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Generating Distant Terrain and Object LOD: DynDOLOD and xLODGen Setup

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LOD Generation Pipeline Comparison Matrix

Generation StageTool RequiredPrimary OutputVRAM / Memory CostGeneration TimeRecommended Frequency
Terrain Meshes & TexturesxLODGenTerrain/LOD meshes (.btr) and textures (.dds)+0.5 GB to 1.5 GB VRAM45-120 minOnly when landscape/heightmap mods change
Object Billboards & AtlasesTexGenStitched diffuse/normal atlas texturesNegligible (temporary assets)3-10 minBefore every DynDOLOD run
Dynamic Object & Tree LODDynDOLODScripted object LOD plugins, animated water/trees+1.0 GB to 2.5 GB VRAM15-45 minWhenever load order or worldspace meshes change

Generating distant LOD (Level of Detail) bridges the visual disconnect between high-detail nearby rendered cells and low-detail distant horizons. Default game engines render distant geometry using low-resolution pre-baked static meshes; when mods introduce dense forests, custom cities, or elevated terrain, distant views exhibit severe pop-in, floating buildings, or abrupt tree popping.

Phase 1: Prerequisites and Load Order Verification

Before launching generation tools, enforce absolute load order stability. Generating LOD against an unstable mod list bakes record discrepancies directly into output meshes.

  1. Sort Plugins with LOOT: Ensure all structural mods, landscape plugins, and tree overhauls are finalized in your mod manager.
  2. Install Resource Packs:
    • Install DynDOLOD Resources SE and enable relevant core components (whiterun exterior, tree billboards, 3D tree LOD assets if using ultra trees).
  3. Verify File System Isolation:
    • Add tool executables to Mod Organizer 2 (MO2) or Vortex.
    • Configure output folders outside virtual file systems to avoid permission lockups:
      Output Path: C:\ModdingTools\DynDOLOD_Output\
      

Phase 2: Running TexGen for Texture Atlases

TexGen samples installed texture replacers, tree mods, and lighting overhauls to build consolidated texture atlases tailored specifically to your visual mod list.

  1. Launch TexGen.exe via your mod manager executable runner.
  2. Select target worldspaces (e.g., Tamriel, Solstheim, DLC areas).
  3. Configure Atlas Resolution:
    • For 1080p / 1440p displays with 6GB-8GB VRAM: Select 512 for Tree LOD billboards and 1024 for object textures.
    • For 4K displays with 12GB+ VRAM: Select 1024 for billboards and 2048 for textures.
  4. Click Start. Once completed, package the resulting files into an enabled mod named TexGen Output placed directly below your texture overhauls.

Phase 3: Executing DynDOLOD Object LOD Generation

  1. Launch DynDOLOD.exe via your mod manager.
  2. Load all active worldspaces.
  3. Select Presets:
    • Low: Ideal for steam deck or low-tier GPUs (minimal performance cost, fixes pop-in).
    • Medium: Recommended standard (full dynamic LOD, 3D waterfalls, negligible frame drops).
    • High: Enables full 3D distant tree LOD; requires substantial GPU fill-rate and memory bandwidth.
  4. Set Output Path to C:\ModdingTools\DynDOLOD_Output\.
  5. Execute generation. When complete, copy generated plugins and meshes into a new active mod named DynDOLOD Output placed at the absolute bottom of your left-pane mod order and right-pane load order (DynDOLOD.esm near top of ESMs, DynDOLOD.esp and Occlusion.esp at the very end).

Verification and Diagnostic Troubleshooting