So, I've started a project that I have had in the design phase for awhile now (recreating fallout 4/skyrim in unity to make a more modern VR port, with physics and socketed inventory like VR FPS, similar to Pavlov, etc) and now that I've finally got a pc and headset (last one died and ive only had a chromebook), I've finally begun to work on implementation. I am currently attempting to recreate a small interior map (andrewstation1) as a way of getting familiar with the new creation kit (I used to use the old morrowind construction kit abit, so im not starting completely from scratch), but I've hit a few snags I can't seem to find answers for. I'm using Blender 2.82a, Nifscope 2.0.dev7 (though I've seen people say to use outfit studio, I've downloaded it but have yet to use it yet), xedit 4.0.3, BAE 0.11, and the creation kit. I have exported the local heightmap for andrewstation1 with a setting of 4096, but the output image is 606x615 pixels. I have also extracted a few objects from andrewstation1 in the creation kit (loaded the cell, found a static object, discovered which .nif is associated with that object, as well as the xyz position/rotation of the object) using BAE. The first problem is that I am not sure the heightmap is correct (exported at 4096px, yet file is 606x615px). I have scaled the map by both. The second problem is the scaling of the objects output by nifscope. Seeing as I have no idea if the heightmap is correctly scaled, I cannot be sure if the objects are correctly scaled or in the correct place when I input the xyz position/rotation info. If scaling the map by 4096, the objects are outside playable space. If scaled by 606x615, they take up entire rooms. I've seen some say the engine uses inches for size, yet others say it uses it's own "standard game units". If anyone skilled in modding could take the time to help, it would be greatly appreciated and would accelerate the time to porting maps over, allowing me to begin on things like game logic sooner. I'm aware that distributing the result would be a no no (due to bethesda's tos), but i believe projects like F4NV, F4: The Capital Wasteland, Skyggerfall, Skywind, and Skyblivion would be viable if permission could be obtained from the creators, since the teams have to recreate all assets from scratch.