There are graphics card/driver dependent bugs in fogging. It works fine on ATI cards, but with your nvidea card you may have to turn fog off completely if you want to use distant land. It's supposed to look like the screenshots on the download page - in balmora none of the houses should be fogged, but at a distance of around 15 cells away everything is fogged completely. Make sure fog mode is set to depth pixel, because either of the vertex modes conflict with distant land. The distant land textures are standard DTX1 dds textures. The cell meshes are just raw vertex data. (3 floats for the position, 3 floats for the normal, 2 floats for the texture coords. There's a grid of 65*65 verticies) The world mesh is a bit more complicated because it also contains the index buffer data and 2 ints to tell MGE how big the mesh is. It's much faster to load raw data than it is to load a .x or .nif. There's no way to add distant buildings and stuff atm, but MGE is open source, so you can add it in yourself if you like. People mostly use nifskope for editing nifs, but you could always try posting your utility somewhere where it would get seen. Not many people will visit this thread. :)