Gerwin, you can set the _hm per-tile displacement to really high ranges, some of my Israel hires tileset ones have HeightMapScale= around 250.0 to 500 to make them stand out,
as for the gap (or line) in between the near and far terrains (near is the one that uses the per-tile mesh displacement, far terrain is the lower-resolution mesh)
set for example:
[HeightOffset]
LowDetailMesh=-50.0
//defaults -1.0
WaterMesh=0.8
//defaults 0.8
but then on far water some slightly visible difference is fogging of the Z (depth) is visible
you can just keep the new version with blended of yours and mine, it's more popular, as for new version of the set we'll see
I'll search for the full texturelist and TODs population control core ini files
keep it up, you rock!
one more thing: bit of work but for areas where no _HM mesh adjustments is needed (namely any target areas) additional tiles without it are required, remmeber we can multiply instances in data.ini of the same texture, some with HM some without (or different ones!) only TE requires psyhical additional differently named textures; data.ini can live with just the proper amount of texture numbers ( [Texture098] etc)