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Object LOD

Object LOD generation ensures that objects, trees, and others look the same up close as they do when far away. If the objects shift in shape, disappear, or suddenly pop in, then object LOD needs to be regenerated.

Object LOD is generated with DynDOLOD.

Before generating object LODs, you should make sure your grass cache and terrain LOD are in order.

If you're not familiar with DynDOLDO, you can read it's documentation.

Before Generation

Temporarily remove any and all content from the AE Upgrade. Only Fishing, Rare Curios, Survival Mode, and Saints & Seducers are to stay.

Tip

The file names for the creations that should stay are:

  • ccbgssse001-Fish.esm
  • ccbgssse037-curios.esl
  • ccbgssse025-advdsgs.esm
  • ccqdrsse001-survivalmode.esl

Disable GTS' DynDOLOD and Texgen outputs.

Run xEdit's Quick Auto Clean on Update.esm, Dawnguard.esm, and HearthFires.esm

Disable DynDOLOD loading screens by adding the line AddLoadScreens=0 to the [DynDOLOD] section in DynDOLOD\Edit Scripts\DynDOLOD_SSE.ini

Enable generation in Bruma by removing 'BSHeartland (Tamriel) - bsheartland.esm' from DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_worldspace_ignore.txt

Texgen

Run Texgen with Vortex.

The output path should preferably be set to a directory that's directly on a drive, to avoid permission issues. Example: C:\Texgen_output\. Be sure to actually create the directory, and make sure it's empty.

Texgen Settings

  • Stitched Object LOD Textues
  • Base Size:  256 

  • Rendered Object LOD Textures

  • Base Size:  256 

  • Tree/Grass LOD Billboards

  • Untis per pixel:  11.0 

  • Texture size Min:  32 
  • Max:  1024 
  • Grass
    • Direct:  100 
    • Ambient  80 
  • HD Grass
  • Tree
    • Direct:  90 
    • Ambient:  65 
  • HD Tree
    • Direct:  90 
    • Ambient:  65 
    • Smoothness:  30 
  • Rendered
    • Direct:  100 
    • Ambient:  55 
    • Smoothenss:  0 

  • Diffuse alpha: BC3 (DXT5)
  • Diffuse: BC1 (DXT1)
  • Normal specular: BC3 (DXT5)
  • Normal: BC1 (DXT1)

Texgen Output

Create a mod from the Texgen output and install it.

Generating LODs for GTS

Start DynDOLOD and select advanced mode.

The output path should preferably be set to a directory that's directly on a drive, to avoid permission issues. Example: C:\DynDOLOD_output\. Be sure to actually create the directory, and make sure it's empty.

Worldspaces

Select both FXGlow and Candles.

Make sure all worldspaces are selected, with the exception of the following:

  • aaaMBWerewolfNightmareWorld
  • aaaMBworld
  • BSKHyorkerIsle
  • ksws07World
  • zDcdGhostSea
  • zDcdDwemereth
  • zDcdBlindRealm

Mesh and Reference Rules

The only changes from default are to the tree rules. Set it to the following:

  • LOD Level 4:  Billboard1 
  • LOD Level 8:  Billboard4 
  • LOD Level 16:  Billboard1 
  • LOD Level 32:  Billboard6 
  • Flags:  VWD, TREE 
  • Grid:  NearLOD 
  • Reference:  Unchanged 

Options

Set the following settings in the options section.

Object LOD

  • Object LOD
  • Level 32
  • Max tile size LOD:  1024 
  • Max tile size full:  256 

Tree LOD

  • Tree LOD
  • Ultra
  • Large
  • Billboard brightness:  0 
  • Max tile size billboard:  1024 

Dynamic LOD

  • Dynamic LOD
  • NearGridToLoad:  11 
  • FarGridToLoad:  21 

Occlusion Data

  • Occlusion data
  • Quality:  3 
  • Plugin

Terrain Underside

  • Terrain underside
  • Quality:  8 
  • Height:  500 

Grass LOD

  • Grass LOD
  • Density:  60% 
  • Mode:  1 

Lights

  • Glow windows
  • High
  • Fake lights selected world
  • Fake lights child world

Seasons

  • Seasons
    •  Default, WIN 
  • Snow

References

  • Prefer base record LOD assignments over rules
  • Upgrade NearGrid large references to FarGrid
  • Large reference bugs workaround
  • Downgrade FarGrid references to NearGrid
  • Parent > child
  • Child > parent:  Low 

DynDOLOD Output

Create a mod from the DynDOLOD output and install it.