Cheers. I was too lazy to explain that. I will add it to the first post.
My only concern is this, some of the technical problems are not happening because of my implementation. Some of them are happening because of the poor AI or design choice which already embedded in-game which might be still there when the game is done. Let me give you an example. Might be mildly technical though.
Sun in the scene is static. Therefore in the current shape, you won't have a battle that started at dawn and ended at mid of the day. Same goes with rain. You won't have heavy rain in the middle of the battle. Because there is only one location to change this right now. That is OnTick method which refreshes itself every ms. When you move sun slightly with delta time, usually you should get a smooth moving animation. But in Bannerlord, that's a dream. Because every single change you do on the light source is impacting already baked lightmap and making your screen shaking for at least 4 seconds to calculate that first move. And when you do it many times to achieve smooth sun rise, you are ending up with an almost unplayable game. But as you can see, whatever I do, this is not possible to achieve. This might not even be achievable for Taleworlds team unless they want to change something in the RGL. ( I'm assuming this is deep embedded in RGL ) And sometimes it's not possible to set winter OnCreate . That's why they have two maps for two different seasons right now. Although, for seasons, they are at least trying their best to add some atmosphere templates that might be applicable to every scene. ( For example Ruins in winter is quite lovely )