good to hear
I pulled your current work in progress branch, but some questions/issues arose:
how do I activate the enhanced sky mod - just setting the value in the fallback.ini file didn't do the trick for me
when manually adding the enhanced sky prefab to the scene I end up with a second clone of the prefab in the hierarchy when the scene is running and I push the toggle enhanced sky button in the gameobject - so there seems to be a different mechanism to activate it, that I don't know
update: but at least it seems to work
maybe this is intended anyway
there are some necessary fixes on my side required, e.g. when reflectionsmod is deactivated increasedterraindistance mod must not throw a null-pointer exception. I will prepare these changes
somehow the sea reflections of the far terrain are no longer updated correctly - I will investigate this
update:
sea reflections are broken in the test scene because IncreasedTerrainDistanceMod gameobject is parented to exterior (which is deactivated at startup - although I am not sure if this is the cause for the problem or the parenting itself is the problem), it should be outside of it - i would suggest to put my mods into a empty container gameobject called "_Mods" or similar - which must be activated at startup. Otherwise it should work to have them just in the root in the hierarchy, but grouping them is neat anyway
The script will inject a gameobject "Worldterrain" in Exterior gameobject on runtime.
I was not aware of this restriction but it turns out it really breaks the sea reflections otherwise :/
update2:
except that I have to manually add the mods to the scene and drag the IncreasedTerrainDistanceMod gameobject out of Exterior gameobject - everything works like a charm! everything seems to be integrated pretty good! thanks for your hard work in coordinating all this!
update3: fixed the nullpointer error in IncreasedTerrainDistance.cs if ReflectionsMod is not active by reworking other mod's presence detection strategy - issued a pull request