Place this mod below any texture overhauls like DREAM or Vanilla Enhanced. Mods load from top down, which means that if two or more mods touch the same thing, whatever is loaded last will be what is used. Placing this below DREAM will make sure that this single texture overrides that texture within DREAM (or any other texture overhaul).
The problem is that this mod is just a single loose texture image, not a .dfmod file, so you can't "place it below" anything. As far as I can tell, when it comes to comparing two things that overwrite the vanilla files, I think .dfmod takes priority over loose files like this mod. I think it would work if the image was packaged as a .dfmod, which I might learn to do some time soon, but setting up my DFU for that sounds like a bit of a pain.
I'm not sure how complicated it would be to add a light source to the exit. Ideally, one tied to the time of the day (and meteorology oustide?). This would add a lot of feel to the concept: imagine going on your way back and seeing that patch of brightly sunllit wall opposite to the exit, marking your escape.
Pretty sure you can replace this image with the current image in the ...\StreamingAssets\Textures folder, but if the texture changes because of the .dfmod file, I don't know I'm dumb.
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By the way, I think I would prefer an exit that doesn't have a skull. It looks weird when leaving the castles in Daggerfall, Wayrest and Sentinel.
Cheers!