I've stated it before, and I guess I should probably say it again. Randomly generated land makes the game next-to impossible for modding and placing things where you want them to be, if they'll be different in everyone's game.
That's wrong. Modded parts of the landscape won't be touched by the random generation parts. Thus, when you put a house into the landscape, you basically add the following constraints to the generator:
1. The hourse is always there, always surrounded by as much manually generated landscape as you wish, the border regions seamlessly blending into the randomly generated part.
2. The spawns around the house are only those you manually put in there. Those
can use the randomiser, but don't have to.
You can also
potentially add following constraints to the game if you like to, and have the random terrain generator modify its landscape to always have them be true:
1. Specific line-of-sight lines are either always free of obstructions (say, if you always want your house to have a clear view of a specific city) or are always blocked (if you want your house
not visible from a specific point or area.
2. The boundary of your manually modelled terrain patch has a "road link" with specified parameters in regard to maximum slope, width, possibility of bridges and texturing to either the nearest other road, a specified crossroad point on another road, or to any other road, randomly chosen (but weighted so that the nearest point is most often picked).
3. A boundary point is either a ridge or a valley. In case of a valley, it can be filled with water to a specified level and with a specified flow direction.
It also nullifies the use of Bethesda putting a map in their game case if everything's different all the time.
Small-scale maps in Bethesda games are
already generated from the landscape data, not the other way around. Large-scale maps can be still used, by constraining the random generator (a ridge here, a river there, some city here, a bunch of villages over there, road network linking them going through specific points and so on).