to generate obviously. I suspect 4x scaling will be purely entertainment, the heightmap ESP would be around the 1Gb mark, but there could always be some entertainment value in scurrying around a castle like a little mouse.
Scaling everything up would look silly. So are you actually just scaling everything up or are you expanding the land.
Obviously scaling everything would look silly. What you'll want its to wipe the
"cities" out and create much larger ones in the available space, to your own design. The sole purpose of this test mod (and the scales to follow - they take a while to generate) is to first find the realistic scaling limit of the landscape and also of the wilderness objects (trees, rocks etc).
So the giant buildings you see are only temporarily scaled as a side-effect, but this is fine whilst testing - you can get an idea of a city's expanse from a distance still, otherwise it'll look all dis-jointed at 1x scale - for example much like http://www.projectmanager.f2s.com/morrowind/2x2/MW_2x2_Balmora0.jpg looks when scaled in TES3. If we keep within the realistic margins (which is the purpose of these test scale 'mods') then the vital modding work is reduced to what most modders are interested in; towns and villages. It's then just optional if someone wants to save effort and keep a few scaled things - such as the curved exterior walls of the IC, allowing them to concentrate recreate larger interior districts with a lot more streets and buildings. Or re-do the entire city from scratch - I'm easy.
Region generation is an option, but is not a necessity, not unless we exceed the realistic wilderness scaling realism 'limit' and the objects became too sparse or the trees, fauna and rocks became unrealistically giant. Ideally we should stay within this limit to gives ourselves a very realistically achievable and fun mod to improve, not to mention still impressively large and detailed at the same time.
The generic wilderness interiors (caves, ruins etc) can be reconnected (programatically) at any optional scale to the original wilderness doors. But I'll be brutally honest, I generally loathe the generic go-kill-fetch quests - I feel too many RPG writers go for "player is a dumb dog" and expect me to enjoy it somehow. AFAIR only the thief and dark brotherhood quests struck me as original, inventive, mysterious, fun and not at all predictable from the outset, so I'm really not bothered whether to go through the effort of preserving the full original game (which involves scaling all AI packages, path grids, quest conditions, scripts to new co-ordinates and cell FormIDs - it's all technically possible but not much fun).
This isn't a project yet - I'll wait to see until Cryonaut comes back to me and we need first-hand game feedback on how the wilderness feels as a player. In the meantime just have fun with it, roam around, delete one of the towns if you want and see how big you can make it with the new space. Once the size is decided maybe we can then start a project. :shrug:
Lightwave